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1.
目前三维游戏中利用了虚拟场景,以便捷的人机交互,为游戏者提供最佳的游戏体验.三维游戏的衍生在很大程度上推动了虚拟现实(VR)技术的更新优化,其涵盖了虚拟现实所有技术.本文基于VR技术设计开发三维射击游戏.首先分析游戏开发需求,其次设计三维VR系统结构与游戏开发流程,再次详细规划三维射击游戏功能模块,最后进行游戏人物、场...  相似文献   

2.
Game engine virtual reality with CaveUT   总被引:1,自引:0,他引:1  
Jacobson  J. Lewis  M. 《Computer》2005,38(4):79-82
CaveUT, an open source freeware project, uses game technology to make projection-based virtual reality affordable and accessible. The CaveUT works well for low-cost displays and supports real-time spatial tracking and stereographic imaging. Computer games with the most advanced simulation and graphics usually employ a game engine, a commercially available software package that handles basic functions. Based on the Unreal Tournament the CaveUT game engine gives developers a high-performance, low-cost VR alternative. VR applications developed with CaveUT inherit all the Unreal Engine's capabilities along with Unreal Tournament's authoring support, open source code, content library, and large user community.  相似文献   

3.
Commercially targeted virtual reality (VR) equipment is gaining popularity and might be a viable tool for pain distraction. This experimental research aimed to discover whether active distraction techniques (such as commercially targeted VR and video games) result in reduced subjective discomfort relative to passive distraction techniques. The study examined a healthy adult population who experienced an experimentally induced discomfort task. Participants were 27 adults, 14 females and 13 males. Participants completed four tasks, a baseline measure of physical discomfort, video clip distraction (passive distraction), video game distraction (active distraction) and exploring a VR world using an Oculus Rift head-mounted display (active distraction). In all four test conditions, participants were asked to sit on a chair holding their non-dominant leg at a height of approximately 30 cm from the floor, up to a maximum of 5 min. Counterbalancing of task order was conducted to reduce effects of participant fatigue. The participants indicated significantly reduced self-reported discomfort in the active distraction tasks when compared to the passive distraction tasks. While the findings demonstrate the effectiveness of a commercially targeted VR technology in increasing pain tolerance, the relative benefits of this technology over non-immersive video games are not apparent.  相似文献   

4.
The paper discusses the aspects of games and virtual reality in human happiness.In the past few decades, scientists have focused most of their attention on developing technologies that sharpen only the minds or relieve minds and bodies of certain duties. The people become smarter but incredibly unhealthy. Health games seem to offer one solution to this problem. Entertainment based health interventions have a huge potential to transform healthcare. Most people love games.Play is a fundamental mode of expression, fulfills the human need to connect with the "other," and can even be fun. Serious play is also great exercise for the mind and spirit. The Nintendo Wii was a good start for motivating people to get off the couch. But Wii isn't good enough for virtual reality (VR) fans due to easy sensor cheats, but Wii is the first step toward liberation. For many people, the Wii is as close to VR as they've ever gotten. Health games and sensor based experiences have recently become the new, shiny promise of hope and change in our field. However, an affordable, untethered full body VR experience is still the Holy Grail. Playing Flower game was as close to VR. Liberated from complex controller buttons, the author role played a flower petal by using the controller's tilt sensor to navigate a sublime landscape.It was exhilarating, and for once, appreciated all the special realtime graphics effects that compensated for the absence of head tracking and stereoscopy, luxuries that was always expected from VR. The author concluded that health games is an exciting research area today. It's an opportunity to reuse what learned from decades of CG, VR, and digital game research, merge that with knowledge with other areas, and release new ideas into the world.  相似文献   

5.
为了提高主变应急培训能力,提出基于多人协同虚拟现实的主变应急培训视景仿真模型.以火灾应急演练为研究对象,构建主变应急培训的虚拟视景图像重构模型,并对虚拟视景环境参数进行结算,根据参数结果的计算,进行主变应急培训过程中的虚拟现实仿真,实现主变应急培训的虚拟现实VR仿真模型的优化设计.测试结果表明,采用该方法进行主变应急培训的虚拟视景仿真的协同性较好,图像融合性能较高,视景重构能力较强.  相似文献   

