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1.
The interest in 3D technology and virtual reality (VR) is growing both from academia and industry, promoting the quick development of virtual marketplaces (VMs) (i.e. e-commerce systems in VR environments). VMs have inherited trust problems, e.g. sellers may advertise a perfect deal but doesn’t deliver the promised service or product at the end. In view of this, we propose a five-sense feedback oriented reputation mechanism (supported by 3D technology and VR) particularly for VMs. The user study confirms that users prefer VMs with our reputation mechanism over those with traditional ones. In our reputation mechanism, five-sense feedback is objective and buyers can use it directly in their reputation evaluation of target sellers. However, for the scenarios where buyers only provide subjective ratings, we apply the approach of subjectivity alignment for reputation computation (SARC), where ratings provided by one buyer can then be aligned (converted) for another buyer according to the two buyers’ subjectivity. Evaluation results indicate that SARC can more accurately model sellers’ reputation than the state-of-the-art approaches.  相似文献   

2.
In e-commerce, the role of trust becomes vital for establishing and maintaining customer relationships. Drawing from established theoretical work on trust and relationship marketing, this paper synthesises a series of trust constructs, determinant variables and trust building processes, and proposes a framework for the formation of trust in customer-business relationships. The framework is conceptualised in the context of an electronic servicescape, where trust is formed through iterative interactions with promises being made, enabled and fulfilled. Based on this framework, the paper illustrates how the application of agent and virtual reality technologies can provide the environment and facilitate the expressiveness demanded by such a servicescape.  相似文献   

3.
The development of virtual reality (VR) art installations is faced with considerable difficulties, especially when one wishes to explore complex notions related to user interaction. We describe the development of a VR platform, which supports the development of such installations, from an art+science perspective. The system is based on a CAVE™-like immersive display using a game engine to support visualisation and interaction, which has been adapted for stereoscopic visualisation and real-time tracking. In addition, some architectural elements of game engines, such as their reliance on event-based systems have been used to support the principled definition of alternative laws of Physics. We illustrate this research through the development of a fully implemented artistic brief that explores the notion of causality in a virtual environment. After describing the hardware architecture supporting immersive visualisation we show how causality can be redefined using artificial intelligence technologies inspired from action representation in planning and how this symbolic definition of behaviour can support new forms of user experience in VR.  相似文献   

4.
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   

5.
This study describes how the level of graphical realism required in a virtual social simulation setting can be therapeutically useful in reducing job interview anxiety through exposure. We developed a virtual job interview simulation at a university career service to help student populations faced with the prospect of their first job interview. The virtual job interview simulation can deliver a realistic mock job interview within a high-quality immersive system that is similar to professional virtual reality (VR) systems. We conducted two experimental studies with a common theme: the role of graphical reality of the virtual interviewer and the immersive visual display in the virtual job interview simulation. The results are presented in this study based on a psycho-physiological approach, revealing variation in the distribution of participants′ anxiety state across various VR conditions. The overall conclusion of this study is that the sense of anxiety is less correlated to the graphical realism in VR environment even though the more graphically detailed the virtual human was, the more it provoked a sense of presence. In addition, at least some degree of physical immersion is needed to maintain anxiety levels over the course of VR exposure.  相似文献   

6.
1 Introduction The scalability of virtual environments (VEs) that allow users to change and modify their contents and context depending on application requirements has been a de facto feature of virtual reality technology. Engineering uses such as virtual testing and exper- imenting applications demand VEs to be highly or fully reconfigurable. In reality, however, satisfactory reconfiguration of a virtual environment is yet to be achieved, due to the high accuracy of spatial data in- put and…  相似文献   

