共查询到20条相似文献,搜索用时 15 毫秒
1.
Tom Daniel J. Jinghua Javier Robert Jason Andrew Marcus Thomas A. 《Future Generation Computer Systems》2006,22(8):976-983
As scientific data sets increase in size, dimensionality, and complexity, new high resolution, interactive, collaborative networked display systems are required to view them in real-time. Increasingly, the principles of virtual reality (VR) are being applied to modern scientific visualization. One of the tenets of VR is stereoscopic (stereo or 3d) display; however the need to wear stereo glasses or other gear to experience the virtual world is encumbering and hinders other positive aspects of VR such as collaboration. Autostereoscopic (autostereo) displays presented imagery in 3d without the need to wear glasses or other gear, but few qualify as VR displays. The Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago (UIC) has designed and built a single-screen version of its 35-panel tiled Varrier display, called Personal Varrier. Based on a static parallax barrier and the Varrier computational method, Personal Varrier provides a quality 3d autostereo experience in an economical, compact form factor. The system debuted at iGrid 2005 in San Diego, CA, accompanied by a suite of distributed and local scientific visualization and 3d teleconferencing applications. The CAVEwave National LambdaRail (NLR) network was vital to the success of the stereo teleconferencing. 相似文献
2.
介绍了常用的虚拟现实开发系统,在集成这些系统特点的基础上,开发了一个与背景应用相适应,同时具有一定开放性的适应于教育应用的虚拟现实引擎VRE.VRE包含一系列可视化的控件,不需要开发者编写程序,就可以快速制作出与其它资源有机融合的虚拟现实应用.就针对虚拟现实中如何进行立体显示、场景回放路径插值、纹理贴图等关键技术,给出了相应的解决方案. 相似文献
3.
Gathering a group of remotely located engineers to design a vehicle can be difficult, especially if they live in different countries. To overcome this obstacle, we-a team at the National Center for Supercomputing Applications (NCSA) in the US in partnership with Germany's National Research Center for Information Technology (GMD) developed a collaborative virtual prototyping system for Caterpillar. The Virtual Prototyping System (VPS) will let engineers in Belgium and the US work together on vehicle designs using distributed virtual reality. The system supports collaborative design review and interactive redesign. Integrated real-time video transmissions let engineers see other participants in a shared virtual environment at each remote site's viewpoint position and orientation. Any number of remotely located sites may join in the shared VE, communicating via multicast. The system has been tested with three sites at NCSA 相似文献
4.
Nonimmersive virtual reality (VR), which places the user in a 3D environment that can be directly manipulated with a conventional graphics workstation using a monitor, a keyboard; and a mouse, is discussed. The scene is displayed with the same 3D depth cues used in immersive VR: perspective view, hidden-surface elimination, color, texture, lighting, shading and shadows. As in immersive VR, animation and simulation are interactively controlled in response to the user's direct manipulation. Much of the technology used to support immersive and nonimmersive VR is the same. They use the same 3D modeling and rendering and many of the same interaction techniques. The advantages and applications of nonimmersive VR systems are discussed. Immersive and nonimmersive VR systems are compared and hybrid possibilities are reviewed 相似文献
5.
利用计算机进行交通虚拟现实是当今研究交通问题的一种重要手段。交通虚拟现实技术是在经验研究和数学方法的基础上,利用现代系统工程和计算机虚拟现实技术成果发展起来的新的交通研究方法。由于虚拟现实技术可有效地体现交通系统中交通运行的复杂过程,可按试验要求实现交通状况的再现,大大降低了现场调查的工作量,现己成为分析各种交通流、检验各种拟定交通设施、交通控制方案的有力工具。 相似文献
6.
Virtual reality is an exciting new field, which may offer significant improvements in the efficiency of human-computer interface for a wide variety of computer applications. This paper serves to identify technology developments in virtual reality hardware devices that may allow for development of a more efficient user interface for computer-aided design packages for mechanical design functions. Presented is a survey of the current state of the art in the rapidly changing field of virtual reality hardware devices. The devices are broken down into classes that are related to user interface features that may improve the efficiency of computer-aided design functions. Classes of virtual reality hardware devices are identified needing future research and development to implement the most effective virtual reality computer-aided design interface. 相似文献
7.
