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1.

An interactive clothing design and a personalized virtual display with user’s own face are presented in this paper to meet the requirement of personalized clothing customization. A customer interactive clothing design approach based on genetic engineering ideas is analyzed by taking suit as an example. Thus, customers could rearrange the clothing style elements, chose available color, fabric and come up with their own personalized suit style. A web 3D customization prototype system of personalized clothing is developed based on the Unity3D and VR technology. The layout of the structure and functions combined with the flow of the system are given. Practical issues such as 3D face scanning, suit style design, fabric selection, and accessory choices are addressed also. Tests to the prototype system indicate that it could show realistic clothing and fabric effect and offer effective visual and customization experience to users.

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2.
Locomotion is a virtual reality interface that enables the user to walk inside the virtual environment in any direction over a long distance without actually leaving the physical device. In order to enable the user to freely navigate the virtual world and get fully immersed into the virtual environment accordingly, a locomotion device must fulfill the following two distinct requirements. First, it should allow the user to navigate an infinite distance within a limited area. Secondly, the user should not need to wear any tracking devices to detect his motion. The paper presents a locomotion mechanism called omni-directional ball-bearing disc platform (OBDP), which allows the user to walk naturally on it and thus to navigate the virtual environment. The gait sensing algorithm that simulates the user's posture based upon his footstep data collected from the OBDP is then elaborated. Followed with an omnidirectional stroll-based virtual reality system to integrate the OBDP with the gait sensing algorithm. Significantly, instead of using the three-dimensional (3-D) tracker, the OBDP adopts arrays of ball-bearing sensors on a disc to detect the pace. No other sensor, except the head tracker to detect the user's head rotation, is required on the user's body. Finally, a prototype of an overhead crane training simulator that fully explores the advantage of the OBDP is presented along with the verification of the effectiveness of the presented gait sensing algorithm.  相似文献   

3.
This paper is about a software system, GRASS-Graphic Software System for 2-D drawing and design—which has been implemented on a PDP-1135 system with RSX-11M operating system. It is a low cost interactive graphics system for the design of two dimensional drawings and uses a minimum of hardware. It provides comprehensive facilities for creating, editing, storing and retrieving pictures. It has been implemented in the language Pascal and has the potential to be used as a powerful data-imputting tool for a design-automation system. The important features of the system are its low cost, software character generation and a user-trainable character recognizer, which has been included.  相似文献   

4.
We propose an adaptive algorithm based on some features of the immune system (a selection-based mechanism compatible with Edelman’s selectionist principle, self/nonself reference, and negative/positive selection). The algorithm proceeds in three steps: diversity generation, establishment of self-tolerance, and memorizing nonself. This algorithm may typically be used to model the system of distributed agents where the system (the self) as well as the environment (the nonself) are unknown or cannot be modeled. An agent-based architecture based on the local memory hypothesis and a network-based architecture based on the network hypothesis are discussed. The agent-based architecture is elaborated with applications to an adaptive system where knowledge about the environment is not available. An adaptive noise neutralizer is formalized and simulated for a simple plant. Some part of this work has been presented at ICEC 1996, IROS 1996, and AROB 1999.  相似文献   

5.
This paper studies an adaptive regulation problem for the modified FitzHugh-Nagumo neuron model under external electrical stimulation. We first present the solution of the global robust output regulation problem for output feedback system with an uncertain exosystem which models the external electrical stimulation with unknown frequency and amplitude. Then, we show that the robust control problem for the modified FitzHugh-Nagumo neuron model can be formulated as the global robust output regulation problem and the solvability conditions for the output regulation problem for the modified FitzHugh-Nagumo neuron model are all satisfied. Then, we apply the obtained output regulation result to constructing an output feedback control law for the modified FitzHugh-Nagumo neuron model to achieve global stability of the closed-loop system in the presence of uncertain parameters and external stimulus. An example is given to show that the proposed algorithm can completely reject the external electrical stimulation.  相似文献   

6.
Designing and creating complex and interactive animation is still a challenge in the field of virtual reality, which has to handle various aspects of functional requirements (e.g. graphics, physics, AI, multimodal inputs and outputs, and massive data assets management). In this paper, a semantic framework is proposed to model the construction of interactive animation and promote animation assets reuse in a systematic and standardized way. As its ontological implementation, two domain-specific ontologies for the hand-gesture-based interaction and animation data repository have been developed in the context of Chinese traditional shadow play art. Finally, prototype of interactive Chinese shadow play performance system using deep motion sensor device is presented as the usage example.  相似文献   

7.
基于Web的3D智能家居系统设计与实现   总被引:4,自引:0,他引:4  
给出了基于Web的3D智能家居系统的构架方案,结合了当前的前沿技术,详细介绍了智能家居系统的软件技术设计和硬件搭配。3D虚拟现实技术使得虚拟场景与家庭实景保持同步,同时,用户能够获得三维漫游沉浸感。实现了三维虚拟实景再现的技术,并人性化地构建出三维人机交互界面,实现家庭场景的远程再现,使用户在沉浸于虚拟现实环境中的同时完成各种远程监测与控制。  相似文献   

