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1.
The object-oriented visualization Toolkit (VTK) is widely used for scientific visualization. VTK is a visualization library
that provides a large number of functions for presenting three-dimensional data. Interaction with the visualized data is controlled
with two-dimensional input devices, such as mouse and keyboard. Support for real three-dimensional and multimodal input is
non-existent. This paper describes VR-VTK: a multimodal interface to VTK on a virtual environment. Six degree of freedom input
devices are used for spatial 3D interaction. They control the 3D widgets that are used to interact with the visualized data.
Head tracking is used for camera control. Pedals are used for clutching. Speech input is used for application commands and
system control. To address several problems specific for spatial 3D interaction, a number of additional features, such as
more complex interaction methods and enhanced depth perception, are discussed. Furthermore, the need for multimodal input
to support interaction with the visualization is shown. Two existing VTK applications are ported using VR-VTK to run in a
desktop virtual reality system. Informal user experiences are presented.
Arjan J. F. Kok is an assistant professor at the Department of Computer Science at the Open University of the Netherlands. He studied Computer
Science at the Delft University of Technology, The Netherlands. He received his Ph.D. from the same university. He worked
as a Scientist for TNO (Netherlands Organization for Applied Scientific Research) and as assistant professor at the Eindhoven
University of Technology before he joined the Open University. His research interests are visualization, virtual reality,
and computer graphics.
Robert van Liere studied Computer Science at the Delft University of Technology, the Netherlands. He received his Ph.D. with the thesis “Studies
in Interactive Scientific Visualization” at the University of Amsterdam. Since 1985, he has worked at CWI, the Center for
Mathematics and Computer Science in Amsterdam in which he is the head of CWI’s visualization research group. Since 2004, he
holds a part-time position as full professor at the Eindhoven University of Technology. His research interests are in interactive
data visualization and virtual reality. He is a member of IEEE. 相似文献
2.
Colin Ware 《The Visual computer》1990,6(5):245-253
Placement of an object in three-dimensional space is a six-degree-of-freedom (6D) operation requiring three variables to specify location and three more to specify orientation. This paper reports on an investigation using a six-degree-of-freedom digitizer to manipulate 3D scenes stored in a computer. Two experiments are presented, which evaluate speed and accuracy of placement under different conditions. Results show that placement times are faster with stereopsis, when z translations are disabled (when accurate translation is required) and when both rotations and translations are allowed simultaneously. The implications of these results are discussed. 相似文献
3.
In the recent years, the usage of three dimensional (3D) collaborative virtual environments (CVEs) for educational purposes has increased. The metaphors behind the design of virtual places are quite diverse, from replication of real universities to art museums and scientific labs. This paper reports the results of a case study where the students of our university, as a part of their course assignment, analyzed place metaphors used in a range of 3D educational CVEs vs. the corresponding educational goals. The students suggested a design for a virtual campus representing the Norwegian University of Science and Technology (NTNU). The results of this study provide some suggestions concerning the characterization of different design features in educational CVEs and the suitability of such features for different educational goals. Also, a preliminary set of design guidelines for an ideal virtual campus representing a real university is presented. Finally, some challenges associated with using 3D CVEs in various educational situations are discussed. 相似文献
4.
G. Šimić A. Jevremović Z. Kostić D. Ðorđević 《Journal of Computer Assisted Learning》2015,31(6):623-637
The case study presented in this paper describes the pedagogical aspects and collected experience in using e‐learning tool named IPA‐PBL. Improving assessments in the preparation for AMET's (Air Medical Evacuation and Transport) complex task of transfer of injured or sick patients from the place of accident to the hospital or between hospitals represents the main motive for developing this tool. In IPA‐PBL, the problem‐based learning is applied as a pedagogical strategy as well as a set of concrete methods implemented in the software. Together with the pedagogical model, specific domain ontology is designed. This way, the learner's knowledge can be analysed in order to collect the data necessary for dynamical adaptation of system behaviour. The results collected during the exploitation of IPA‐PBL are compared without using the system. Statistical analysis as well as considerations and conclusions about them are also presented in the paper. The predominant number of trainees who participated in the survey expressed positive attitudes about the new interactive type of questions. Therefore, it is considered to extend using such questions not only in assessments but in other parts of the training process. 相似文献
5.
