共查询到20条相似文献,搜索用时 15 毫秒
1.
Virtual design: A generic VR system for industrial applications 总被引:1,自引:0,他引:1
IGD's general purpose virtual reality system, “Virtual Design,” permits the processing of highly diverse applications. A number of modeling data formats can be imported into and processed by the system. In a preprocessing step the incoming data is adjusted to the requirements of virtual reality and radiosity lighting is precalculated. Configuration files specify the behaviour of the model and possible interactions during the execution phase. Virtual Design is based on the VR toolkit of IGD, which provides a variety of libraries covering graphics, acoustics, simulation, display, navigation, and interaction. This paper introduces the various components of the system and presents an integrated audiovisual solution tailored for virtual reality. A couple of different applications demonstrate the usability and flexibility of the system. 相似文献
2.
Virtual Reality - Compared to traditional screen-based media, virtual reality (VR) generally leads to stronger feelings of presence. The current study aimed to investigate whether playing games in... 相似文献
3.
Coelho Hugo Melo Miguel Martins José Bessa Maximino 《Multimedia Tools and Applications》2019,78(14):19473-19493
Multimedia Tools and Applications - With the appearance of innovative virtual reality (VR) technologies, the need to create immersive content arose. Although there are already some non-immersive... 相似文献
4.
System design and user evaluation of Co-Star: An immersive stereoscopic system for cable harness design 总被引:1,自引:0,他引:1
The system design and results of a user evaluation of Co-Star an immersive design system for cable harness design is described. The system used a stereoscopic head mounted graphical display, user motion tracking and hand-gesture controlled interface to enable cable harnesses to be designed using direct 3D user interaction with a product model. In order to determine how such a system interface would be used by a designer and to obtain user feedback on its main features a practical user evaluation was undertaken involving ten participants each completing three cable harness design tasks with the system. All user interactions with the system were recorded in a time stamped log file during each of the tasks, which were also followed by questionnaire (5 point scale) and interview sessions with each participant. The recorded interaction data for the third task was analysed using functional decomposition techniques and used to construct a single activity profile for the task based on the mean results obtained from the participant group. The goal was to identify in general terms the relative distribution of user activity between specific purposes during practical system operation, and it was found that in this task Navigation accounted for 41%, Design 27%, System Operation 23% and looking at Task Instructions 9% of all user activity. The scored questionnaire data collected immediately after the completion of each task was used to rank the major features of the system according to user opinion. This was further enhanced by also collecting real interview comments from the user group about these same features. The combination of both quantitative performance analysis and subjective user opinion data obtained during a practical design exercise has enabled an in depth evaluation of the system, leading to a much greater understanding of many of the key user and interface requirements that should be considered during the development of immersive interfaces and systems for practical engineering applications. 相似文献
5.
Nicholas F Polys Don Brutzman Anthony Steed Johannes Behr 《Computer Graphics and Applications, IEEE》2008,28(2):94-99
The future standards for immersive VR workshop at the IEEE Virtual Reality 2007 Conference aimed to foster an understanding between the VR and Web3D communities. Although the fields of VR and Web-based 3D graphics tend to view their technologies as different beasts, the technologies share many requirements regarding virtual world content: modeling, lighting, animation, interaction, and direct manipulation. This workshop focused on the common interests around the seamless access and delivery of interactive, network-based VR content and resources. 相似文献
6.
Shipboard VR: from damage control to design 总被引:1,自引:0,他引:1
Rosenblum L. Durbin J. Obeysekare U. Sibert L. Tate D. Templeman J. Agrawal J. Fasulo D. Meyer T. Newton G. Shalev A. King T. 《Computer Graphics and Applications, IEEE》1996,16(6):10-13
Virtual reality efforts in the Information Technology Division of the Naval Research Laboratory (NRL) span mission planning, rehearsal, and execution; simulation-based design; and medicine. The authors devote much of their work to ship-based applications, presenting two such efforts in the article. One project focuses on experiments in shipboard firefighting to verify the effectiveness of VR as a mission planning tool. The other project involves visualizing a preliminary design of a new Navy ship. Since that work did not extend into the actual design cycle, they can't quantify the results in terms of hours gained or costs saved. However, the design team and the program managers agreed that the VR visualization was worthwhile and provided a better understanding of the design 相似文献
7.
