共查询到20条相似文献,搜索用时 15 毫秒
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Virtual Reality - With the development of consumer-grade virtual reality (VR) systems, the interface and interaction design for immersive virtual environments have become a critical issue for VR... 相似文献
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Virtual Reality - A primary affordance of virtual reality (VR) headsets is to give the user spatial presence or the illusion of being in the virtual environment. Although considerable research... 相似文献
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Kroon Rianca Neumann David L. Piatkowski Timothy M. Moffitt Robyn L. 《Virtual Reality》2023,27(2):541-551
Virtual Reality - Technologies such as virtual reality (VR), an immersive computer-based environment that induces a feeling of mental and physical presence, are becoming increasingly popular for... 相似文献
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Virtual Reality (VR) provides immersive visualization and intuitive interaction. The VR is used to enable any biomedical profession to develop a deep learning (DL) model for image classification. The Deep Neural Network (DNN) models can be used as a powerful tool for data analysis, but they are also challenging to understand and develop. To make deep learning more convenient and fast operation, it have established a landscape of DNN development environment based on virtual reality. In this environment, users can move concrete objects only to build neural networks with their own hands. It automatically transforms these configurations into a trainable model and reports on the real-time test dataset. In addition to realizing the insights users are developing into DNN models, it has also visually enriched the virtual environmental landscape objects with the parts of the model. In this way bridge the gap between professionals in different disciplines, providing a new perspective on the model analysis and data interaction. This system further demonstrates that learning and visualization technologies developed in Shenzhen can benefit from integrating virtual reality. 相似文献
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Virtual Reality (VR) appears a natural medium for three-dimensional computer supported collaborative work (CSCW). However the current trend in CSCW is to adapt the computer interface to work with the user's traditional tools, rather than separating the user from the real world as does immersive VR. One solution is through Augmented Reality, the overlaying of virtual objects on the real world. In this paper we describe the Shared Space concept—the application of Augmented Reality for three-dimensional CSCW. This combines the advantages of Virtual Reality with current CSCW approaches. We describe a collaborative experiment based on this concept and present preliminary results which show that this approach may be better for some applications. 相似文献
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Virtual Reality - In immersive Virtual Reality (VR), your brain can trick you into believing that your virtual hands are your real hands. Manipulating the representation of the body, namely the... 相似文献
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Cieślik Błażej Juszko Karolina Kiper Pawel Szczepańska-Gieracha Joanna 《Virtual Reality》2023,27(3):2227-2235
Virtual Reality - Several forms of virtual reality (VR) have shown promise in treating mental disorders. However, there is a lack of research investigating the use of multicomponent immersive VR.... 相似文献
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Kelly Jonathan W. Powell Nicole Hoover Melynda Gilbert Stephen B. 《Virtual Reality》2023,27(2):1315-1326
Virtual Reality - Virtual environments (VEs) can be infinitely large, but movement of the virtual reality (VR) user is constrained by the surrounding real environment. Teleporting has become a... 相似文献
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Combe Théo Chardonnet Jean-Rémy Merienne Frédéric Ovtcharova Jivka 《Virtual Reality》2023,27(3):2003-2013
Virtual Reality - This paper proposes to analyse user experience using two different immersive device categories: a cave automatic virtual environment (CAVE) and a head-mounted display (HMD). While... 相似文献
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Virtual Reality - Supporting smooth target acquisition is an important objective in immersive virtual reality (VR) environments. However, users were obliged to search for objects relying on the... 相似文献
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Virtual Reality - The head-mounted display (HMD) for virtual reality (VR) systems is becoming more popular due to technological advancements, providing users with a more immersive experience. Since... 相似文献
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Kim Hansung Remaggi Luca Dourado Aloisio Campos Teofilo de Jackson Philip J. B. Hilton Adrian 《Virtual Reality》2022,26(3):823-838