8.
We present a novel approach to adaptive navigation in the interactive virtual world by using data from the user. Our method constructs automatically a navigation mesh that provides new paths for agents by referencing the user movements. To acquire accurate data samples from all the user data in the interactive world, we use the following techniques: an agent of interest (AOI), a region of interest (ROI) map, and a discretized path graph (DPG). Our method enables adaptive changes to the virtual world over time and provides user-preferred path weights for smart-agent path planning. We have tested the usefulness of our algorithm with several example scenarios from interactive worlds such as video games. In practice, our framework can be applied easily to any type of navigation in an interactive world. In addition, it may prove useful for solving previous pathfinding problems in static navigation planning.  相似文献   

9.
In this paper, dynamical systems made up of locally coupled nonlinear units are used to control the locomotion of bio-inspired robots and, in particular, a simulation of an insect-like hexapod robot. These controllers are inspired by the biological paradigm of central pattern generators and are responsible for generating a locomotion gait. A general structure, which is able to change the locomotion gait according to environmental conditions, is introduced. This structure is based on an adaptive system, implemented by motor maps, and is able to learn the correct locomotion gait on the basis of a reward function. The proposed control system is validated by a large number of simulations carried out in a dynamic environment for simulating legged robots.  相似文献   

10.
Research on pain following spinal cord injury (SCI) has revealed that patients not only experience several types of pain that could prove to be challenging to address, but also that each individual can interpret such pain in different subjective ways. In this paper we introduce a 3-D system for facilitating the efficient management of pain, and thus, supporting clinicians in overcoming the aforementioned challenges. This system was evaluated by a cohort of 15 SCI patients in a pilot study that took place between July and October 2010. Participants reported their experiences of using the 3-D system in an adapted version of the System Usability Scale (SUS) questionnaire. Statistically significant results were obtained with regards to the usability and efficiency of the 3-D system, with the majority of the patients finding it particularly useful to report their pain. Our findings suggest that the 3-D system can be an efficient tool in the efforts to better manage the pain experience of SCI patients.  相似文献   

11.
We present a method for a 3D snake model construction and terrestrial snake locomotion synthesis in 3D virtual environments using image sequences. The snake skeleton is extracted and partitioned into equal segments using a new iterative algorithm for solving the equipartition problem. This method is applied to 3D model construction and at the motion analysis stage. Concerning the snake motion, the snake orientation is controlled by a path planning method. An animation synthesis algorithm, based on a physical motion model and tracking data from image sequences, describes the snake’s velocity and skeleton shape transitions. Moreover, the proposed motion planning algorithm allows a large number of skeleton shapes, providing a general method for aperiodic motion sequences synthesis in any motion graph. Finally, the snake locomotion is adapted to the 3D local ground, while its behavior can be easily controlled by the model parameters yielding the appropriate realistic animations.  相似文献   

12.
This paper presents a human-computer interaction (HCI) framework for building vision models of three-dimensional (3-D) objects from their two-dimensional (2-D) images. Our framework is based on two guiding principles of HCI: 1) provide the human with as much visual assistance as possible to help the human make a correct input; and 2) verify each input provided by the human for its consistency with the inputs previously provided. For example, when stereo correspondence information is elicited from a human, his/her job is facilitated by superimposing epipolar lines on the images. Although that reduces the possibility of error in the human marked correspondences, such errors are not entirely eliminated because there can be multiple candidate points close together for complex objects. For another example, when pose-to-pose correspondence is sought from a human, his/her job is made easier by allowing the human to rotate the partial model constructed in the previous pose in relation to the partial model for the current pose. While this facility reduces the incidence of human-supplied pose-to-pose correspondence errors, such errors cannot be eliminated entirely because of confusion created when multiple candidate features exist close together. Each input provided by the human is therefore checked against the previous inputs by invoking situation-specific constraints. Different types of constraints (and different human-computer interaction protocols) are needed for the extraction of polygonal features and for the extraction of curved features. We will show results on both polygonal objects and object containing curved features.  相似文献   

13.
The policy of balance between exploration capability and exploitation capability directly affects the solution performance of the meta-heuristic algorithm in a limited time. In order to better balance the exploration and exploitation capabilities of the algorithm and meet the solution requirements of complex real-world problems, the adaptive balance optimization algorithm (ABOA) is proposed in this paper. The algorithm consists of a global search phase (GSP) and a local search phase (LSP) and is controlled by a fixed parameter. ABOA not only considers the balance of exploration and exploitation capabilities of the algorithm throughout the whole iterative process but also focuses on the balance of exploration and exploitation in both GSP and LSP. The search in both phases is focused around the respective search centers from outside to inside. ABOA balances the exploration and exploitation capabilities of the algorithm throughout the search process by two adaptive policies: changing the search area and changing the search center. Fifty-two unconstrained benchmark test functions were employed to evaluate the performance of ABOA. The results of ABOA were compared with nine excellent optimization algorithms available in the literature. The statistical results and Friedman test showed that ABOA was significantly competitive. Finally, the results of the examined engineering design problems showed that ABOA can solve the constrained optimization problem better compared to other methods.  相似文献   