Lamata P Gómez EJ Sánchez-Margallo FM López O Monserrat C García V Alberola C Florido MA Ruiz J Usón J 《Computer methods and programs in biomedicine》2007,85(3):273-283
VR laparoscopic simulators have demonstrated its validity in recent studies, and research should be directed towards a high training effectiveness and efficacy. In this direction, an insight into simulators' didactic design and technical development is provided, by describing the methodology followed in the building of the SINERGIA simulator. It departs from a clear analysis of training needs driven by a surgical training curriculum. Existing solutions and validation studies are an important reference for the definition of specifications, which are described with a suitable use of simulation technologies. Five new didactic exercises are proposed to train some of the basic laparoscopic skills. Simulator construction has required existing algorithms and the development of a particle-based biomechanical model, called PARSYS, and a collision handling solution based in a multi-point strategy. The resulting VR laparoscopic simulator includes new exercises and enhanced simulation technologies, and is finding a very good acceptance among surgeons. 相似文献
8.
Research into virtual environments on the one hand and artificial intelligence and artificial life on the other has largely been carried out by two different groups of people with different preoccupation and interests, but some convergence is now apparent between the two fields. Applications in which activity independent of the user takes place- involving crowds or other agents- are beginning to be tackled, while synthetic agents, virtual humans, and computer pets are all areas in which techniques from the two fields require strong integration. The two communities have much to learn from each other if wheels are not to be reinvented on both sides. This paper reviews the issues arising from combining artificial intelligence and artificial life techniques with those of virtual environments to produce just such intelligent virtual environments. The discussion is illustrated with examples that include environments providing knowledge to direct or assist the user rather than relying entirely on the user's knowledge and skills, those in which the user is represented by a partially autonomous avatar, those containing intelligent agents separate from the user, and many others from both sides of the area. 相似文献
9.
The airborne particles present in certain hospital environments, such as the tuberculosis isolation or operating rooms, can be extremely harmful for patients and/or hospital personnel. An important issue during the design of hospital facilities is an efficient airborne particle removal system. A near-optimal setup of the parameters that affect the airflow, and consequently the airborne particle trajectories within the room is desirable. Computational Fluid Dynamics (CFD) is an alternative to tedious and time-consuming experimental investigations during the design phase, when a large number of alternatives need to be evaluated. The main limitations of CFD application in building design are the high level of skill required, the complexity of the setup phase, and the difficulty of output data interpretation using common 2D (two-dimensional) display devices. A virtual reality (VR) environment can help in overcoming some of these limitations. A CFD/VR procedure for design of contaminant-free hospital facilities is presented in this paper. By means of a VR preprocessing step, inferior solutions can be discharged to drastically reduce the number of configurations to investigate. Then, a CFD/VR tool is used to explore the restricted set of room layouts. The 3D (three-dimensional), immersive visualisation of an indoor space and of the particle motion inside it allows the user to really see the particle flows and consequently understand the effects of room parameters on particle motion throughout the room. In this way a close-to-optimal configuration of the room layout and of the ventilation system can be achieved more speedily and more conveniently compared to traditional CFD investigations. 相似文献
10.
Abstract
Efficient computational tools are developed to model, visualize, and feel the structural-acoustics of shells in a virtual
reality environment. These tools aim at building the structural-acoustic models of shells from an array of basic building
blocks including: beams, shells, and stiffeners. The concepts of finite element analysis, sub-structuring, model reduction,
meta-modeling, and parallel computations form the main steps to be followed for building simplified computational models of
complex shell systems. The resulting models are particularly suitable for the efficient application of multi-criteria optimization
techniques in order to select the optimal design parameters of these complex shell systems. The developed integrated analysis
tools enable the engineers to design complex systems in a cost effective and a timely manner. Furthermore, engineers will
be immersed in an audio-visually coupled tele-operated environment whereby direct interaction and control of the design process
can be achieved. In this manner, the behavior of synthetic models of shells can be monitored by literally walking through
the shell and adjusting its design parameters as needed to ensure optimal performance while satisfying design and operational
requirements. For example, engineers can move electronic wands to vary the number, size, type, and location of stiffeners
in the shell, monitor the resulting structural-acoustic visually or by haptic feedback and simultaneously listen to the radiated
sound pressure field. Such manipulations of the virtual shells in the scene are carried out while the engineer is navigating
through and around the shell to ensure that the vibration and sound levels, at any critical locations, are within the acceptable
limits. The developed integrated approach also serves as a means for virtual training of students and engineers on designing
and operating complex smart structures on the site as well as through collaborative efforts with other virtual reality sites.
