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1.
Virtual reality (VR) has been implemented in various applications such as gaming, e-learning, rehabilitation, etc. Although many studies have been conducted to evaluate the user experiences (UX) of various applications in VR, there are few studies evaluating the UX of VR in a holistic view. Since user experience means holistic feelings caused by attributes like efficiency, effectiveness, pleasure, and attractiveness, it is necessary to evaluate user experience in many respects, including presence, usability, and workload. Therefore, this study aims to evaluate the UX of VR in four various metrics: presence, workload, usability, and flow. In this study, the user experience factor was confirmed through the previous studies comparing visual display terminals (VDT) and head-mounted displays (HMD). In addition, the UX difference between VDT and HMD in two different situations, walking and driving, is analyzed. The data of 26 participants were analyzed and found that there were significant differences in the four studied metrics related to UX. In the driving situation, the usability value was higher in VDT, whereas they were higher in HMD for walking. Comparing the two contexts in HMD, walking was significantly higher in three metrics: presence, usability, and flow. The results show that HMD is better in terms of user experience than VDT, and HMD is more suitable for walking situations than for driving situations. Through this study, in terms of user experience, it is suitable to replace walking tasks with VR when the experiment in a real-world environment is impossible.  相似文献   

2.
Simon S. W. Li 《Ergonomics》2018,61(4):553-565
This study investigated the effects of carrying a backpack while walking. Critical changes featuring the disproportionality of increases in trunk muscle activation and lumbar joint loading between light and heavy backpack carriage weight may reveal the load-bearing strategy (LBS) of the lumbar spine. This was investigated using an integrated system equipped with a motion analysis, a force platform and a wireless surface electromyography (EMG) system to measure the trunk muscle EMG amplitudes and lumbar joint component forces. A predictive goal programming model was developed to determine the most critical changes in trunk muscle activation and lumbar joint loading. Results suggested that lightweight backpack carriage at approximately 3% of body weight (BW) might reduce the peak lumbosacral compression force by 3% during walking compared with no load condition. The most critical changes in both trunk muscle activation and lumbosacral joint loading were found at a backpack load of 10% of BW.

Practitioner Summary: This study investigated the effects of backpack load on the LBS of lumbar spine while walking. A backpack load of 3% of BW might reduce the peak lumbosacral compression force by 3 and 10% of BW induced the most critical changes in LBS of lumbar spine.  相似文献   


3.
Lu  Yujun  Gao  BoYu  Tu  Huawei  Wu  Huiyue  Xin  Weiqiang  Cui  Hui  Luo  Weiqi  Duh  Henry Been-Lirn 《Virtual Reality》2023,27(2):603-625
Virtual Reality - Target selection in virtual reality (VR) is usually carried out with the need of visual attention. While target selection in VR has been extensively investigated in non-walking...  相似文献   

4.
Virtual Reality - Virtual reality can be used for educational purposes, particularly in demanding professions such as firefighting. Such virtual training may be useful for preparing trainees for...  相似文献   

5.
The purpose of this study was to determine the effect of a fatiguing task (3 min intense stair climbing) on the adopted spinal postures and trunk muscular activation patterns during three highly physically demanding simulated firefighting tasks. Following the fatigue protocol, it was observed that individuals adopted significantly greater spinal flexion (16.3 degrees maximum prior to fatigue as compared to 20.1 degrees post fatigue) and displayed reduced abdominal muscle activation as compared to before the fatigue protocol (mean ranging from 16.6% maximum voluntary contraction (MVC) to 30.6% MVC prior to fatigue as compared to ranging from 14.6% MVC to 25.2% MVC post fatigue). The reduced abdominal activation may be due to a reduction in co-contraction during these tasks, which may compromise spinal stability. Reduced co-contraction combined with the increased spinal flexion may increase the risk of sustaining an injury to the low back.  相似文献   

