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1.
为了提高主变应急培训能力,提出基于多人协同虚拟现实的主变应急培训视景仿真模型.以火灾应急演练为研究对象,构建主变应急培训的虚拟视景图像重构模型,并对虚拟视景环境参数进行结算,根据参数结果的计算,进行主变应急培训过程中的虚拟现实仿真,实现主变应急培训的虚拟现实VR仿真模型的优化设计.测试结果表明,采用该方法进行主变应急培训的虚拟视景仿真的协同性较好,图像融合性能较高,视景重构能力较强.  相似文献   

2.
针对目前海洋平台钻修井作业培训模拟仿真系统中环境代入感差、操作沉浸感差的不足,建立一套基于Unity-3D平台的具有交互功能、临界真实操作环境的钻柱自动化处理虚拟仿真系统。采用海上钻修井平台的实际数据对该系统进行仿真应用,结果表明,本系统可以为训练人员营造逼真的训练环境,通过在本虚拟仿真系统中的训练可以提高操作人员的操作技能和对特殊情况的处置能力。  相似文献   

3.
针对机场实地消防应急演练中人力物资消耗多、演练组织协调难,以及桌面式演练中情景感知支持不足等缺陷,提出一种基于虚拟现实技术的机场消防应急救援虚拟演练平台。基于虚拟现实技术的特点,采用三维建模技术构建机场消防救援场景中典型三维实体模型。利用粒子系统实现火灾虚拟场景及应急处置特效,并基于Unity3D引擎实现教员和学员人机交互界面。借助于虚拟现实头盔和手柄支持学员进入虚拟演练场景展开交互。平台测试表明:平台具有良好的易用性、稳定性和实时性,可以支持实现低成本、高沉浸感的机场消防救援虚拟演练。  相似文献   

4.
从技能和安全培训的角度出发,将电网物理特点和虚拟现实相结合,设计了电力安全作业仿真培训系统,介绍了系统包含的基于模型参数数据库的三维建模技术、基于电气连接特性的虚拟场景搭建技术、可视化交互技术、网络连接等关键技术,详细介绍了系统的虚拟培训、实景培训、电力安规培训3个大模块。系统的开发给电力企业培训带来了新的面貌,对于提升作业者技能水平、提高作业人员安全作业也大有裨益。  相似文献   

5.
油田作业培训的安全问题一直备受关注,为了保证油田作业培训的安全性,将虚拟现实技术应用于油田仿真培训工作,建立油田仿真培训系统.该系统基于虚拟现实技术,设计了油田仿真培训系统的总体结构,提出了演示、操作演练和考评三种培训模式,阐述了交互式菜单和对三维实体的交互式操作两种人机交互方式,引入了虚拟人和虚拟手的模型及控制技术.该系统虚拟场景逼真,培训功能齐全,用户可以进行多视点、多场景的浏览,让用户有身临其境的感觉,目前已经应用到实际培训中,效果良好.  相似文献   

6.
基于VR的电力通讯故障检修培训系统目的是创建一个和真实的电力检修环境一样的场景,培训人员可以在虚拟的工作场景中完成实际操作中的所有的工作流程。为了在电力通讯光纤检修培训中,提高检修人员的技能操作水平,同时为企业节省大量培训资金,研制开发了基于VR的电力通讯故障检修培训系统,该系统不仅可以完成在室内检测出光纤故障出现的位置,而且还可以完成到室外进行维修的所有工作。本文主要介绍系统实现的原理与过程,最后进行结果分析,充分证明了该系统在电力培训中的实用性与有效性。  相似文献   

7.
基于虚拟现实技术的显微白内障手术仿真训练系统对显微环境下眼科手术操作培 训具有重要的意义。为此,设计并搭建了一套具有高度沉浸感的虚拟显微白内障手术训练系统 的软硬件环境。硬件部分系统以 HTC Vive,Geomagic Touch X 为硬件基础,设计手术器械转换 接口以搭建高保真手术操作环境;软件部分采用基于位置动力学方法(position-based dynamics) 模拟手术过程中眼角膜软组织的变形、穿刺及缝合操作,并采用 GPU 并行计算对手术仿真过程 进行加速。最后,实验结果表明该系统可以实现自然的显微眼科手术人机交互环境,使年轻医 师获得高沉浸感的真实手术训练体验,从而达到一定的培训效果。  相似文献   

8.
针对目前船舶空气压缩仿真训练系统大多采用半物理仿真与二维软件界面仿真相结合方式训练效果不佳的问题,将虚拟现实技术引入到船舶压缩空气系统的仿真设计;设计一套基于Unity 3D的船舶压缩空气系统,实现虚拟仿真程序和三维虚拟场景的实时交互,生成一个逼真的三维视觉、听觉、触觉的感官世界,加强培训人员的沉浸感,从而获得一种置身于真实环境中的感受;系统可供学员无限制反复训练,节省系统的维护费用,规避实物操作设备中可能出现的各种风险,提高训练效果。  相似文献   