Such unique capability will enable engineers to design prototypes of expensive vehicles without building them. Examples of
these vehicles include aircraft, submersibles, torpedoes, and others that can share this virtual experience and can be profoundly
impacted upon by the proposed approach. The presented optimal design approach is implemented in the Virtual Reality CAVE Laboratory
at the University of Maryland that is controlled by an eight parallel processor Silicon Graphics Infinite Reality (ONYX2)
computer. 相似文献
11.
The usability of the user interface is a key aspect for the success of several industrial products. This assumption has led to the introduction of numerous design methodologies addressed to evaluate the user-friendliness of industrial products. Most of these methodologies follow the participatory design approach to involve the user in the design process. Virtual Reality is a valid tool to support Participatory Design, because it facilitates the collaboration among designers and users.The present study aims to evaluate the feasibility and the efficacy of an innovative Participatory Design approach where Virtual Reality plays a ‘double role’: a tool to evaluate the usability of the virtual product interface, and a communication channel that allows users to be directly involved in the design process as co-designers.In order to achieve these goals, we conducted three experiments: the purpose of the first experiment is to determine the influence of the virtual interface on the usability evaluation by comparing “user–real product” interaction and “user–virtual product” interaction. Subsequently, we tested the effectiveness of our approach with two experiments involving users (directly or through their participation in a focus group) in the redesign of a product user interface. The experiments were conducted with two typologies of consumer appliances: a microwave oven and a washing machine. 相似文献
12.
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
13.
In 1999, Fred Brooks, virtual reality pioneer and Professor of Computer Science at the University of North Carolina at Chapel Hill, published a seminal paper describing the current state of virtual reality (VR) technologies and applications (Brooks in IEEE Comput Graph Appl 19(6):16, 1999). Through his extensive survey of industry, Brooks concluded that virtual reality had finally arrived and “barely works”. His report included a variety of industries which leveraged these technologies to support industry-level innovation. Virtual reality was being employed to empower decision making in design, evaluation, and training processes across multiple disciplines. Over the past two decades, both industrial and academic communities have contributed to a large knowledge base on numerous virtual reality topics. Technical advances have enabled designers and engineers to explore and interact with data in increasingly natural ways. Sixteen years have passed since Brooks original survey. Where are we now? The research presented here seeks to describe the current state of the art of virtual reality as it is used as a decision-making tool in product design, particularly in engineering-focused businesses. To this end, a survey of industry was conducted over several months spanning fall 2014 and spring 2015. Data on virtual reality applications across a variety of industries was gathered through a series of on-site visits. In total, on-site visits with 18 companies using virtual reality were conducted as well as remote conference calls with two others. The authors interviewed 62 people across numerous companies from varying disciplines and perspectives. Success stories and existing challenges were highlighted. While virtual reality hardware has made considerable strides, unique attention was given to applications and the associated decisions that they support. Results suggest that virtual reality has arrived: it works! It is mature, stable, and, most importantly, usable. VR is actively being used in a number of industries to support decision making and enable innovation. Insights from this survey can be leveraged to help guide future research directions in virtual reality technology and applications. 相似文献
14.
In this paper, we present the findings from an extensive study of the use of virtual reality (VR) models in large construction projects. The study includes two parts: The first part presents a quantitative questionnaire designed to investigate how VR models are experienced and assessed by the workforce at a building site. The second part includes a qualitative field survey of how VR models can be applied and accepted by professionals in the design and planning process of a large pelletizing plant. Through mainly studying persons who had little or no experience with advanced information technology (IT), we hoped to reveal the attitudes of the average person working at a construction site rather than of an IT expert. In summary, the study shows that the VR models in both projects have been very useful and well accepted by the users. Today’s information flow is, from a general point of view, considered to be insufficient and the hypothesis is that using VR models in the construction process have the potential to minimize waste of resources and improve the final result. 相似文献
15.
