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1.
Virtual Reality technology, the complex environment can be a simulated, traditional sports courses at the stadium, equipment, it is due to limitations such as safety, to provide scientific and accurate teaching and learning's, a complex by visualizing the theoretical knowledge in the abstract sport, you can get more technical knowledge. Compared to the traditional physical education activities, simulate sports scene only by generating VR panoramas that cannot be virtual reality technology. Based on this, you can improve the enthusiasm and athletic ability of students effectively. Because of immaturity and high-priced equipment of VR technology, at present, people that education is using unpopular making, carefully virtual reality technology. In this context, we can apply virtual reality technology to sports training, which can obtain more effective training effect. In the first part of this paper, we talk about the research of virtual reality panorama, the second part about the research of virtual reality video, the third part about the application of virtual reality in physical education teaching, and the fourth part is the conclusion and investigation process. In the study, VR, as a new technology, found that you have the prospect of a wide range of applications. As long as it has been used in scientific and rational, you can VR is to promote the level of improvement and sports greatly sports scene. Users can increase users' interest; it can be immersed in a variety of preset virtual locations. Therefore, in the VR device, which allows the user to improve the experience of the VR device, you can interact well in a virtual scene.  相似文献   

2.
This case study is about ‘Gulliver’s World’, a multi-user mixed reality environment that functions simultaneously as interactive edutainment platform and learning environment as well as flexible infrastructure for the expansion of mixed reality environments via innovations in technology and media art. As an exhibition project, the installation is characterized by a nonlinear exhibition concept that activates interaction between individual users and different modes of virtual reality as well as collaboration among the users themselves. At seven workstations, people of all age groups range along the Reality–Virtuality continuum while collaboratively creating 3D worlds. Results of these creation activities are interactive worlds at the nexus of theatre, digital film production and game environment. As a research project, ‘Gulliver’s World’ features multilevel infrastructure with exemplary content in which the latest insights and models to emerge from HCI research as well as concepts of mixed reality and virtual environments and their supporting technology are brought together and developed further.  相似文献   

3.
虚拟现实技术在现代教学中的应用研究   总被引:2,自引:0,他引:2  
虚拟现实技术是一门综合性信息技术,它融合了数字图像处理、计算机图形学、多媒体技术、传感器技术等多个信息技术,提供了更高级的集成性和交互性,给人以愈发逼真的场景.虚拟现实技术作为新型的教学媒体已广泛应用于教育领域.主要探讨虚拟现实技术的基本特征以及它在现代教学中的作用和应用.  相似文献   

4.
To survive the cut-throat competition in the manufacturing industry, many companies have introduced digital manufacturing technology. Digital manufacturing technology not only shortens the product development cycle times but also improves the precision of engineering simulation. However, building the virtual objects needed for a digital manufacturing environment requires skilled human resources; it is also costly and time-consuming. A high precision environment with the similar resources is also needed for a high precision simulation. In this paper, we propose a method of constructing a mixed reality-based digital manufacturing environment. The method integrates real objects, such as real images, with the virtual objects of a virtual manufacturing system. This type of integration minimizes the cost of implementing virtual objects and enhances the user's sense of reality. We studied several methods and derived a general framework for the system. Finally, we developed our idea into a virtual factory layout planning system. To assign the pose and position of real objects in virtual space, we applied a circle-based tracking method which uses a safety sign instead of the planar-square-shaped marker generally used for registration. Furthermore, we developed the framework to encapsulate simulation data from legacy data and process data for visualization based on mixed reality.  相似文献   

5.
基于VRML的三维建模技术   总被引:6,自引:0,他引:6  
计算机图形学和网络技术的迅速发展推动虚拟现实的应用,叙述作为实现虚拟现实的建模语言VRML的特点和组成,重点研究用VRML语言建立三维模型的方法,详述模型开发过程中的建模、转换、装饰和交互等关键技术。  相似文献   