9.
研究虚拟训练中的人机交互问题,使虚拟训练系统支持多点触摸操作.针对鼠标键盘交互沉浸感不足,训练效果不佳,而专业VR设备成本太高等问题,提出利用多点触摸设备作为人机交互接口以改善用户体验.研究了几种常见的多点触摸技术,设计并实现了一种采用光学感应原理的大屏幕多点触摸系统;研究了多触点信息的传输机制,改进了虚拟现实开发软件Virtools,使其能够识别多点触摸手势并做出正确响应.应用实践表明,训练系统沉浸感强,能够准确识别并跟踪多个红外触点,响应迅速,很好地满足了虚拟训练的需求.  相似文献   

10.
虚拟场景中基于数据手套的交互方法   总被引:7,自引:0,他引:7  
张睿  张锡恩 《计算机工程》2005,31(12):223-225
为了提高操作训练仿真系统的真实性、沉浸感,提高交互的质量和效率,将数据手套引入该系统。针对该输入设备,对其使用方法、数据读取以及交互方法进行了研究。利用Creator软件建立虚拟场景和虚拟手模型,在VC 和Vega集成开发环境中编程实现虚拟场景中基于数据手套的交互。  相似文献   

11.
基于虚拟现实技术的电力安监仿真培训系统   总被引:1,自引:1,他引:0  
电力安监培训是提高操作人员素质,保证电力系统安全、有效运行的重要手段之一,将虚拟现实技术引入其中,不但能节省教师人力资源和硬件设备资源而且增强了培训效果。本文介绍了基于虚拟现实技术开发的电力安监仿真培训系统中的三维建模、碰撞检测和交互行为控制等关键技术,并详细叙述了系统的架构和各模块的功能。系统的开发应用为电力作业人员的培训带来方便,有效提高了电力安全作业水平。  相似文献   

12.
Accidents resulting from poorly planned or set up work environments are a major concern within the construction industry. While traditional education and training of personnel offer well-known approaches for establishing safe work practices, serious games in virtual reality (VR) are used more often as a complementary approach for active, personalized learning experiences. Their designs yet have to take full advantage of how trainees can potentially manipulate and interact with virtual objects. In addition, little construction safety research has focused on generating and analyzing the inherent data that can be collected about the trainees’ actions in the virtual environment. The objective analysis of their performance in the virtual environment offers precise feedback to sensitize their work behavior later in real practice. This research presents a novel framework for the generation and assessment of the trainees’ data in augmented virtuality (AV). The proposed approach is tested in a virtual work environment consisting of multiple stages and hazards that are consistent within today’s construction sites and workshops. A real angle grinder has been reworked and repurposed as an interactive AV controller to further enhance immersion. Results on the performance in the proposed system and the experiences of two groups of volunteering participants are presented and discussed. An outlook presents future avenues towards enhancing existing construction safety education and focus points on correlating objective tracking data with self-assessment.  相似文献   

13.
Virtual reality (VR) has emerged as one of the important and effective tools for education and training. Most VR-based training systems are situation based, where the trainees are trained for discrete decision making in special situations presented by the VR environments. In contrast, this paper discusses the application of VR to a different class of training, for learning free motion, often required in sports and the arts. We propose a VR-based motion-training framework that contains an intuitive motion-guiding interface, posture-oriented motion retargeting, and an evaluation and advice scheme for corrective feedback. Applications of the proposed framework to simple fencing training and a dance imitation game are demonstrated.  相似文献   

14.
The emerging digital technologies such as virtual reality (VR) provide an alternative platform for construction safety training. In order to explore how digital-driven technologies affect the effectiveness of safety training, there is a need to empirically test the differences in performance between digital 3D/VR safety training and traditional 2D/paper approach. This research conducted a performance evaluation that emphasises both the training process and learning outcomes of trainees based on researchers’ self-developed immersive construction safety training platform. Data related to physiological indicators such as skin resistance were collected to measure safety performance before and after the training. The detailed measurement indicators included nine categories (e.g., immersion, inspiration) to form a holistic list of evaluation dimensions. The findings revealed that VR-driven immersive safety training outperformed the traditional way for trainees in terms of both process and outcome-based indicators. Results confirmed that safety training was no longer constrained by understanding or memorizing 2D information (texts and images). Instead, trainees experienced a stronger sense of embodied cognition through the immersive experience and multi-sensory engagement by interacting with the VR-driven system. By engaging the theory of embodied cognition, this research provides both the empirical evidence and in-depth analysis of how immersive virtual safety training outperforms traditional training in terms of both training process and outcomes.  相似文献   

