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本文介绍了在Windows系统平台,C 6.0的MFC基础类库环境下,采用OpenGL技术与串口通信技术实现的飞行器仿真系统的设计思想与程序实现方法。飞行器仿真系统由新型六维鼠标控制,具有六维飞行能力。仿真系统由虚拟飞行器、三维地形和六维鼠标控制系统三部分构成。 相似文献
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利用虚拟现实软件EON实现丝印工艺仿真,以达到打破时空限制,提高效率及节省经费的目的;并研究了Flash、Director、EON软件之间的交互通信。 相似文献
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虚拟现实中利用MSComm控件设计串行通信 总被引:1,自引:0,他引:1
对于进行数据采集和处理的微机系统,常要把数据传输到主计算机中作进一步的分析和利用。实现与主机的数据通信,现在普遍采用串行口与主机进行通信。编写串行通信程序在不同的操作平台下,方法不同,效率也不同。该文主要研究了在Windows平台下利用微软控件-MSComm控件的编程方法。因为串行通信编程是一件复杂和伤脑筋的工作,所以先介绍MSComm控件的工作模式、属性以及事件,再以炮兵分队虚拟现实训练系统中数据手套与主机的串行通信为例,阐述了串行通信的编写方法,最后总结了串行通信的编写经验。通过实践证明该方法能够提高软件的开发效率,便于程序的管理和维护。 相似文献
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高德勇 《自动化与仪器仪表》2011,(5):168-169,172
对变互式虚拟现实系统的州论与技术进行了研究。理论研究主要针对二维数据存数捌席中的存储、二维坐标的对应算法及虚拟现实交互式技术的应用。存WEB环境下,能够创造一个实时逼真的虚拟现实环境,并将此环境应用于查询等交互式过程。 相似文献
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The purpose of this study was to investigate students' learning styles in relation to their acceptance and attitudes towards using Second Life (SL) as a supporting tool for learning in higher education. A total of 32 undergraduate students taking a course called 'Digital Imaging' participated in the study. The participants were first asked to design their own graphics using a range of digital imaging techniques. They were then asked to share the artwork with peers in SL for discussion and conduct a formal presentation as a professional designer on their design in SL. The Index of Learning Styles (ILS) developed by Felder and Soloman (1994) and the Views about SL questionnaire (VSLQ) designed by the author were used to measure participants' learning styles as well as their acceptance and attitudes towards SL, respectively. Quantitative results derived from the questionnaires were validated by qualitative data collected from a follow-up interview with a sample of participants. Major findings from the study indicate that active learners mostly valued the ease of use and usefulness of SL whereas verbal students were mostly satisfied with the communication and identity features in SL. Besides, the study also identified some practical problems with the use of SL in education including insufficient teaching and learning time, limited mode of communication with instructor and inadequate equipment for running SL. 相似文献
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基于DirectSound的3D虚拟声音技术应用研究 总被引:4,自引:0,他引:4
虚拟现实技术是计算机技术发展的一个重要方向,如何在微机上实现虚拟现实系统也是一个研究热点,同时三维虚拟声音技术能产生强烈的沉浸感。介绍了三维虚拟声音的特性、传播模型,分析了多普勒频移的原理和效应模型。介绍了DirectX接口中的重要组件DirectSound,讨论了在微机上使用DirectSound接口的优缺点,针对此接口的不足,提出了解决方案,介绍了多普勒效应产生频移的修正公式。最后,给出了一个在微机上实现的基于OpenGL和DirectSound接口的虚拟场景的实例,产生了逼真的三维声音效果。 相似文献
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介绍了虚拟现实的概念,着重阐述了传感器技术在虚拟现实中的应用及要求,并指出目前传感器存在的问题和今后研究发展的方向. 相似文献
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This paper introduces the concept of virtual reality telecommunication(VRT)in a broad sense,and presents the structure and reference model of VRT.At last,a realization method of VRT is discussed. 相似文献
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一种基于三角形面片模型的二维纹理贴图方法 总被引:2,自引:0,他引:2
对三维几何模型进行纹理贴图,是三维建模软件开发的一项重要内容。本文给出了一种基于三角面片模型的二维纹理贴图算法,该算法允许用户选择模型的贴图范围,自动生成模型的纹理坐标。试验表明,算法是可行的。 相似文献
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A 3D multi-user virtual environment holds promise to support and enhance student online learning communities due to its ability to promote global synchronous interaction and collaboration, rich multisensory experience and expression, and elaborate design capabilities. Second Life®, a multi-user virtual environment intended for adult users 18 and older, is the most cited in educational literature, so it is important to explore how college-aged students are using it to form online learning communities. Previous research suggests that there is unbalanced participation between traditional college-aged men and women with regards to 3D multi-user video games, which closely resemble Second Life®. In this research study, we investigated in what manner women and men college students projected their virtual identities and engaged in interaction in Second Life®, and how this influenced their learning of course content. Analysis of multiple data sources revealed that conceptions of identity, beliefs of the nature of the virtual world, and technical skill were primary factors which affected group cohesion and learning within the community. Results from this study can provide insight into the class activities that can support all learners in accessing and contributing to the multi-user virtual environment learning community. 相似文献
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船舶操纵模拟训练系统的多计算机连网实现 总被引:1,自引:0,他引:1
介绍了船舶操纵训练系统的虚拟现实实现,包括基于层次细节模型LOD的视景生成、多视景通道视景的拼接和网络通信设计,并给出了相应的实验结果。 相似文献
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Jae Yeol LeeAuthor Vitae Dong Woo SeoAuthor VitaeGue Won RheeAuthor Vitae 《Computers in Industry》2011,62(1):107-119
This paper proposes tangible interfaces and interactions for authoring 3D virtual and immersive scenes easily and intuitively in tangible augmented reality (AR) environment. It provides tangible interfaces for manipulating virtual objects in a natural and intuitive manner and supports adaptive and accurate vision-based tracking in AR environments. In particular, RFID is used to directly integrate physical objects with virtual objects and to systematically support the tangible query of the relation between physical objects and virtual ones, which can provide more intuitive tangibility and a new way of virtual object manipulation. Moreover, the proposed approach offers an easy and intuitive switching mechanism between tangible environment and virtual environment. This paper also proposes a context-adaptive marker tracking method which can remove an inconsistent problem while embedding virtual objects into physical ones in tangible AR environments. The context-adaptive tracking method not only adjusts the locations of invisible markers by interpolating the locations of existing reference markers and those of previous ones, but also removes a jumping effect of movable virtual objects when their references are changed from one marker to another. Several case studies for generating tangible virtual scenes and comparison with previous work are given to show the effectiveness and novelty of the proposed approach. 相似文献