6.
不断成熟的虚拟现实技术对电子商务发展起到一定的促进作用,其与电子商务相结合能够营造出前所未有的逼真购物环境,给顾客带来身临其境购物体验。文章对虚拟现实技术进行了简要介绍,给出了基于虚拟现实技术的电子商务系统的逻辑结构和场景制作流程等,虚拟现实技术应用于电子商务是其发展的必然趋势之一。  相似文献   

7.
近年来随着计算机图形技术的发展,越来越多的虚拟现实技术被运用到科普领域,其技术核心就是使用计算机模拟虚拟的情景并通过VR设备来体验。其中效果最好、沉浸性最强的设备非VR头戴式头盔莫属。但是在青少年科普活动中,特别是6-12年龄段的青少年群体,传统的VR头戴式头盔存在着一些明显的安全隐患,就连头盔设备官网都会提示12岁以下儿童不适用于该设备。在此前提下,本文研究混合现实技术和全息投影技术在青少年科普教育中的创新和实践。  相似文献   

8.
虚拟现实技术是一门综合性很强的高新技术,该技术被广泛应用于先进制造、军事模拟、数字城市、生物医学等众多领域.本文追溯了虚拟现实技术的起源,探讨了该技术的三大特点:沉浸感、交互性和构想性,并根据沉浸的不同程度将虚拟现实技术分为四大类型:桌面式虚拟现实、沉浸式虚拟现实、增强现实的虚拟现实以及分布式虚拟现实.  相似文献   

9.
AR技术、VR技术以及Android 智能终端的迅速发展,为教学实验改革带来了新的机遇。本文利用虚拟现实技术,结合安卓应用开发,探讨如何设计并实现基于Android 平台的掌上实验室APP,让高校学生用户群体可以便捷地进行虚拟实验,减少实验成本,提高学习效率。  相似文献   

10.
传统的博物馆展示方式大多采用橱窗陈列物品,存在信息表达单一,互动性差等缺陷。通过分析增强现实与虚拟现实混合所涉及的关键技术,提出了一种基于AR-VR混合开发博物馆互动展示系统的方法。实验表明,采用虚拟现实技术和增强现实技术结合的方式可以使馆藏信息展示更全面、效果更逼真,激发参观者的观察与思考,实现更深层次的交互体验。  相似文献   

11.
This paper presents our research initiatives around new user experiences in the area of pervasive mixed reality crossmedia gaming. In a prototypical game, The Epidemic Menace, we combined static and interactive story telling elements to create a mixed reality experience. As part of this research initiative we also investigated how elements of the real world and virtual worlds could produce a new environment where physical and digital objects can co-exist and interact with each other, we wanted to evaluate how linear stories could be integrated into a game flow and how they could be used to extend game experiences. A new form of interactive entertainment that is not limited to hardware based games or linear storylines but includes a truly interactive TV experience was one of our goals.  相似文献   

12.
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   

13.
Jiang  Bin  Yang  Jiachen  Jiang  Na  Lv  Zhihan  Meng  Qinggang 《Neural computing & applications》2018,29(5):1199-1208

Virtual reality technology is a new display technology, which provides users with real viewing experience. As known, most of the virtual reality display through stereoscopic images. However, image quality will be influenced by the collection, storage and transmission process. If the stereoscopic image quality in the virtual reality technology is seriously damaged, the user will feel uncomfortable, and this can even cause healthy problems. In this paper, we establish a set of accurate and effective evaluations for the virtual reality. In the preprocessing, we segment the original reference and distorted image into binocular regions and monocular regions. Then, the Information-weighted SSIM (IW-SSIM) or Information-weighted PSNR (IW-PSNR) values over the monocular regions are applied to obtain the IW-score. At the same time, the Stereo-weighted-SSIM (SW-SSIM) or Stereo-weighted-PSNR (SW-PSNR) can be used to calculate the SW-score. Finally, we pool the stereoscopic images score by combing the IW-score and SW-score. Experiments show that our method is very consistent with human subjective judgment standard in the evaluation of virtual reality technology.