6.
《Ergonomics》2012,55(7):1032-1041
The purpose of this study was to determine the effect of a fatiguing task (3 min intense stair climbing) on the adopted spinal postures and trunk muscular activation patterns during three highly physically demanding simulated firefighting tasks. Following the fatigue protocol, it was observed that individuals adopted significantly greater spinal flexion (16.3° maximum prior to fatigue as compared to 20.1° post fatigue) and displayed reduced abdominal muscle activation as compared to before the fatigue protocol (mean ranging from 16.6% maximum voluntary contraction (MVC) to 30.6% MVC prior to fatigue as compared to ranging from 14.6% MVC to 25.2% MVC post fatigue). The reduced abdominal activation may be due to a reduction in co-contraction during these tasks, which may compromise spinal stability. Reduced co-contraction combined with the increased spinal flexion may increase the risk of sustaining an injury to the low back.  相似文献   

7.
Virtual Reality - Transfer functions with a high translational gain can increase the range of walking in virtual reality. These functions determine how much virtual movements are amplified compared...  相似文献   

8.
Yang  Chuan Hao 《Virtual Reality》2022,26(2):479-500
Virtual Reality - This research presents a motion control algorithm for constructing a portable virtual reality system, which can operate in any indoor or outdoor open space without the need for...  相似文献   

9.
10.
Virtual television took a step closer to reality when BBC TV'sTomorrow's World demonstrated a new technology which will allow TV programme makers to stretch the limits of their artistic imagination. The technique enables programme makers to create imaginative studio sets with limitless perspectives, sweeping camera shots, and where the quality of imagery is almost indistinguishable from the real thing, but at a fraction of the cost. Tomorrow's World viewers saw the result when presenter Howard Stableford stepped onto a ‘virtual set’ depicting a Roman Bath, in which he sees himself playing characters in a pastiche ofJulius Caesar andUp Pompeii. In reality Stableford was filmed in a conventional TV studio, but the set was created artificially using technology which combines computer graphics and a motion controlled camera. Unlike other attempts at virtual sets, where only the virtual set, or the actor, or the camera is in motion, this technique allows simultaneous motion of all three. The resulting sequence of just over two minutes was broadcast on BBC TV as part of theTomorrow's World-Christmas Special on 22 December 1995.  相似文献   

11.
虚拟培训中的虚实联动技术   总被引:1,自引:0,他引:1  
针对传统培训方式的不足,提出了虚实联动的培训方式.通过构建虚拟设备,硬件可编程逻辑控制器(PLC)、PC、虚拟设备三者之间的通信,实现虚拟设备和实体设备之间的联系,并且通过现场控制系统采集实体设备运行数据,将实体设备运行和故障等信息在虚拟设备中实时表现出来,拓展了虚拟培训的新思路.以喷印机虚拟联动系统为例论述了虚拟联动技术的必要性和可行性.  相似文献   

12.
This paper presents a constraint-based methodology for intuitive and precise solid modelling in a virtual reality (VR) environment. A hierarchically structured and constraint-based data model is developed to support solid modelling in the VR environment. A constraint reasoning engine is also developed to automatically deduce allowable motions for precise constraint-based 3D manipulations. A prototype system of product modelling has been successfully developed, and experimental results demonstrate the advantage of precise solid modelling through constraint-based manipulation in virtual environments.  相似文献   

13.
在分析了基于实景的虚拟现实场景建模特点的基础上,运用一个具体的实例来阐述了基于实景的虚拟现实场景的生成过程及其相关注意事项,通过合理建模减小复杂度、通过真实感贴图来增强逼真度、通过模型导入的对象化来实现对虚拟物体的控制。最终在逼真性,实时性和可控性方面都达到了较好的效果。  相似文献   

14.
Virtual Reality - This research report describes the development of a virtual reality (VR) laboratory stressor to study the effects of exposure to stressful events. The aim of the research was to...  相似文献   

15.
Virtual Reality (VR), by its nature and characteristics, is of specific interest to the AI community, particularly in the domains of Storytelling and Intelligent Characters. We argue that VR must be considered a particular narrative medium alongside Theatre, Literature or Cinema. This paper reviews relevant work in narrative theory from Plato onwards, including the work and theories of literary critics [1], cinema critics [2–4] and theatrical dramaturges [5], and analyses the specific characteristics of VR relevant to this theory. Less studied media such as Live Role Playing Games, improvisational drama and participatory drama are also considered. Finally, this document argues for a participatoryprocess-oriented narrative, with particular attention to the specificities and particularities of stories and their possible representation, adapted to the narrative medium Virtual Reality.  相似文献   