6.
Virtual reality or video games show great potential as low-cost and effective interventions for improving balance and cognitive function in older adults. This research describes the design and acceptability of a serious game (CityQuest) aimed at improving balance confidence, spatial navigation, and perceptual function in older adults with the use of a virtual environment and a balance board. Community-dwelling healthy (N?=?28) and fall-prone (N?=?28) older adults were pseudo-randomly assigned to train with CityQuest or one of two control games developed to evaluate the specific effects of the CityQuest game. Following completion of 10 training sessions, participants completed questionnaires measuring their acceptability of the game as a falls-related intervention, game experience, and subjective cognitive or balance confidence changes associated with the game. The results revealed high acceptance scores of the game and positive game experiences for all three game conditions. Older adults prone to falls reported a greater reduction in fear of falling and greater improvement in vigilance following training, compared to healthy older adults. These findings suggest that a serious game based on VR technology that trains both motor and cognitive processes is perceived to be beneficial and acceptable to healthy and fall-prone older adults.  相似文献   

7.
虚拟现实在体育仿真中的应用综述   总被引:11,自引:1,他引:11  
对基于虚拟现实的体育(训练)仿真技术的发展现状进行综述,讨论了体育仿真的关键技术,介绍了几个典型应用系统,最后对虚拟现实技术在体育训练仿真中的应用前景进行了讨论。  相似文献   

8.
Most virtual reality hardware in Japan has been imported from the US, and the large-scale applications have focused on games, where Sega Enterprises and Nintendo remain the market leaders. In addition to its successful home video and arcade machines businesses, Sega is moving aggressively into the amusement-park ride market. Outside these markets, Matsushita plans to release three commercial products in spring 1994. One is an immersive system for product showrooms to help Japanese home owners visualize new kitchens before ordering them. Another is a massage chair that uses VR images and sound to help relax users. The third is an exercise bicycle that lets the user cycle through a 3D virtual world while exercising. Many Japanese companies are interested in VR technology as a problem-solving tool. They are making progress in its use in equipment operation. They also realize that the ability to operate devices intuitively by ordinary gesture-like motions can be exploited in many practical fields. This ability could make human-machine interfaces easier, even if these interfaces fall short of outright VR. This article reviews a few recent industry and academic research projects. The current worldwide recession has flattened the overall rate of growth in Japanese research and development spending. Nevertheless, Japan reportedly has approximately 20 major VR research projects, mostly emphasizing communication. Japanese emphases on long-term planning and on targeting development toward specific products are their strengths in this emerging technology  相似文献   

9.
Virtual Reality - This study explores how a video game player’s sense of being in a game world (i.e., spatial presence) is impacted by the use of a virtual reality head-mounted display (VR...  相似文献   

10.
Hardware-in-the-loop (HIL) is a testing paradigm where physical sensors (e.g., monitoring sensors such as cameras and proximity sensors, and alarm sensors such as screaming traffic cones) are connected to a virtual test system that simulates reality (e.g., virtual work zone with simulated dangerous situations). This paradigm is well-suited for conducting user studies for work zone safety because virtual test systems can be implemented using virtual reality (VR), which allows for safe and realistic testing of a sensing system without putting workers in danger along with avoiding high upfront costs needed to generate physical research testbeds. However, when recreating physical work zones in VR, researchers face various challenges while representing traffic patterns in VR, such as the lack of bi-directional communication between traffic simulation platforms and user behaviors in VR, hardware compatibility and integration issues, and customization inflexibility during implementation. Researchers, who need to develop such platforms for research studies that involve high-risk exposure to participants, are in need of evaluating the options available for bringing together the components of such platforms. This study provides an overview of alternative ways to integrate components of platforms that enable hardware-in-the-loop for synchronous VR, traffic simulation, and sensor interactions to position researchers to make decisions based on the pros and cons of each alternative. This paper also presents the implementation of such an integrated platform that allows a two-way interface between traffic simulation and VR environments for work zone safety analysis. Outcomes of this work will lay out the steps in implementing the integrated and immersive platform to be used in work zone safety studies based on the guidance presented.  相似文献   