  相似文献   

14.
虚拟现实技术作为计算机领域中一种融合多学科的新技术,涉及众多研究和应用领域,本文讨论了虚拟现实技术的现状,归纳了虚拟现实技术在虚拟战场研发中的几个关键技术。  相似文献   

15.
对短波测向相关知识进行简要介绍,针对虚拟现实技术和短波测向技术的发展,提出基于虚拟现实的短波测向训练系统。系统采用模块化的设计思想并给出了详细流程,最后对系统的关键技术进行了分析。系统研究与设计对虚拟现实技术的运用及短波测向训练的发展具有重要的理论和实践意义。  相似文献   

16.
虚拟现实技术是当今计算机科学研究的一个热点,将虚拟现实技术引入电厂热力系统运行中,为电厂运行人员的培训和高温高压环境中故障的预测与排除提供了一种全新的手段。该系统是一种360°全视角的三维立体模型,用户通过互联网就可以直接对电厂热力系统进行全方位立体考察。该系统使技术人员和运行人员以电厂实际运行环境为虚拟空间,从任意角度漫游和交互操作,帮助他们更好地掌握现场实情。  相似文献   

17.
在数字校园建设和发展中,以虚拟全景校园漫游为基础的校园信息化平台能够为师生提供全新的沉浸式浏览体验,并提供更集中的信息交互功能.虚拟现实技术能够真实地再现现实环境,通过交互式操作,用户可以获得与真实环境相似的感受和体验,其中全景漫游是虚拟现实技术的一种典型应用.该文以南开大学滨海学院为实践区域,基于Krpano平台,利...  相似文献   

18.
虚拟实验应用日益广泛,而支持虚拟实验的相关技术成为了研究热点。分析了虚拟化学实验及其在未来虚拟现实技术上的发展趋势,综述了U-nity3D技术、增强现实技术和Kinect体感交互技术的理论基础以及在虚拟化学实验中的应用与发展,以虚拟技术融合的方法为导向,仿真化学实验的实时环境,使虚拟实验简单化、直观化。展望了虚实融合技术在虚拟实验领域的应用前景。虚实融合技术有利于推动虚拟化学实验朝智能化发展,是虚拟实验改革的一个新起点。  相似文献   

19.
We approach the virtual reality phenomenon by studying its relationship to set theory. This approach offers a characterization of virtual reality in set theoretic terms, and we investigate the case where this is done using the wellfoundedness property. Our hypothesis is that non-wellfounded sets (so-called hypersets) give rise to a different quality of virtual reality than do familiar wellfounded sets. To elaborate this hypothesis, we describe virtual reality through Sommerhoff’s categories of first- and second-order self-awareness; introduced as necessary conditions for consciousness in terms of higher cognitive functions. We then propose a representation of first- and second-order self-awareness through sets, and assume that these sets, which we call events, originally form a collection of wellfounded sets. Strong virtual reality characterizes virtual reality environments which have the limited capacity to create only events associated with wellfounded sets. In contrast, the logically weaker and more general concept of weak virtual reality characterizes collections of virtual reality mediated events altogether forming an entirety larger than any collection of wellfounded sets. By giving reference to Aczel’s hyperset theory we indicate that this definition is not empty because hypersets encompass wellfounded sets already. Moreover, we argue that weak virtual reality could be realized in human history through continued progress in computer technology. Finally, within a more general framework, we use Baltag’s structural theory of sets (STS) to show that within this hyperset theory Sommerhoff’s first- and second-order self-awareness as well as both concepts of virtual reality admit a consistent mathematical representation. To illustrate our ideas, several examples and heuristic arguments are discussed.
Andreas Martin LisewskiEmail:
  相似文献   

20.
虚拟现实及其在网络中的实现   总被引:9,自引:1,他引:9  
虚拟现实是一种新型信息技术,它在许多领域得到了广泛的应用。该文介绍了虚拟现实的特征,系统基本构成和分类,以及实现虚拟现实的关键技术,并对虚拟现实在网络中的应用技术WEB3D进行了探讨,介绍了它的代表技术,并提出了实现WEB3D的方法和工具,最后介绍了一种基于VRML-JAVA的网络虚拟现实系统。  相似文献   

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