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1.
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   

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Virtual Reality (VR) has been regarded as a highly effective technology that enables people to gain enjoyable and immersive information about museum collections. Drawing from the four realms of the experience economy, we assume absorptive experiences influence immersive experiences, overall museum VR tour experience, and intention to visit a museum. The results show that all the hypotheses are supported. Furthermore, we compared and tested the proposed model and its rival model (postulating the direct influence of the four realms of the experience economy on museum VR experience) and found that the proposed model is better than the rival model.  相似文献   

4.
在基于PC的虚拟训练系统中,3D的声音仿真能够大幅度的提高VR系统的能力.然而,现实的3D仿真非常昂贵,而且计算混响,阻塞和延时效果需要配置具有强大运算能力的系统.因此,必须提供一个低成本的方案,使其能在更广的范围内得到应用.对一个低成本3D声音仿真系统的评测进行了重点阐述.实验设置基于常规的立体声耳机和一个可跟踪的头戴式设备,实验中使用不同信号在虚拟训练环境中来定位声音,最后从精度和速度来表述实验结果.  相似文献   

5.
Since head mounted displays (HMD), datagloves, tracking systems, and powerful computer graphics resources are nowadays in an affordable price range, the usage of PC-based "virtual training systems" becomes very attractive. However, due to the limited field of view of HMD devices, additional modalities have to be provided to benefit from 3D environments. A 3D sound simulation can improve the capabilities of VR systems dramatically. Unfortunately, realistic 3D sound simulations are expensive and demand a tremendous amount of computational power to calculate reverberation, occlusion, and obstruction effects. To use 3D sound in a PC-based training system as a way to direct and guide trainees to observe specific events in 3D space, a cheaper alternative has to be provided, so that a broader range of applications can take advantage of this modality. To address this issue, we focus in this paper on the evaluation of a low-cost 3D sound simulation that is capable of providing traceable 3D sound events. We describe our experimental system setup using conventional stereo headsets in combination with a tracked HMD device and present our results with regard to precision, speed, and used signal types for localizing simulated sound events in a virtual training environment  相似文献   

6.
Genova  C.  Biffi  E.  Arlati  S.  Redaelli  D. F.  Prini  A.  Malosio  M.  Corbetta  C.  Davalli  A.  Sacco  M.  Reni  G. 《Virtual Reality》2022,26(1):187-203
Virtual Reality - A large number of people in the world need to use a wheelchair because of different disabilities. Driving a wheelchair requires complex physical and cognitive abilities which need...  相似文献   

7.
This study presents a 3D virtual reality (VR) keyboard system with realistic haptic feedback. The system uses two five-fingered data gloves to track finger positions and postures, uses micro-speakers to create simulated vibrations, and uses a head-mounted display (HMD) for 3D display. When users press a virtual key in the VR environment, the system can provide realistic simulated key click haptic feedback to users. The results of this study show that the advantages of the haptic VR keyboard are that users can use it when wearing HMDs (users do not need to remove HMDs to use the VR keyboard), the haptic VR keyboard can pop-up display at any location in the VR environments (users do not need to go to a specific location to use an actual physical keyboard), and the haptic VR keyboard can be used to provide realistic key click haptic feedback (which other studies have shown enhances user performance). The results also show that the haptic VR keyboard system can be used to create complex vibrations that simulate measured vibrations from a real keyboard and enhance keyboard interaction in a fully immersive VR environment.  相似文献   

8.
As immersive virtual reality (IVR) systems proliferate in classrooms, it is important to understand how they affect learning outcomes and the underlying affective and cognitive processes that may cause these outcomes. Proponents argue that IVR could improve learning by increasing positive affective and cognitive processing, thereby supporting improved performance on tests of learning outcome, whereas opponents of IVR contend that it could hurt learning by increasing distraction, thereby disrupting cognitive learning processes and leading to poorer learning outcomes. In a media comparison study, students viewed a biology lesson either as an interactive animated journey in IVR or as a slideshow on a desktop monitor. Those who viewed the IVR lesson performed significantly worse on transfer tests, reported higher emotional arousal, reported more extraneous cognitive load and showed less engagement based on EEG measures than those who viewed the slideshow lesson, with or without practice questions added to the lessons. Mediational analyses showed that the lower retention scores for the IVR lesson were related to an increase in self-reported extraneous cognitive load and emotional arousal. These results support the notion that immersive environments create high affective and cognitive distraction, which leads to poorer learning outcomes than desktop environments.  相似文献   

9.
Two-handed assembly with immersive task planning in virtual reality   总被引:1,自引:0,他引:1  
Assembly modelling is the process of capturing entities and activity information related to assembling and assembly. Currently, most CAD systems have been developed to ease the design of individual components, but are limited in their support for assembly designs and planning capability, which are crucial for reducing the cost and processing time in complex design, constraint analysis and assembly task planning. This paper presents a framework of a two-handed virtual assembly (VA) planner for assembly tasks, which coordinates two hands jointly for feature-based manipulation, assembly analysis and constraint-based task planning. Feature-based manipulation highlights the important assembling features (e.g. dynamic reference frames, moving arrow, mating features) to guide users for the ease of assembly and in an efficient and fluid manner. The users can freely navigate and move the mating pair along the collision-free path. The free motion of two-handed input in assembly is further restricted to the allowable motion guided by the constraints recognised on-line. The allowable motion in assembly is planned by the logic steps derived from the analysis of constraints and their translation in the progress of assembly. No preprocessing or predefined assembly sequence is necessary since the planning is produced in real-time upon the two-handed interactions. Mating features and constraints in databases are automatically updated after each assembly to simplify the planning process. The two-handed task planner has been developed and experimented for several assembly examples including a drill (12-parts) and a robot (17-parts). The system can be generally applied for the interactive task planning of assembly-type applications.  相似文献   