7.
8.
The main objective of this study was to investigate human perception of safe idle time of an industrial robot in a virtual reality environment. Studying operators' perception of robot operational characteristics such as safe robot idle time can help develop hazard prevention strategies, and ultimately improve robot safety. Results of data collected from 32 participants showed that robot size and speed had significant effects on the perception of safe robot idle time. This study also examined operators' perceived acceptability level for the robot speed, perceived level of hazard of robot motion, perceived chance of error, and self-reported mental workload. Results of this study were compared to the findings of Rahimi, M., Karwowski, W. [1990. Human perception of robot safe speed and idle time. Behaviour & Information Technology 9(5), 381–389], in which their experiment was conducted in a real industrial environment. This study demonstrated the feasibility of testing human perception of dynamic moving objects in a virtual reality environment. The virtual reality technology is believed to be capable of modeling a complex machinery system such as a robotic system.Relevance to industry: Human perception of the operational characteristics of industrial robots is an important concern for robot safety since misperception can cause robot operators to err, which in turn can cause injuries and fatalities. Through this study we (1) understand human perception, safety behavior, and decision making in a robotic system and (2) demonstrate the capability of modeling a complex machinery system using virtual reality technology. Our experiments designed to study human perception of safe robot idle time could lead to safety interventions and guidelines or hazard prevention strategy development.  相似文献   

9.
Virtual Reality (VR) is fast becoming an affordable technology with potentially wide-ranging applications in many professions including education, medicine and industry. Its advantages over existing technology are primarily that users can visualise, feel involvement and interact with virtual representations of real world activities in real time.

A recently completed study, funded by the EPSRC, examined the feasibility of VR as a tool for UK manufacturing industry. Of primary interest was whether manufacturers perceive a use for VR in their inudstry and, if so, what impact they envisage it will have within their company. A national survey was distributed to over 2,000 UK manufacturing companies randomly selected and interviews carried out with existing users of VR technology. A brief summary of these results is presented.

A demonstration application was developed in desktop VR representing the manufacture of a consumer product in which various stages of the manufacturing process were featured including initial design, manufacture, and testing. The demonstration application is described in detail and user assessments are presented. On the basis of these findings, the potential future role of VR in integrated manufacture is discussed. Relevance to industry

In only a short time, virtual environments have become a focus of serious consideration as a tool for manufacturing and other industry. In order that VR has greatest industrial utility we need to examine and develop its potential as a specialism-free integrating medium within a simultaneous engineering approach.  相似文献   


10.
The most important goal of virtual reality is to create a virtual world computers where users are allowed to view the environment and control the virtual objects interactively.Traditionally,virtual reality systems use 3D computer graphics to model and render a virtual environment in real time.However,this approach usually requires laborious modeling and expensive special-purpose rendering hardware.Image-based rendering is a new approach in composing a virtual environment in which a set of panoramic images is used to compose the virtual environment and walking in the space is accomplished by “hopping”to different panoramic points.This paper introduces an experimental image-based VR system.The techniques utilized in the system,in particular the authoring and interactive control tools of the system,are described in detail.  相似文献   

11.
Practical training is what brings imagination and creativity to fruition, which relies significantly on the relevant technical skills needed. Thus, the current study has placed its emphasis on strengthening the learning of technical skills with emerging innovations in technology, while studying the effects of employing such technologies at the same time. As for the students who participated in the study, technical skills had been cultivated in the five dimensions of knowledge, comprehension, simulation, application, and creativity, in accordance to the set teaching objectives and the taxonomy for students learning outcome, while the virtual reality learning environment (VRLE) has also been developed to meet different goals as the various technical skills were being examined. In terms of the nature of technology, operation of machines, selection of process parameters, and process planning in technical skills, VRLE has also designed the six modules of “learning resource”, “digital content”, “collaborative learning”, “formative evaluation”, “simulation of manufacturing process”, and “practical exercise” in particular for providing students with assistance in the development on their technical skills on a specific, gradual basis. After assessing the technical skills that have been developed for the time period of one semester, the students have reported finding VRLE to be a significantly effective method when considering the three dimensions of “operation of machines”, “selection of process parameter”, and “process planning”, though not so much so when it came to the dimension of “nature of technology”. Among the six modules, “simulation of manufacturing process” and “practical exercise” were the two that were most preferred by students for the three dimensions considered.  相似文献   

12.
ABSTRACT

The experience of immersive virtual reality (VR) can be considered as a communication process between human beings, mediated by computer systems, which uses visualisation and other sensory stimulation. In this paper, we analyse how VR characteristics can be explored using semiotic theory and, with methods of generative semiotics, we explore aspects of narrative and interaction in VR. We propose a semiotic analysis of VR communication focusing on syntax, semantics and pragmatics and considering also some principles of generative semiotics. The syntactic level is analysed as determined by the characteristics of the visual communication adopted. The semantic of VR is related to the functional model chosen to realise the virtual system. The pragmatic of VR is based on the human–computer interaction that changes the user's role. We explore how these aspects can be characterised in the context of VR communication design and what principles can be adopted for a VR application, and we present an analysis and a classification of the iconic signs that are being used in VR. Moreover, we present a framework that can be used to classify and describe different kinds of virtual reality systems and to better understand communication in VR, and we use it to classify eight popular systems for e-learning and collaboration.  相似文献   