Virtual teams consist of geographically distributed employees working with a common goal using mostly technology for communication and collaboration. Virtual teams face a number of challenges, discussed in the literature in terms of communication through technology, difficulty in building trust, conveying social cues, and creating awareness, as well as cultural differences. These challenges impact collaboration, but also learning and innovation. This research focuses on how a social medium, the 3D virtual environment, is perceived to enable learning and innovation in virtual teams. We study this through a qualitative study based on interviews of distributed work managers’ perception of VEs. The major findings are that VEs are perceived to create collaborative learning atmospheres for virtual teams in terms of enabling engagement, a shared context awareness, and support in social network building. Another finding is that VEs are perceived to enable team learning, knowledge development, and collaboration through persistence of content, information sharing, learning through role-plays and simulations, and visualization. Furthermore, VEs enable the development of co-created content as well as new ways of working in virtual teams. 相似文献
6.
Quantitative assessment is made of using two display techniques, providing two different levels of depth perception, in conjunction with a haptic device for manipulating 3D objects in virtual environments. The two display techniques are 2D display, and interactive 3D stereoscopic virtual holography display on a zSpace tablet. Experiments were conducted, by several users of different ages and computer training. The experiments involved selected pointing and manipulation tasks. The speed of performing the tasks using the two display techniques were recorded. Statistical analysis of the data is presented. As expected, the use of interactive 3D stereoscopic display resulted in faster performance of the tasks. The improvement in performance was particularly noticeable for the cases wherein the subjects needed to manipulate the haptic arm to reach objects/targets at different depths, and also when the objects/targets were occluded partially by the obstacles. 相似文献
7.
In the real world, vision operates in harmony with self-motion yielding the observer to unambiguous perception of the three-dimensional (3D) space. In laboratory conditions, because of technical difficulties, researchers studying 3D perception have often preferred to use the substitute of a stationary observer, somehow neglecting aspects of the action-perception cycle. Recent results in visual psychophysics have proved that self-motion and visual processes interact, leading the moving observer to interpret a 3D virtual scene differently from a stationary observer. In this paper we describe a virtual environment (VE) framework which presents very interesting characteristics for designing experiments in visual perception during action. These characteristics arise in a number of ways from the design of a unique motion capture device. First, its accuracy and the minimal latency in position measurement; second, its ease of use and the adaptability to different display interfaces. Such a VE framework enables the experimenter to recreate stimulation conditions characterised by a degree of sensory coherence typical of the real world. Moreover, because of its accuracy and flexibility, the same device can be used as a measurement tool to perform elementary but essential calibration procedures. The VE framework has been used to conduct two studies which compare the perception of 3D variables of the environment in moving and in stationary observers under monocular vision. The first study concerns the perception of absolute distance, i.e. the distance separating an object and the observer. The second study refers to the perception of the orientation of a surface both in the absence and presence of conflicts between static and dynamic visual cues. In the two cases, the VE framework has enabled the design of optimal experimental conditions, permitting light to be shed on the role of action in 3D visual perception. 相似文献
8.
Metadata requirements for digital museum environments 总被引:1,自引:0,他引:1
Manjula Patel Martin White Nicholaos Mourkoussis Krzysztof Walczak Rafal Wojciechowski Jacek Chmielewski 《International Journal on Digital Libraries》2005,5(3):179-192
We describe a system which addresses all the processes involved in digitally acquiring, modelling, storing, manipulating and creating virtual exhibitions from 3D museum artefacts. More specifically, we examine the significance of metadata in enabling and supporting all of these processes and describe the extensive facilities provided for authoring, maintaining and managing metadata. The development of the system has been heavily influenced by factors relating to interoperability, standards, museum best practice and feedback from two museum pilot sites. Finally, we briefly consider the system in the wider context of applications such as virtual learning environments and distributed repositories of archives. 相似文献
9.