16.
文章以虚拟现实 ( VR)系统为核心 ,综合利用全数字摄影测量系统、地理信息系统 ( GIS)和网络技术等 ,研究快速建立虚拟城市的技术和方法。通过这个方法 ,将虚拟现实作为一个开放系统和一门实用技术 ,为城市信息化提供一种可交互操作、集成化和人机和谐的方法  相似文献   

17.
虚拟现实技术是通过三维交互式计算机的制作而创造一些虚拟的环境,从而对现实的事物进行虚拟规划和分析的过程,其主要的特征表现在虚拟现实技术的构想性、沉浸感、和全息性、交互性.该文通过虚拟现实技术的概念和特征出发,对计算机通信中虚拟显示技术的应用现状进行具体的分析.  相似文献   

18.
OBJECTIVE: The present study compared the effectiveness of a virtual reality (VR) simulator for training phlebotomy with that of a more traditional approach using simulated limbs. BACKGROUND: Phlebotomy, or drawing blood, is one of the most common medical procedures; yet, there are no universal standards for training and assessing performance. The absence of any standards can lead to injuries and inaccurate test results if the procedure is improperly performed. METHOD: Twenty 3rd-year medical students were trained under one of the two methods and had their performance assessed with a 28-item checklist. RESULTS: The results showed that performance improvements were limited to those who trained with the simulated limbs, and a detailed comparison of the two systems revealed several functional and physical differences that may explain these findings. CONCLUSION: Participants trained with simulated limbs performed better than those trained with a VR simulator; however, the metrics recorded by the VR system may address some aspects of performance that could eventually prove beneficial. APPLICATION: The present study highlights the potential for medical simulators to improve patient safety by enabling trainees to practice procedures on devices instead of patients. Applications of this research include training, performance assessment, and design of simulator systems.  相似文献   

19.
We approach the virtual reality phenomenon by studying its relationship to set theory. This approach offers a characterization of virtual reality in set theoretic terms, and we investigate the case where this is done using the wellfoundedness property. Our hypothesis is that non-wellfounded sets (so-called hypersets) give rise to a different quality of virtual reality than do familiar wellfounded sets. To elaborate this hypothesis, we describe virtual reality through Sommerhoff’s categories of first- and second-order self-awareness; introduced as necessary conditions for consciousness in terms of higher cognitive functions. We then propose a representation of first- and second-order self-awareness through sets, and assume that these sets, which we call events, originally form a collection of wellfounded sets. Strong virtual reality characterizes virtual reality environments which have the limited capacity to create only events associated with wellfounded sets. In contrast, the logically weaker and more general concept of weak virtual reality characterizes collections of virtual reality mediated events altogether forming an entirety larger than any collection of wellfounded sets. By giving reference to Aczel’s hyperset theory we indicate that this definition is not empty because hypersets encompass wellfounded sets already. Moreover, we argue that weak virtual reality could be realized in human history through continued progress in computer technology. Finally, within a more general framework, we use Baltag’s structural theory of sets (STS) to show that within this hyperset theory Sommerhoff’s first- and second-order self-awareness as well as both concepts of virtual reality admit a consistent mathematical representation. To illustrate our ideas, several examples and heuristic arguments are discussed.
Andreas Martin LisewskiEmail:
  相似文献   

20.
The International Organization for Standardization evacuation alarm (ISO 8201: 2017) is ineffective in initiating evacuation, particularly when people are engaged in pre-evacuation activities, and it is not easy to conduct experiments for evaluating evacuation behavior due to ethical and cost issues. A virtual building emergency where alarms went off while participants were performing activities was created to study the effect of redundancy on evacuation effectiveness. Three alarms were studied: (i) a regular nonverbal ISO alarm, (ii) a speech-inserted ISO alarm, and (iii) a technology-based ISO alarm concept (sound, visual, and haptic information). Evacuation behavior, perceived urgency, and delay time were measured. Results confirmed the effect of redundancy on measurements, and participants complied better with the speech-inserted and technology-based alarms, but there were no differences in evacuation effectiveness between them. Participants perceived higher urgency from the technology-based solution, which can be more adaptive in complicated environments where background noise and language/education barriers are problems. Otherwise, the speech-inserted alarm is more cost-effective.  相似文献   

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