13.
Abstract— Near‐to‐eye (NTE) displays are generally systems where the imaging optics of a microdisplay is brought close to the eye, like a magnifying glass. In portable NTE terminals, the challenges are in achieving low power consumption as well as low weight and small size. Part of the problem is related to the microdisplay, but the optics also plays a major role. A study on how diffractive optical elements (DOEs) on planar waveguides can be used to miniaturize the optics of NTE displays is presented and the performance of the system is analyzed.  相似文献   

14.

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   

15.
继多媒体、计算机网络之后,虚拟现实技术成为在教育领域内最具有应用前景的技术。随着该技术的不断发展,它在数字化校园的建设与应用中将发挥其特有的优势。本文将从虚拟现实技术的概念及特点出发,进一步探讨虚拟现实技术在数字化校园中的具体应用。  相似文献   

16.
《Ergonomics》2012,55(7):777-784
This experiment compared the value of real-world training, virtual reality training, and no training in the transfer of learning to the same task performed in real-world conditions. Results provide no evidence of transfer from a virtual reality training environment to a real-world task. There was no significant difference between the virtual reality training group and the group that received no training on the task. The group that received real-world training performed significantly better than both of the other two groups. The results question the utility of virtual training and suggest that in the present configuration, individuals learn performance characteristics specific only to the virtual reality context. Needed improvements to virtual reality for the purpose of enabling the transfer of training are indicated.  相似文献   

17.
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   

18.
Two-handed assembly with immersive task planning in virtual reality   总被引:1,自引:0,他引:1  
Assembly modelling is the process of capturing entities and activity information related to assembling and assembly. Currently, most CAD systems have been developed to ease the design of individual components, but are limited in their support for assembly designs and planning capability, which are crucial for reducing the cost and processing time in complex design, constraint analysis and assembly task planning. This paper presents a framework of a two-handed virtual assembly (VA) planner for assembly tasks, which coordinates two hands jointly for feature-based manipulation, assembly analysis and constraint-based task planning. Feature-based manipulation highlights the important assembling features (e.g. dynamic reference frames, moving arrow, mating features) to guide users for the ease of assembly and in an efficient and fluid manner. The users can freely navigate and move the mating pair along the collision-free path. The free motion of two-handed input in assembly is further restricted to the allowable motion guided by the constraints recognised on-line. The allowable motion in assembly is planned by the logic steps derived from the analysis of constraints and their translation in the progress of assembly. No preprocessing or predefined assembly sequence is necessary since the planning is produced in real-time upon the two-handed interactions. Mating features and constraints in databases are automatically updated after each assembly to simplify the planning process. The two-handed task planner has been developed and experimented for several assembly examples including a drill (12-parts) and a robot (17-parts). The system can be generally applied for the interactive task planning of assembly-type applications.  相似文献   

19.
This paper describes research into sensory substitutes for the disabled, and proposes one basic research approach to assistance technology. It also reports on how the technology is related to virtual reality research.  相似文献   

20.
The use of animation and multimedia for learning is now further extended by the provision of entire Virtual Reality Learning Environments (VRLE). This highlights a shift in Web-based learning from a conventional multimedia to a more immersive, interactive, intuitive and exciting VR learning environment. VRLEs simulate the real world through the application of 3D models that initiates interaction, immersion and trigger the imagination of the learner. The question of good pedagogy and use of technology innovations comes into focus once again. Educators attempt to find theoretical guidelines or instructional principles that could assist them in developing and applying a novel VR learning environment intelligently. This paper introduces the educational use of Web-based 3D technologies and highlights in particular VR features. It then identifies constructivist learning as the pedagogical engine driving the construction of VRLE and discusses five constructivist learning approaches. Furthermore, the authors provide two case studies to investigate VRLEs for learning purposes. The authors conclude with formulating some guidelines for the effective use of VRLEs, including discussion of the limitations and implications for the future study of VRLEs.  相似文献   

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