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1.
In this report we describe an advanced virtual reality glove that we are developing, called the Peltier Haptic Interface (PHI), which will provide improved sensation of touch in virtual environments. PHI will provide force/pressure feedback that can be varied independently on each finger, as well as temperature sensation that can be varied non-uniformly over the whole hand. The combination of these sensations will provide a more realistic sense of touch and significantly increase the realism of virtual environments. PHI will find extensive applications in biomedical simulations, teaching, industrial line training, and many other areas. 相似文献
2.
《Ergonomics》2012,55(10):1223-1242
This study investigated the effect of adding real planks, in virtual scaffolding models of elevation, on human performance in a surround-screen virtual reality (SSVR) system. Twenty-four construction workers and 24 inexperienced controls performed walking tasks on real and virtual planks at three virtual heights (0, 6 m, 12 m) and two scaffolding-platform-width conditions (30, 60 cm). Gait patterns, walking instability measurements and cardiovascular reactivity were assessed. The results showed differences in human responses to real vs. virtual planks in walking patterns, instability score and heart-rate inter-beat intervals; it appeared that adding real planks in the SSVR virtual scaffolding model enhanced the quality of SSVR as a human – environment interface research tool. In addition, there were significant differences in performance between construction workers and the control group. The inexperienced participants were more unstable as compared to construction workers. Both groups increased their stride length with repetitions of the task, indicating a possibly confidence- or habit-related learning effect. The practical implications of this study are in the adoption of augmented virtual models of elevated construction environments for injury prevention research, and the development of programme for balance-control training to reduce the risk of falls at elevation before workers enter a construction job. 相似文献
3.
《International journal of human-computer studies》2013,71(10):978-987
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
4.
This paper presents a study on the usage landscape of augmented reality (AR) and virtual reality (VR) in the architecture, engineering and construction sectors, and proposes a research agenda to address the existing gaps in required capabilities. A series of exploratory workshops and questionnaires were conducted with the participation of 54 experts from 36 organisations from industry and academia. Based on the data collected from the workshops, six AR and VR use-cases were defined: stakeholder engagement, design support, design review, construction support, operations and management support, and training. Three main research categories for a future research agenda have been proposed, i.e.: (i) engineering-grade devices, which encompasses research that enables robust devices that can be used in practice, e.g. the rough and complex conditions of construction sites; (ii) workflow and data management; to effectively manage data and processes required by AR and VR technologies; and (iii) new capabilities; which includes new research required that will add new features that are necessary for the specific construction industry demands. This study provides essential information for practitioners to inform adoption decisions. To researchers, it provides a research road map to inform their future research efforts. This is a foundational study that formalises and categorises the existing usage of AR and VR in the construction industry and provides a roadmap to guide future research efforts. 相似文献
5.
The assembly in Virtual Reality (VR) enables users to fit virtual parts into existing 3D models immersively. However, users cannot physically feel the haptic feedback when connecting the parts with the virtual model. This work presents a robot-enabled tangible interface that dynamically moves a physical structure with a robotic arm to provide physical feedback for holding a handheld proxy in VR. This enables the system to provide force feedback during virtual assembly. The cooperation between the physical support and the handheld proxy produces realistic physical force feedback, providing a tangible experience for various virtual parts in virtual assembly scenarios. We developed a prototype system that allowed the operator to place a virtual part onto other models in VR by placing the proxy onto the matched structure attached to a robotic arm. We conducted a user evaluation to explore user performance and system usability in a virtual assembly task. The results indicated that the robot-enabled tangible support increased the task completion time but significantly improved the system usability and sense of presence with a more realistic haptic experience. 相似文献
6.
Abstract In this study Virtual Reality technology was used to simulate a toddler's first few days' experiences in daycare and improve the caregiver's understanding of their state of mind. The virtual worlds were developed in accordance with toddlers' way of thinking and from their cognitive and visual viewpoint. The aim of the research was to investigate whether the caregiver's awareness to the cognitive experiences that toddlers undergo in their first days in kindergarten improves through a VR simulation of toddlers' worlds. Six cognitive elements of toddlers were simulated: object constancy; trial and error; perspective of height; perspective of things; egocentricity and imagination. The participants in this study were 40 (female) caregivers who work with infants aged 6 months to 4 years in private daycare. The findings indicate that experiencing a virtual world that reflects the real world of children improves the caregiver's awareness to the cognitive experiences that toddlers undergo in their first days in a kindergarten or daycare. 相似文献
7.