Mohsen M. D. Hassan 《Systems Engineering》2006,9(1):73-89
In recent years companies in various fields form supply chains to support them manage their products and services during their life‐cycles. A supply chain usually extends from the source of raw material to end customers, consists of many components, and performs many functions. The components and functions have to be integrated in order to manage the flow of material, information, and finances from the source of raw material to end customers efficiently and at minimum cost. Further, a supply chain has a life‐cycle that is associated with the life‐cycle of the product(s) it supports, exists in an environment that impacts it, is dynamic, and has a purpose and objectives. With such aspects, a supply chain might better realize its potentials if it is viewed and treated as a system. This paper demonstrates the characteristics of systems inherent in supply chains and their implications on their design, and the ability of the systems engineering approach to the design of systems to benefit their formation. © 2006 Wiley Periodicals, Inc. Syst Eng 9: 73–89, 2006 相似文献
10.
构建虚拟校园漫游系统 总被引:1,自引:0,他引:1
将虚拟现实技术应用于校园漫游中具有很强的实用性。本文从构造虚拟场景的一般步骤出发,重点阐述了三维模型的建立、构建虚拟环境、三维模型的导入及实现虚拟漫游等几个构建虚拟校园环境的关键步骤和相关技术,最后实现了校园的场景漫游。 相似文献
11.
A brief outline of the structure of the Java 3D API as a means of producing graphical environments is provided. We then go on to examine issues in the development of a behaviour rich scene, in particular the issues of scene animation and collisions between scene objects. The animation issue is examined first, where issues of timing and architecture are considered. The Java 3D requirements for, and view of, collision are discussed next from a general perspective, identifying several problems with the implementation. Four simple scenes using animation and collision detection are examined. In each case a number of difficulties have been identified, partly related to the responsiveness of the operating system in the case of animation, but particularly due to the view and implementation of the collision detection system provided. Collisions often involve modifications to the states of all objects involved in the collision and some of the issues this raises in the context of Java 3D's provision are examined and reported on. Finally, we finish with a summary of our findings and conclusions on the suitability of Java 3D for building environments. Copyright © 2002 John Wiley & Sons, Ltd. 相似文献
12.
Towards an architecture for virtual enterprises 总被引:24,自引:0,他引:24
L. M. Camarinha-Matos H. Afsarmanesh C. Garita C. Lima 《Journal of Intelligent Manufacturing》1998,9(2):189-199
An approach to the design of an architecture for industrial virtual enterprises (VE), with special emphasis on the identification of main functional requirements, is presented. First, a discussion of the various types of virtual enterprises is provided. Some classification scenarios and discussions of the modelling and reengineering tools and methodologies are described. Due to the importance of the information flows and management in the VE, one section is merely devoted to the analysis of the appropriateness of a federated information management approach. This work is based on and represents the ongoing activities in two European Union funded projects; the Esprit PRODNET II and the INCO-DC SCM+ projects. 相似文献
13.
This paper presents a web-based interactive teaching package that provides a comprehensive and conducive yet dynamic and interactive environment for a module on automated machine tools in the Manufacturing Division at the National University of Singapore. The use of Internet technologies in this teaching tool makes it possible to conjure visualisations that cannot be achieved using traditional teaching materials such as transparencies. Virtual reality simulations and animations were developed and appropriately placed in the teaching materials to enhance the student understanding of complex concepts. This is especially useful in teaching automated machine tools, which deals primarily with the numerical control (NC) of the motions of automated machine tools. These virtual reality simulations and animations provide the capability of training students in NC programming and operations without the need to work on actual NC machines in the laboratory. The simulations are suitably placed in the package to engage the students and enhance their concentration, while at the same time generate interactions. Customised question types were also designed and implemented with a tutorial monitoring application. 相似文献
14.
以校园楼宇及环境为例,采用B/S模式,应用3DMax、WebMax、VRPIE等开发工具,设计并实现基于Web虚拟现实技术的虚拟校园漫游系统,该技术除了可应用于楼宇智能化工程专业的教学实践以外,还为实现服务于学生的完全虚拟现实的交互式远程教学和虚拟学习交流社区迈出关键的一步。 相似文献
15.
基于Java3D技术的虚拟车辆仿真系统 总被引:12,自引:1,他引:12
虚拟车辆仿真是智能交通研究中的重要课题,而运用Java3D技术构建该系统则是一个崭新的研究方向。该文详细地阐述了Java3D技术在虚拟车辆仿真系统中的运用,就具体的设计和所涉及的技术问题进行了系统、深入的分析,并提出新的解决办法。最后,对该领域的技术前景进行了展望。 相似文献
16.