Human factors in the design of an immersive display 总被引:2,自引:0,他引:2
In 1988 Fakespace began building a telepresence camera system for the Virtual Environment Workstation (View) project at NASA Ames Research Center. The complete system combined a teleoperated camera platform and 3D viewing system. Fakespace has installed descendents of this system for day-to-day use in environments ranging from research laboratories to office cubicles. By observing how people use image-generation and viewing technologies, we have evaluated the human factors involved in building and deploying effective immersive visualization systems. This article describes the application of these factors in the design of the Fakespace BOOM (Binocular Omni-Orientation Monitor). The Fakespace BOOM represents a class of immersive display devices known as counterbalanced displays. The choices that led to the design of this device apply to the design of many types of immersive displays 相似文献
8.
Gaoliang Peng Guangfeng Chen Chong Wu Hou Xin Yang Jiang 《Expert systems with applications》2011,38(1):26-38
A fixture is a special tool used to accurately and stably locate the workpiece during machining process. Proper fixture design improves the quality and production of parts and also facilitates the interchangeability of parts that is prevalent in much of modern manufacturing. This study combines the rule-based reasoning (RBR) and case-based reasoning (CBR) method for machining fixture design in a VR based integrated system. In this paper, an approach combines the RBR and fuzzy comprehensive judgment method is proposed for reasoning suitable locating schemes and locating features. Based on the reasoning results, a CBR method for machining fixture design is then presented. This method could help designers, by referencing previous design cases, to make a conceptual fixturing solution quickly. Finally, the implementation of proposed system is outlined and cases study has been used to demonstrate the applicability of the proposed approach. 相似文献
9.
Danilo Avola Luigi Cinque Gian Luca Foresti Marco Raoul Marini Daniele Pannone 《Multimedia Tools and Applications》2018,77(19):24955-24982
In this paper, a fully immersive serious game system that combines two Natural User Interfaces (NUIs) and a Head Mounted Display (HMD) to provide an interactive Virtual Environment (VE) for patient rehabilitation is proposed. Patients’ data are acquired in real-time by the NUIs, while by the HMD the VE is shown to them, thus allowing the interaction. A Long Short-Term Memory Recurrent Neural Network (LSTM-RNN), previously trained by healthy subjects (i.e., baseline), processes patients’ movements in real-time during the rehabilitation exercises to provide the degree of their performance. By comparing the functionalities of the proposed system with the ongoing state-of-the-art, it is worth noting that the reported fully immersive serious game system provides a concrete contribute to the current literature in terms of completeness and versatility. The results obtained by three rehabilitation exercises, chosen as reference case studies, performed on real patients affected by Parkinson’s disease have shown the effectiveness of the presented approach. Finally, the analysis of the feedbacks received by the therapists and patients who have used the system have highlighted remarkable results in terms of motivation, acceptance, and usability. 相似文献
10.
Immersive audio systems can be used to render virtual sound sources in three-dimensional (3-D) space around a listener. This is achieved by simulating the head-related transfer function (HRTF) amplitude and phase characteristics using digital filters. In this paper, we examine certain key signal processing considerations in spatial sound rendering over headphones and loudspeakers. We address the problem of crosstalk inherent in loudspeaker rendering and examine two methods for implementing crosstalk cancellation and loudspeaker frequency response inversion in real time. We demonstrate that it is possible to achieve crosstalk cancellation of 30 dB using both methods, but one of the two (the Fast RLS Transversal Filter Method) offers a significant advantage in terms of computational efficiency. Our analysis is easily extendable to nonsymmetric listening positions and moving listeners 相似文献
11.