《Journal of Manufacturing Systems》2014,33(4):690-698
This paper presents a system for design evaluation of footwear using commercial depth-sensing technologies. In a mixed reality environment, the system allows users to virtually try on 3D shoe models in a live video stream. A two-stage object tracking algorithm was developed to correctly align shoe models to moving feet during the try-on process. Color markers on the user's foot enabled markerless tracking. Tracking was driven by an iterative closest point (ICP) algorithm that superimposed the captured depth data and predefined reference foot models. Test data showed that the two-stage approach resulted in increased positional accuracy compared with tracking using only surface registration. Trimming the reference model using the instant view angle increased the computational efficiency of the ICP algorithm. The proposed virtual try-on function is an effective tool for realizing human-centered design. This study also demonstrated a new application of RGB-D cameras to product design. 相似文献
8.
9.
Dimitrios Tzovaras Konstantinos Moustakas Georgios Nikolakis Michael G. Strintzis 《Personal and Ubiquitous Computing》2009,13(1):51-58
This paper presents a mixed reality tool developed for the training of the visually impaired based on haptic and auditory
feedback. The proposed approach focuses on the development of a highly interactive and extensible Haptic Mixed Reality training
system that allows visually impaired to navigate into real size Virtual Reality environments. The system is based on the use
of the CyberGrasp™ haptic device. An efficient collision detection algorithm based on superquadrics is also integrated into
the system so as to allow real time collision detection in complex environments. A set of evaluation tests is designed in
order to identify the importance of haptic, auditory and multimodal feedback and to compare the MR cane against the existing
Virtual Reality cane simulation system. 相似文献
10.
张咏梅 《网络安全技术与应用》2013,(3):35-36,21
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
11.
Virtual reality (VR) allows users to see and manipulate virtual scenes and items through input devices, like head-mounted displays. In this study, the effects of button size, spacing, and operation method on the usability of virtual buttons in VR environments were investigated. Task completion time, number of errors, and subjective preferences were collected to test different levels of the button size, spacing, and operation method. The experiment was conducted in a desktop setting with Oculus Rift and Leap motion. A total of 18 subjects performed a button selection task. The optimal levels of button size and spacing within the experimental conditions are 25 mm and between 5 mm and 9 mm, respectively. Button sizes of 15 mm with 1-mm spacing were too small to be used in VR environments. A trend of decreasing task completion time and the number of errors was observed as button size and spacing increased. However, large size and spacing may cause fatigue, due to continuous extension of the arms. For operation method, the touch method took a shorter task completion time. However, the push method recorded a smaller number of errors, owing to the visual push-feedback. In this paper, we discuss advantages and disadvantages in detail. The results can be applied to many different application areas with VR HMD using virtual hand interaction. 相似文献
12.
Wen-Yan Wu School of Computing Engineering & Technology Sta?ordshire University Sta?ord ST AD UK Zheng-Xu Zhao Virtual Reality Research Technology Center Southeast University Nanjing PRC 《国际自动化与计算杂志》2005,2(1):25-36
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
13.
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
14.
B. R. Barricelli D. Gadia A. Rizzi D. L. R. Marini 《Behaviour & Information Technology》2016,35(11):879-896
ABSTRACTThe 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
15.
George Chryssolouris Dimitris Mavrikios Dimitris Fragos Vassiliki Karabatsou 《Robotics and Computer》2000,16(4)
This paper investigates the use of virtual reality (VR)-based methods for the verification of performance factors related to manual assembly processes. An immersive and interactive virtual environment has been created to provide functionality for realistic process experimentation. Ergonomic models and functions have been embedded into the VR environment to support verification and constrain experimentation to ergonomically acceptable conditions. A specific assembly test case is presented, for which a semi-empirical time model is developed employing statistical design experimentation in the virtual environment. The virtual experimentation results enable the quantification and prediction of the influence of a number of process parameters and their combination at the process cycle time. 相似文献
16.