14.
Virtual metrology involves the estimation of metrology values using a prediction model instead of metrological equipment, thereby providing an efficient means for wafer-to-wafer quality control. Because wafer characteristics change over time according to the influence of several factors in the manufacturing process, the prediction model should be suitably updated in view of recent actual metrology results. This gives rise to a trade-off relationship, as more frequent updates result in a higher accuracy for virtual metrology, while also incurring a heavier cost in actual metrology. In this paper, we propose an intelligent virtual metrology system to achieve a superior metrology performance with lower costs. By employing an ensemble of artificial neural networks as the prediction model, the prediction, reliability estimation, and model update are successfully integrated into the proposed virtual metrology system. In this system, actual metrology is only performed for those wafers where the current prediction model cannot perform reliable predictions. When actual metrology is performed, the prediction model is instantly updated to incorporate the results. Consequently, the actual metrology ratio is automatically adjusted according to the corresponding circumstances. We demonstrate the effectiveness of the method through experimental validation on actual datasets.  相似文献   

15.
16.
This paper proposes a novel waveform coding algorithm based on the forward adaptive technique with the goal to provide the overreaching of the signal to quantization noise ratio achievable by the coding solution designed according to G.711 standard. The novel algorithm performs frame-by-frame analysis of the input signal, according to which one of the two compandors, the restricted or the unrestricted one, is selected for the particular frame procession. The basic concept of the proposed algorithm is to enable a more preferable selection of the restricted compandor than the unrestricted one, since, in such a manner, an increase of the signal to quantization noise ratio can be provided. Since both the theoretical and the simulation results, which are obtained for the assumed input speech signal, indicate the performance improvement over the G.711 standard along with approximately 1 bit/sample compression, one can expect that the proposed algorithm will be effective in coding of signals, that as well as speech signals follow Laplacian distribution and have the time varying characteristics.  相似文献   

17.
Traditional display systems usually display 3D objects on static screens (monitor, wall, etc.) and the manipulation of virtual objects by the viewer is usually achieved via indirect tools such as keyboard or mouse. It would be more natural and direct if we display the object onto a handheld surface and manipulate it with our hands as if we were holding the real 3D object. In this paper, we propose a prototype system by projecting the object onto a handheld foam sphere. The aim is to develop an interactive 3D object manipulation and exhibition tool without the viewer having to wear spectacles. In our system, the viewer holds the sphere with his hands and moves it freely. Meanwhile we project well-tailored images onto the sphere to follow its motion, giving the viewer a virtual perception as if the object were sitting inside the sphere and being moved by the viewer. The design goal is to develop a low-cost, real-time, and interactive 3D display tool. An off-the-shelf projector-camera pair is first calibrated via a simple but efficient algorithm. Vision-based methods are proposed to detect the sphere and track its subsequent motion. The projection image is generated based on the projective geometry among the projector, sphere, camera and the viewer. We describe how to allocate the view spot and warp the projection image. We also present the result and the performance evaluation of the system.  相似文献   

18.
The GAMMA-3 system for computer-aided development of the control algorithms was proposed. The main distinction from its earlier versions lies in a MATLAB-like programming language. The system is oriented to the controller design, identification, and adaptive control. Fragments of the extension packet for the design of controllers of multivariable systems were described.  相似文献   

19.
目的:在Leap Motion硬件的垂直操作区域,通过手的不同高度来操作映射在屏幕上的多层离散的目标选择任务,得出适合用户操作的层数,以及相应的人因分析与讨论。方法:首先通过实验得出用户常用的垂直操作范围,再在常用范围的基础上进行分层实验,并且通过选择任务所花费的时间和任务困难度ID进行线性分析,证明是否适应Fitts’law模型。结果:通过实验发现,任务困难度对任务时间在全视觉反馈和半视觉反馈下的线性拟合度分别为0.766和0.771,所以Fitts’law模型对于分层交互界面下的多层离散的目标选择任务并不适用,并且通过时间和错误率的相关数据分析得出了在全视觉反馈和半视觉反馈下的用户可操作的最大可分层数分别为20层和18层,本文结论可为基于多层的三维界面的应用场景的技术设计提供必要的设计准则。  相似文献   

20.
We propose a new human interface system, the virtual 3D interface system, which allows a user to work in a virtual three-dimensional (3D) space on the computer by way of hand motions and hand poses. This system has two cameras: one takes the top-view of the desktop and the other takes the side-view. With the top-view image, the system recognizes the bending of the five fingers and interprets the command. At the same time, the system extracts the fingertip of the forefinger in both the top-view and the side-view images, and then estimates the 3D position of the fingertip. These procedures are very simple so that we can develop some real-time 3D application systems.  相似文献   

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