Yanbin Wang Rohit Dubey Nadia Magnenat-Thalmann Daniel Thalmann 《The Visual computer》2013,29(5):323-332
This paper presents an interactive multi-agent system based on a fully immersive virtual environment. A user can interact with the virtual characters in real time via an avatar by changing their moving behavior. Moreover, the user is allowed to select any character as the avatar to be controlled. A path planning algorithm is proposed to address the problem of dynamic navigation of individual and groups of characters in the multi-agent system. A natural interface is designed for the interaction between the user and the virtual characters, as well as the virtual environment, based on gesture recognition. To evaluate the efficiency of the dynamic navigation method, performance results are provided. The presented system has the potential to be used in the training and evaluation of emergency evacuation and other real-time applications of crowd simulation with interaction. 相似文献
12.
We developed a simple system for three-dimensional (3D) authoring and presentation in immersive virtual reality environments. Our system enables a user to create and edit content both through direct manipulation using hand gestures in an immersive environment, and by using a 2D GUI on a PC desktop. The system also exploits various features of 3D information visualization to produce effective and interactive presentations. In a system trial, users found that the system enhanced their experience. The system helps users create 3D educational materials more easily and learn through the materials with greater interest and motivation.
Noritaka Osawa received his B.S., M.S. and Ph.D. degrees in information science from the University of Tokyo in 1983, 1985, and 1988 respectively. After working for a software company and the University of Electro-communications, he has been at the National Institute of Multimedia Education since 1998. He has also been jointly appointed at the Graduate University for Advanced Studies since 2001. He now works for them as a Professor. His current research interests include human–computer interfaces using virtual reality technologies, information visualization, and system software.
Sangtae Kim received B.A. degree in Visual Communication from YougIn University, Korea, in 1996, and M.A. and Ph.D. degrees in Design, from the University of Tsukuba, 2001, and 2004, respectively. He is currently an Assistant Professor of the institute of Art and Design, The University of Tsukuba, Ibaraki, Japan. His research interests include visual communication, dynamic information graphics, multimedia systems, 3DCG, and Web3D technology. He planned for the MDD (Multi-Dynamic Documentation) project in 2003. At present, he is involved in the development of Web3D contents (Interactive Anatomy system) that uses MDD technology. 相似文献
13.
Virtual reality technology offers a cost effective means to train emergency rescuers, which is an urgent task on account of the increasing terrorist acctivities. An immersive virtual reality system called ERT-VR is introduced. In ERT-VR, the display system based on stereoscopic projectors is used to train the emergency rescue commanders. The members of the operational teams use head-mounted display as the display system. The 3D scenario creator is the most important unit in ERT-VR. Instructors assign a specific training scenario to the trainees by using the scenario creator. Trainees take on the role of the characters in the training scenario and control their actions and ultimately the scenario outcomes. All the actions are recorded into the database system and can be replayed anytime. The potential of each trainee is evaluated by an expert system. 相似文献
14.
Keefe DF Acevedo D Miles J Drury F Swartz SM Laidlaw DH 《IEEE transactions on visualization and computer graphics》2008,14(4):835-847
We present four studies investigating tools and methodologies for artist-scientist-technologist collaboration in designing multivariate, virtual reality (VR) visualizations. Design study 1 identifies the promise of 3D drawing-style interfaces for VR design and also establishes limitations of these tools with respect to precision and support for animation. Design study 2 explores animating artist-created visualization designs with scientific 3D fluid flow data. While results captured an accurate sense of flow that was advantageous as compared to the results of study 1, the potential for visual exploration using the design tools tested was limited. Design study 3 reveals the importance of a new 3D interface that overcomes the precision limitation found in study 1 while remaining accessible to artist collaborators. Drawing upon previous results, design study 4 engages collaborative teams in a design process that begins with traditional paper sketching and moves to animated, interactive, VR prototypes "sketched" by designers in VR using interactive 3D tools. Conclusions from these four studies identify important characteristics of effective artist-accessible VR visualization design tools and lead to a proposed formalized methodology for successful collaborative design that we expect to be useful in guiding future collaborations. We call this proposed methodology Scientific Sketching. 相似文献
15.