Virtual Reality - As personalised immersive display systems have been intensely explored in virtual reality (VR), plausible 3D audio corresponding to the visual content is required to provide more... 相似文献
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Mohammed Alghamdi Simon Hoermann Nicola Swain 《Behaviour & Information Technology》2017,36(9):913-934
The experience of Virtual Reality (VR) can lead to unwanted or wanted psychological stress reactions. Highly immersive VR games for instance utilise extreme, life-threatening, or dangerous situations to achieve those responses from their players. There is also sufficient evidence that in clinical settings and specific situations, such as fear of heights or post-traumatic stress, virtual stimuli can lead to perceived stress for clients. However, there is a gap in research targeting everyday, mild emotional stimuli, which are neither extreme nor specific and which are not presented in an immersive system. To what extent can common stimuli in a non-immersive virtual environment elicit actual stress reactions for its users? We developed a desktop VR system and evaluated it in a study with 54 participants. We could show that virtual stimuli in a common, domestic family environment led to a significant increase in perceived stress as measured by quantitative (self-reports) and qualitative (semi-structured interviews analysed with a General Inductive Approach (GIA)) responses. The results also showed that the introduction of virtual stimuli induced significantly higher levels of perceived workload and sense of presence and led to different physiological reactions. These findings have implications for the design and implementation of non-immersive VR systems. 相似文献
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Virtual Reality - Manufacturing applications of virtual reality (VR) technology are growing. The challenge is to design, integrate, and evaluate VR simulation for manufacturing Systems that... 相似文献
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To develop a usable Virtual Reality system, the prospective context of use of such a system may need to be considered in order to make sure it meets the requirements and restrictions of that context. In this paper, a contextual analysis is described for a virtual reality system to aid medical diagnosis and treatment planning of vascular disorders. Semi-structured interviews were coupled with observations in an ethnographic approach to requirements gathering in the daily work environment of (interventional) radiologists and vascular surgeons. The identified potential usability problems of a fully immersive prototype, coupled with the needs, requirements and real-life environment of the end-users lead to guidelines for the development of a VR application on a semi-immersive desktop environment. The findings lead us to believe that contextual analysis can be a powerful way to inform the design of a VR application by offering an understanding of the context of use and to inform developers of the most appropriate degree of immersiveness of the VR environment. 相似文献
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基于图像绘制的虚拟环境构建与漫游技术研究 总被引:4,自引:0,他引:4
黄铜城 《计算机应用与软件》2001,18(2):71-75
虚拟现实是一个重要目标是用计算机构建逼真的视觉世界,使参与者漫游虚拟世界。传统上,其实现是用3D图形学进行几何建模和绘制,但有诸多不足,而基于图像绘制的实现虚拟实现系统的新方法,它克服了3D图形方法的缺点,本文提出了一个实现基于图像绘制的虚拟环境的构建与漫游系统框架模型。 相似文献
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虚拟现实的支付研究与设计 总被引:1,自引:0,他引:1
近几年来,虚拟现实(Virtual Reality,VR)技术发展迅猛,成为炙手可热的新兴行业.VR硬件已达到基本成熟的阶段,VR应用也应势成为新的掘金点,在影视娱乐、游戏、教育等各个领域都得到了广泛的应用.但在支付领域,市场暂无优秀的VR支付解决方案.本文基于虚拟现实的支付研究,旨在利用token技术,通过VR设备内安全模块加密保护银行卡数据和支付数据,并利用3D建模技术构建沉浸式VR支付场景,以寻求安全、便捷、开放的VR支付方案.研究结果表明,该设计解决了现今VR支付产品交互难、安全性低的问题,并且有效提高了支付成功率. 相似文献
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《Displays》2019
Low-cost technology is essential to integrate Virtual Reality (VR) into educative institutions around the world. However, low-cost technology usually refers to low-end technology, which may compromise the level of immersion of the VR system. This study evaluates whether low-end and high-end VR systems achieve a comparable learning outcome regardless their immersion level. We also analyze the relationship between virtual presence and the learning outcome arising from a VR educational experience. An evaluation with 42 participants was conducted. We measured learning outcome and virtual presence under three different configurations, namely: a desktop computer, a low-end VR system, and a high-end VR system. The impact of simulator sickness was also analyzed. Results revealed a lower learning outcome in the less immersive configuration (i.e. desktop) and a similar learning outcome in both low-end and high-end VR systems. Even though low-end VR systems are less immersive and produce a lower level of virtual presence than high-end VR systems, the results support the use of low-end VR systems for educative applications. 相似文献