15.
Enhancing evacuee safety is a key factor in reducing the number of injuries and deaths that result from earthquakes. One way this can be achieved is by training occupants. Virtual Reality (VR) and Serious Games (SGs), represent novel techniques that may overcome the limitations of traditional training approaches. VR and SGs have been examined in the fire emergency context; however, their application to earthquake preparedness has not yet been extensively examined.We provide a theoretical discussion of the advantages and limitations of using VR SGs to investigate how building occupants behave during earthquake evacuations and to train building occupants to cope with such emergencies. We explore key design components for developing a VR SG framework: (a) what features constitute an earthquake event; (b) which building types can be selected and represented within the VR environment; (c) how damage to the building can be determined and represented; (d) how non-player characters (NPC) can be designed; and (e) what level of interaction there can be between NPC and the human participants. We illustrate the above by presenting the Auckland City Hospital, New Zealand as a case study, and propose a possible VR SG training tool to enhance earthquake preparedness in public buildings.  相似文献   

16.
The emergence of construction robotics and automation has produced an urgent and vast need for construction workers to reskill and upskill for the future of work. Virtual Reality (VR)-based training has been considered and investigated as a safe and cost-effective training method that allows workers to be exposed to hazardous tasks with negligible actual safety risks in comparison to existing training methods (hands-on, lecture-based, apprenticeship training). This paper aims to investigate the impact of VR-based training on construction workers’ knowledge acquisition, operational skills, and safety behavior during robotic teleoperation compared to the traditional in-person training method. Fifty construction workers were randomly assigned to complete either VR-based or in-person training for operating a demolition robot. We used quantitative and qualitative data analyses to answer our research questions. Our results indicate that VR-based training was associated with a significant increase in knowledge, operational skills, and safety behavior compared to in-person training. Our findings suggest that VR-based training not only provides a viable and effective option for future training programs but a valuable option for construction robotics safety and skill training.  相似文献   

17.
The primary approach to prevent injuries and fatalities on construction sites is to provide effective safety training to all site personnel. In order to develop an effective safety training method, it is critical to consider the attitudes of participants towards the training received. In this regard, the eye movements of three groups of trainees during both a conventional safety training method and a Virtual Reality (VR)-based training method were monitored. The eye-tracking data from five engineers, five workers, and five engineering students were collected to measure their time to first fixation and fixation durations of the three groups of AOIs (Areas of Interests). Accordingly, we identified their reaction to the training stimulus and measured their concentration and adaptation level. The data were analyzed using Mixed ANOVA with the between-subject variable of three different trainee groups and the within-subject variable of training types. The statistical findings showed that the engineers concentrate faster than the workers and the students during all sessions of safety training, and all participants spend more time exploring different AOIs during VR-based safety training. Therefore, it is concluded that the different backgrounds of study groups (e.g., field experience, site role, game experience, and education) play a crucial role in the adaptation and concentration level of the trainees during safety training sessions.  相似文献   

18.
虚拟人是虚拟现实中一个重要的组成部分。虚拟人正在越来越多的被应用于不同的领域,比如军事领域、生物工程、模拟急救紧急事件和虚拟导游。虚拟人的建模需要考虑不同抽象层次上的问题。为了增加在虚拟旅游中的导航帮助和用户在虚拟环境中的沉浸感,在虚拟环境中设置虚拟导游是一种理想的选择。本文主要对目前构建虚拟人过程中用到的主要方法进行分析总结,并提出构建具有虚拟导游行为特点的虚拟人的想法。  相似文献   

19.
Simulation motion of Virtual Reality (VR) objects and humans has experienced important developments in the last decade. However, realistic virtual human animation generation remains a major challenge, even if applications are numerous, from VR games to medical training. This paper proposes different methods for animating virtual humans, including blending simultaneous animations of various temporal relations with multiple animation channels, minimal visemes for lip synchronisation, and space sites of virtual human and 3D object models for object grasping and manipulation. We present our work in our natural language visualisation (animation) system, CONFUCIUS, and describe how the proposed approaches are employed in CONFUCIUS’ animation engine.  相似文献   

20.
Nowadays, patients' safety is the top priority for medical services around the world. However, it is believed that many of the adverse events in hospitals are preventable. Type and screen (T&S) procedures require intense practical training by each medical practitioner in each hospital. This study applied an interactive Virtual Reality (VR) technology to supplement the traditional approach to facilitate procedural training. The VR system made use of the Unity3D for application development. To investigate the reliability and validity of the conceptual medical training model, a survey was conducted to measure the content, motivation and enhanced readiness of practitioners. The partial least squares (PLS) modelling was carried out to investigate the correlation between each pair of measured variables. The study results indicated that the learning model has good reliability for each measurement factor and validates the survey study. The PLS modelling also indicated a significant correlation between each pair of measured variables. The project developed a VR training program for training in T&S procedures. The study provides important implications on the development of a practical VR training program for medical practitioners, as well as valuable insights for the development of similar VR training programs in the future.  相似文献   

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