虚拟现实(Virtual Reality,缩写:VR)技术在教育领域中的科学运用带来了一场教改风暴,在提升教学质量、提高学习兴趣、降低教学成本等方面效果显著.云VR技术方案大幅降低了部署和维护成本,加速了VR在教育领域的普及和应用.从云VR业务架构设计着手,分析了强交互VR业务和VR视频业务的关键约束,提供相应的解决方... 相似文献
16.
孙毅 《自动化与仪器仪表》2009,(6):118-120
在三维制作技术不断完善追求写实照片般效果的今天,利用三维软件的各种功能虚拟具有照片写真效果的现实世界光影的真实特性及自然现象的再现,这种技术的发生和发展在现代设计的发展过程中起着越来越重要的作用。 相似文献
17.
Julio J. Valdés Enrique Romero Alan J. Barton 《Expert systems with applications》2012,39(18):13193-13201
Visual data mining with virtual reality spaces is used for the representation of data and symbolic knowledge. High quality structure-preserving and maximally discriminative visual representations can be obtained using a combination of neural networks (SAMANN and NDA) and rough sets techniques, so that a proper subsequent analysis can be made. The approach is illustrated with two types of data: for gene expression cancer data, an improvement in classification performance with respect to the original spaces was obtained; for geophysical prospecting data for cave detection, a cavity was successfully predicted. 相似文献
18.
19.
James M. Ritchie Graham Robinson Philip N. Day Richard G. Dewar Raymond C. W. Sung John E. L. Simmons 《Virtual Reality》2007,11(4):261-273
Earlier research work using immersive virtual reality (VR) in the domain of cable harness design has shown conclusively that
this technology had provided substantial productivity gains over traditional computer-aided design (CAD) systems. The follow-on
work in this paper was aimed at understanding the degree to which various aspects of the immersive VR system were contributing
to these benefits and how engineering design and planning processes could be analysed in detail as they are being carried
out; the nature of this technology being such that the user’s activities can be non-intrusively monitored and logged without
interrupting a creative design process or a manufacturing planning task. This current research involved the creation of a
more robust CAD-equivalent VR system for cable harness routing design, harness assembly and installation planning which could
be functionally evaluated using a set of creative design-task experiments to provide detail about the system and users’ performance.
A design task categorisation scheme was developed which allowed both a general and detailed breakdown of the design engineer’s
cable harness design process and associated activities. This showed that substantial amounts of time were spend by the designer
in navigation (41%), sequence breaks (28%) and carrying out design-related activities (27%). The subsequent statistical analysis
of the data also allowed cause and effect relationships between categories to be examined and showed statistically significant
results in harness design, harness design modification and menu/model interaction. This insight demonstrated that poorly designed
interfaces can have adverse affects on the productivity of the designer and that 3D direct manipulation interfaces have advantages.
Indeed, the categorisation scheme provided a valuable tool for understanding design behaviour and could be used for comparing
different design platforms as well as examining other aspects of the design function, such as the acquisition of design decision
intent. The system also demonstrated the successful automatic generation of cable harness assembly and cable harness installation
plans from non-intrusive user-system interaction logging, which further demonstrates the potential for concurrent design and
manufacturing planning to be carried out. 相似文献
20.
From visual simulation to virtual reality to games 总被引:3,自引:0,他引:3
During the past decades, the virtual reality community has based its development on a synthesis of earlier work in interactive 3D graphics, user interfaces, and visual simulation. Currently, the VR field is transitioning into work influenced by video games. Because much of the research and development being conducted in the games community parallels the VR community's efforts, it has the potential to affect a greater audience. Given these trends, VR researchers who want their work to remain relevant must realign to focus on game research and development. Leveraging technology from the visual simulation and virtual reality communities, serious games provide a delivery system for organizational video game instruction and training. 相似文献