16.
化工安全虚拟现实仿真系统的设计与实现 总被引:7,自引:4,他引:7
介绍了运用虚拟现实技术完成对化工安全综合仿真平台的构建、系统实现的具体技术细节、以及安全预案逻辑仿真与操作评分系统的建立方法。研制出的仿真系统能较好地模拟出化工企业的生产状况、事故发生以及安全处理预案。本研究成果在北京某大型石油化工厂得到了实际应用,取得较好的仿真效果,同时也丰富了企业安全预案培训的手段。 相似文献
17.
Raymond C.W. Sung James M. Ritchie Graham Robinson Philip N. Day J.R. Corney Theodore Lim 《Computer aided design》2009,41(12):1082-1094
The capture of engineering design processes and associated knowledge has traditionally been extremely difficult due to the high overhead associated with current intrusive and time-consuming manual methods used in industry, usually involving interruption of the designer during the design task and relying on them to remember how a design solution was developed after the event. This paper presents novel research which demonstrates how the detailed logging and analysis of an individual designer’s actions in a cable harness virtual reality (VR) design and manufacturing system permits automated design task analysis with process mapping. Based on prior research, which utilised user-logging to automatically analyse design activities and generate assembly plans, this work involves the automatic capture of extracted design knowledge embedded within the log files and subsequently represented using IDEF0 diagrams, DRed graphs, PSL, XML, annotated movie clips and storyboard representations. Using this design knowledge, an online help system has been demonstrated which helps users to carry out design tasks similar to those performed previously by expert users. This is triggered by monitoring the designer’s actions and functions in real time and pushes knowledge and advice to the user which was captured from experts and subsequently formalised during earlier design sessions. 相似文献
18.
This study describes and analyzes the learning interactions of nine high-school students’ free exploration of a virtual solar system (VSS). The VSS is a non-immersive three dimensional virtual environment based on real NASA planetary images. The computer screen serves as a “spacecraft’s window” for the learner to “fly” between objects, to change the system’s frame of reference and its pace. A systematic analysis of participants’ real-time observable interactions together with what they said revealed that each of them created an unique learning pattern within at least five different dimensions: (1) the cognitive dimension, (2) the affective dimension, (3) the navigation dimension, (4) the interface dimension, and (5) the assistance seeking dimension. The construction of meaning emerged as a non-linear process, which includes transitions between and within these dimensions. Three different styles of learning interactions were identified, suggesting that individual differences might be enhanced due to the unique VSS’ features. Overall, the VSS served as an enriching and motivational learning experience. The design of additional navigation tools and content scaffolding might help participants’ in building a sustained deep scientific understanding. 相似文献
19.
This paper describes a computer-aided design system for sketching free-form polygonal surfaces such as terrains and other
natural objects. The user manipulates two 3D position and orientation trackers with three buttons, one for each hand. Each
hand has a distinct role to play, with the dominant hand being responsible for picking and manipulation, and the less dominant
hand being responsible for context setting of various kinds. The less dominant hand holds the workpiece, sets which refinement
level that can be picked by the dominant hand, sets the constraint mode and the reshape operator, and generally acts as a
counterpoint to the dominant hand. In this paper, the architecture of the system is outlined, the interaction techniques are
presented, and a simple surface is shown. 相似文献
20.
Pervasive computing deployments are increasingly using sensor networks to build instrumented environments that provide local data to immersed mobile applications. These applications demand opportunistic and unpredictable interactions with local devices. While this direct communication has the potential to reduce both overhead and latency, it deviates significantly from existing uses of sensor networks that funnel information to a static central collection point. This pervasive computing driven perspective demands new communication abstractions that enable the required direct communication among mobile applications and sensors. This paper presents the scene abstraction, which allows immersed applications to create dynamic distributed data structures over the immersive sensor network. A scene is created based on application requirements, properties of the underlying network, and properties of the physical environment. This paper details our work on defining scenes, providing an abstract model, an implementation, and an evaluation. 相似文献