11.
近年来,计算机角色动画在虚拟现实、计算机游戏、动画生成、影视特技及运动仿真等多个领域得到广泛深入的应用,同时在数据上涉及到图像、视频、运动捕获数据、三维模型等可视媒体,已经成为一个多种可视媒体融合的研究领域.在计算机角色动画制作中,传统的仅仅利用单一可视媒体进行模型制作和动画生成的方法正在被基于多种可视媒体融合的方法所取代.文中从可视媒体融合的角度对现有的计算机角色动画研究进行综述,并依据可视媒体融合框架进行归纳和分类.  相似文献   

12.
Health professionals have used virtual reality as an aid for several types of treatment. Given that virtual reality systems are expensive and not always available, a more accessible type of virtual reality technology is video games. The Nintendo Wii™ (NW) is a video game system that uses virtual reality technology, as defined by Deutsch, Borbely, Filler, Huhn, and Guarrera-Bowlby (2008), which may be used for health promotion. The Nintendo Wii™ also provides an opportunity for social interaction; thus, it is a promising tool with great potential for the treatment of specific disorders.The aim of this article is to evaluate the ways in which the Nintendo Wii has been used to treat specific disorders or to promote cognitive or physical improvements through a review of the literature. The results have shown that the NW is a potentially useful tool in some therapeutic treatments that can be used with people of diverse social statuses and tastes. Despite the positive initial results, further studies are required to provide a better evaluation of video game usage in therapeutic programs.  相似文献   

13.
The aircraft maintenance industry is a complex system consisting of several interrelated human and machine components. Recognizing this, the Federal Aviation Administration (FAA) has pursued human factors related research. In the maintenance arena the research has focused on the aircraft inspection process and the aircraft inspector. Training has been identified as the primary intervention strategy to improve the quality and reliability of aircraft inspection. If training is to be successful, it is critical that we provide aircraft inspectors with appropriate training tools and environment. In response to this need, the paper outlines the development of a virtual reality (VR) system for aircraft inspection training.

VR has generated much excitement but little formal proof that it is useful. However, since VR interfaces are difficult and expensive to build, the computer graphics community needs to be able to predict which applications will benefit from VR. To address this important issue, this research measured the degree of immersion and presence felt by subjects in a virtual environment simulator. Specifically, it conducted two controlled studies using the VR system developed for visual inspection task of an aft-cargo bay at the VR Lab of Clemson University. Beyond assembling the visual inspection virtual environment, a significant goal of this project was to explore subjective presence as it affects task performance. The results of this study indicated that the system scored high on the issues related to the degree of presence felt by the subjects. As a next logical step, this study, then, compared VR to an existing PC-based aircraft inspection simulator. The results showed that the VR system was better and preferred over the PC-based training tool.  相似文献   


14.
Exercise can improve health and well-being. With this in mind, immersive virtual reality (VR) games are being developed to promote physical activity, and are generally evaluated through user studies. However, building such applications is time consuming and expensive. This paper introduces VR-Rides, an object-oriented application framework focused on the development of experiment-oriented VR exergames. Following the modular programming pattern, this framework facilitates the integration of different hardware (such as VR devices, sensors, and physical activity devices) within immersive VR experiences that overlay game narratives on Google Street View panoramas. Combining software engineering and interaction patterns, modules of VR-Rides can be easily added and managed in the Unity game engine. We evaluate the code efficiency and development effort across our VR exergames developed using VR-Rides. The reliability, maintainability, and usability of our framework are also demonstrated via code metrics analysis and user studies. The results show that investing in a systematic approach to reusing code and design can be a worthwhile effort for researchers beyond software engineering.  相似文献   

15.
In recent years, consumers have witnessed a technological revolution that has delivered more-realistic experiences in their own homes through high-definition, stereoscopic televisions and natural, gesture-based video game consoles. Although these experiences are more realistic, offering higher levels of fidelity, it is not clear how the increased display and interaction aspects of fidelity impact the user experience. Since immersive virtual reality (VR) allows us to achieve very high levels of fidelity, we designed and conducted a study that used a six-sided CAVE to evaluate display fidelity and interaction fidelity independently, at extremely high and low levels, for a VR first-person shooter (FPS) game. Our goal was to gain a better understanding of the effects of fidelity on the user in a complex, performance-intensive context. The results of our study indicate that both display and interaction fidelity significantly affect strategy and performance, as well as subjective judgments of presence, engagement, and usability. In particular, performance results were strongly in favor of two conditions: low-display, low-interaction fidelity (representative of traditional FPS games) and high-display, high-interaction fidelity (similar to the real world).  相似文献   