10.
ERT-VR: an immersive virtual reality system for emergency rescue training   总被引:2,自引:1,他引:1  
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   

11.
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   

12.
We present a framework for the analysis and evaluation oftravel, or viewpoint motion control, techniques for use in immersive virtual environments (VEs). In previous work, we presented a taxonomy of travel techniques and a set of experiments mapping parts of the taxonomy to various performance metrics. Since these initial experiments, we have expanded the framework to allow evaluation of not only the effects of different travel techniques, but also the effects of many outside factors simultaneously. Combining this expanded framework with the measurement of multiple response variables epitomises the philosophy oftestbed evaluation. This experimental philosophy leads to a deeper understanding of the interaction and the technique(s) in question, as well as to broadly generalisable results. We also present an example experiment within this expanded framework, which evaluates the user's ability to gather information while travelling through a virtual environment. Results indicate that, of the variables tested, the complexity of the environment is by far the most important factor.  相似文献   

13.
Multimedia Tools and Applications - It is generally accepted that the use of natural interaction provides a positive impact in Virtual Reality (VR) applications. Therefore, it is important to...  相似文献   

14.
This paper presents a novel general-purpose simulation analysis application that combines concurrent operations simulation with the advanced data interrogation and user interaction capabilities of immersive virtual reality systems. The application allows for interactive modification of the simulation parameters, while providing the users with the available simulation information by effectively placing the operator in the midst of the environment being simulated. The major contribution of this research is the total integration of the immersive virtual reality environment with the simulation, allowing users in the environment to interactively change the inputs to the simulation as it is running. Implementation and functionality details of the developed application are presented. The experience of using the application to analyze a manufacturing operation in a collaborative scenario is also discussed.  相似文献   

15.
Multimedia Tools and Applications - The merger of game-based approaches and Virtual Reality (VR) environments that can enhance learning and training methodologies have a very promising future,...  相似文献   

16.
Multimedia Tools and Applications - The main goal of this systematic review is to synthesize existing evidence on the use of immersive virtual reality (IVR) to train professionals as well as to...  相似文献   

17.
Earthquake emergencies require a variety of behavioral responses in order to ensure the safety of occupants, which is different from simply exiting a building in fire emergencies. This makes it more complex to train building occupants in order to acquire skills that align to best practices for immediate earthquake response and post-earthquake evacuation. In recent years, Immersive Virtual Reality (IVR) and Serious Games (SGs) have become popular as training tools for earthquake emergencies. IVR SGs have been introduced to train individuals for specific building layouts or settings with fixed training objectives. However, the lack of flexibility in existing IVR SGs makes it challenging to have widespread uptake as trainees require different training objectives, pedagogical strategies, context, and content. As a result, the effectiveness of IVR SGs training is jeopardized if the customization ability is limited. To overcome this limitation, this paper presents a customization framework for IVR SGs suited to earthquake emergency training, using the concept of adaptive game-based learning. Trainees can receive training in context by customizing virtual environments, storylines, and teaching methods. A case study was undertaken to validate the proposed framework. Results showed the potential to carry out the customization process with ease, to generate a customized training experience, and to deliver the customized training for optimum learning.  相似文献   

18.
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   

19.
针对目前虚拟现实领域缺乏可用的中间框架对底层MDE和高层的本地协同工作模式进行支持这一问题,设计并实现了一个多显示环境下基于虚拟现实的系统框架MDE-VR;基于该框架提出了一种多显示环境下的本地协同工作机制,组合了空间无缝交互技术和空间内聚交互技术两种不同的交互技术,方便用户操纵公共显示屏幕;最后开发了一个系统原型能够有效支持面向虚拟现实的同一地点的多人协同工作。实验结果表明了提出的MDE-VR框架和交互技术的可用性。  相似文献   

20.
This paper presents a novel methodology involving a Virtual Reality (VR)-based Belief, Desire, and Intention (BDI) software agent to construct crowd simulation and demonstrates the use of the same for crowd evacuation management under terrorist bomb attacks in public areas. The proposed BDI agent framework allows modeling of human behavior with a high degree of fidelity. The realistic attributes that govern the BDI characteristics of the agent are reverse-engineered by conducting human-in-the-loop experiments in the VR-based Cave Automatic Virtual Environment (CAVE). To enhance generality and interoperability of the proposed crowd simulation modeling scheme, input data models have been developed to define environment attributes (e.g., maps, demographics, evacuation management parameters). The validity of the proposed data models are tested with two different evacuation scenarios. Finally, experiments are conducted to demonstrate the effect of various crowd evacuation management parameters on the key performance indicators in the evacuation scenario such as crowd evacuation rate and densities. The results reveal that constructed simulation can be used as an effective emergency management tool.  相似文献   

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