Christos J. Bouras Alexandros Panagopoulos Thrasyvoulos Tsiatsos 《Computer Animation and Virtual Worlds》2006,17(2):127-140
In this paper, we present a framework that integrates three‐dimensional (3D) mesh streaming and compression techniques and algorithms into our EVE‐II networked virtual environments (NVEs) platform, in order to offer support for large‐scale environments as well as highly complex world geometry. This framework allows the partial and progressive transmission of 3D worlds as well as of separate meshes, achieving reduced waiting times for the end‐user and improved network utilization. We also present a 3D mesh compression method focused on network communication, which is designed to support progressive mesh transmission, offering a fast and effective means of reducing the storage and transmission needs for geometrical data. This method is integrated in the above framework and utilizes prediction to achieve efficient lossy compression of 3D geometry. Copyright © 2006 John Wiley & Sons, Ltd. 相似文献
17.
《Electronic Commerce Research and Applications》2014,13(6):409-422
The interest in 3D technology and virtual reality (VR) is growing both from academia and industry, promoting the quick development of virtual marketplaces (VMs) (i.e. e-commerce systems in VR environments). VMs have inherited trust problems, e.g. sellers may advertise a perfect deal but doesn’t deliver the promised service or product at the end. In view of this, we propose a five-sense feedback oriented reputation mechanism (supported by 3D technology and VR) particularly for VMs. The user study confirms that users prefer VMs with our reputation mechanism over those with traditional ones. In our reputation mechanism, five-sense feedback is objective and buyers can use it directly in their reputation evaluation of target sellers. However, for the scenarios where buyers only provide subjective ratings, we apply the approach of subjectivity alignment for reputation computation (SARC), where ratings provided by one buyer can then be aligned (converted) for another buyer according to the two buyers’ subjectivity. Evaluation results indicate that SARC can more accurately model sellers’ reputation than the state-of-the-art approaches. 相似文献
18.
讨论了分布式地学虚拟环境的概念,特征以及与GIS的相互关系,从系统结构,数据模型,交互界面和开发工具方面,对分布式地学虚拟环境的系统框架进行了研讨。最后,从理论,技术和应用层面介绍了关于分布式地学虚拟环境的研究热点和难点,并讨论了进一步的研究方向。 相似文献
19.
《International journal of human-computer studies》2014,72(5):488-506
If ubiquitous computing (ubicomp) is to enhance physical environments then early and accurate assessment of alternative solutions will be necessary to avoid costly deployment of systems that fail to meet requirements. This paper presents APEX, a prototyping framework that combines a 3D Application Server with a behaviour modeling tool. The contribution of this framework is that it allows exhaustive analysis of the behaviour models that drive the prototype while at the same time enabling immersive exploration of a virtual environment simulating the proposed system. The development of prototypes is supported through three layers: a simulation layer (using OpenSimulator); a modelling layer (using CPN Tools) and a physical layer (using external devices and real users). APEX allows movement between these layers to analyse different features, from user experience to user behaviour. The multi layer approach makes it possible to express user behaviour in the modelling layer, provides a way to reduce the number of real users needed by adding simulated avatars, and supports user testing of hybrids of virtual and real components as well as exhaustive analysis. This paper demonstrates the approach by means of an example, placing particular emphasis on the simulation of virtual environments, low cost prototyping and the formal analysis capabilities. 相似文献
20.
Knowledge sharing is an important component of knowledge management systems. Security knowledge sharing substantially reduces risk and investment in information security. Despite the importance of information security, little research based on knowledge sharing has focused on the security profession. Therefore, this study analyses key factors, containing attitude, self-efficacy, trust, norm of reciprocity, and shared language, in respect of the information security workers intention to share knowledge. Information security professionals in virtual communities, including the Information Security Professional Association (ISPA), Information Systems Security Association (ISSA), Society of Information Risk Analysts (SIRA), and LinkedIn security groups, were surveyed to test the proposed research model. Confirmatory factor analysis (CFA) and the structural equation modelling (SEM) technique were used to analyse the data and evaluate the research model. The results showed that the research model fit the data well and the structural model suggests a strong relationship between attitude, trust, and norms of reciprocity to knowledge sharing intention. Hypotheses regarding the influence of self-efficacy and reciprocity, to knowledge sharing attitude were upheld. Shared language did not influence either the attitude or intention to share knowledge. 相似文献