16.
The development of virtual reality (VR) art installations is faced with considerable difficulties, especially when one wishes to explore complex notions related to user interaction. We describe the development of a VR platform, which supports the development of such installations, from an art+science perspective. The system is based on a CAVE™-like immersive display using a game engine to support visualisation and interaction, which has been adapted for stereoscopic visualisation and real-time tracking. In addition, some architectural elements of game engines, such as their reliance on event-based systems have been used to support the principled definition of alternative laws of Physics. We illustrate this research through the development of a fully implemented artistic brief that explores the notion of causality in a virtual environment. After describing the hardware architecture supporting immersive visualisation we show how causality can be redefined using artificial intelligence technologies inspired from action representation in planning and how this symbolic definition of behaviour can support new forms of user experience in VR.  相似文献   

17.
Zhang  Fengquan  Wei  Qiuming  Xu  Liuqing 《Multimedia Tools and Applications》2020,79(23-24):16683-16706
Multimedia Tools and Applications - Realistic and real-time simulation of fluid animation is widely used to the application of virtual reality(VR) such as VR game, special effect in film, augmented...  相似文献   

18.
Goslin  M. Mine  M.R. 《Computer》2004,37(10):112-114
Disney's VR Studio developed Panda3D, a graphics engine and programming environment, to be flexible enough to support everything from real-time graphics applications to the development of high-end virtual reality theme park attractions or video games. The acronym itself lists Panda's primary features as platform-agnostic, networked, display architecture. As a result of its powerful and flexible design, much of the Panda system's architecture reflects the occasionally opposing goals of performance and versatility.  相似文献   

19.
Y A Fery  S Ponserre 《Ergonomics》2001,44(12):1025-1037
Even if golf video games provide no proprioceptive afferences on actual putting movement, they may give sufficient substitutive visual cues to enhance force control in this skill. It was hypothesized that this usefulness requires, however, two conditions: the video game must provide reliable demonstrations of actual putts, and the user must want to use the game to make progress in actual putting. Accordingly, a video game was selected on the basis of its fidelity to the real-world game. It allowed two different methods of adjusting the virtual player's putting force in order to hole a putt: an analogue method that consisted of focusing on the virtual player's movement and a symbolic method that consisted of focusing on the movement of a gauge on a scale representing the virtual player's putting force. The participants had to use one of these methods with either the intention of making progress in actual putting or in a second condition to simply enjoy the game. Results showed a positive transfer of video playing to actual putting skill for the learning group and also, to a lesser degree, for the enjoyment group; but only when they used the symbolic method. Results are discussed in the context of how vision may convey force cues in sports video games.  相似文献   

20.
Virtual reality   总被引:1,自引:0,他引:1  
Although the terms cyberspace and virtual reality have been around for years, virtual reality as an industry is in its infancy. The term virtual reality is credited to Jaron Lanier, founder of VPL Research; earlier experimenters, like Myron Krueger in the mid-1970s, used phrases like artificial reality. William Gibson coined cyberspace in his 1984 science fiction novel. Neuromancer. Few technologies in recent years have evoked such fiery discussions in the technical community, and fewer still have sparked such passionate involvement of the humanities and the cultural sector. Maybe the humanities community reacts because the VR interaction is so tightly coupled to the human senses. Perhaps the cultural sector clamours for a role in the evolution of VR because the technology is finally interfacing with the human, rather than the human interfacing with the technology. Whatever the reasons, VR is more a convergence of previously disparate disciplines than a whole new branch of technology. It simply takes a fresh look at human interaction. Evolving from user interface design, flight and visual simulation, and telepresence technologies, VR is unique in its emphasis on the experience of the human participant. VR focuses the user's attention on the experience while suspending disbelief about the method of creating it. We feel that neither the devices used nor the level of interactiveness or fidelity determine whether a system is VR. The quality of the experience is crucial. To stimulate creativity and productivity. the virtual experience must be credible. The reality must both react to the human participants in physically and perceptually appropriate ways, and conform to their personal cognitive representations of the microworld in which they are engrossed. The experience does not necessarily have to be realistic-just consistent  相似文献   

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