《Displays》2019
Low-cost technology is essential to integrate Virtual Reality (VR) into educative institutions around the world. However, low-cost technology usually refers to low-end technology, which may compromise the level of immersion of the VR system. This study evaluates whether low-end and high-end VR systems achieve a comparable learning outcome regardless their immersion level. We also analyze the relationship between virtual presence and the learning outcome arising from a VR educational experience. An evaluation with 42 participants was conducted. We measured learning outcome and virtual presence under three different configurations, namely: a desktop computer, a low-end VR system, and a high-end VR system. The impact of simulator sickness was also analyzed. Results revealed a lower learning outcome in the less immersive configuration (i.e. desktop) and a similar learning outcome in both low-end and high-end VR systems. Even though low-end VR systems are less immersive and produce a lower level of virtual presence than high-end VR systems, the results support the use of low-end VR systems for educative applications. 相似文献
17.
Chulwoo KimCheol Lee Mark R. LehtoMyung Hwan Yun 《International Journal of Industrial Ergonomics》2011,41(2):118-127
This study aims to investigate a cost effective and efficient way of analyzing customer impressions on design alternatives by incorporating the benefits of virtual prototyping into the Internet-based experimental environment. It is hypothesized that the results of the Internet-based experiment using the images of virtual prototypes are comparable to those of the virtual reality-based environment using virtual prototypes. Two experiments were conducted. In the virtual reality environment, participants were employed to evaluate virtual prototypes while in the Internet environment participants evaluated images of the same virtual prototypes from their own places. For each experiment, 16 male participants were employed to evaluate 32 different virtual prototypes generated from the combination of 17 design elements of automobile interior. The results of the experiments indicated that there were no significant differences between the two experimental methods while the Internet environment-based method could save considerable time and efforts for experimentation. This study concludes that the Internet-based evaluation method using the images of virtual prototypes could be a cost effective and efficient way of analyzing customer impressions on design alternatives.
Relevance to Industry
This study showed that the results of the Internet-based evaluation method using the images of virtual prototypes are comparable to those of the virtual reality-based method using real virtual prototypes. The Internet-based evaluation method could be used as a cost effective and efficient way of collecting and analyzing various customers’ impressions on design alternatives at the early stage of product development process. 相似文献18.
This paper presents an overview of our recent work on continuous collision detection methods and constraints handling for rigid polyhedral objects. We demonstrate that continuous collision detection algorithms are practical in interactive dynamics simulation of complex polyhedral rigid bodies and show how continuous collision detection and efficient constraint-based dynamics algorithms allow us to perform various virtual prototyping tasks intuitively, precisely and robustly on commodity desktop computers. Especially, we present two applications of our system to actual industrial cases. We note that both tasks are performed with a simple 2D mouse on a high-end computer. 相似文献
19.
Louise Moody Alan Waterworth John G. Arthur Avril D. McCarthy Peter J. Harley Rod H. Smallwood 《Virtual Reality》2009,13(1):59-68
This paper considers tactile augmentation, the addition of a physical object within a virtual environment (VE) to provide
haptic feedback. The resulting mixed reality environment is limited in terms of the ease with which changes can be made to
the haptic properties of objects within it. Therefore sensory enhancements or illusions that make use of visual cues to alter
the perceived hardness of a physical object allowing variation in haptic properties are considered. Experimental work demonstrates
that a single physical surface can be made to ‘feel’ both softer and harder than it is in reality by the accompanying visual
information presented. The strong impact visual cues have on the overall perception of object hardness, indicates haptic accuracy
may not be essential for a realistic virtual experience. The experimental results are related specifically to the development
of a VE for surgical training; however, the conclusions drawn are broadly applicable to the simulation of touch and the understanding
of haptic perception within VEs. 相似文献
20.
The purpose of this study was to evaluate the impact of multimodal feedback on ergonomic measurements in a virtual environment (VE) for a typical simulated drilling task. In total, sixty male manufacturing industry workers were divided into five groups. One group performed the working task in a real environment (RE), and ergonomic measurements for this group were used as the baseline for evaluation. The other four groups performed the same task in a virtual environment with different feedback treatments (visual with or without auditory and/or tactile feedback). Five indices – task completion time, maximum force capacity reduction, body part discomfort, rated perceived exertion, and rated task difficulty – were used to evaluate the measurements of each of the four treatments in VE in comparison to the baseline group in RE. The results indicate that the five indices for each of the four treatment groups were significantly higher than those of the RE group. Moreover, the indices of the visual‐only group were significantly higher than those of the other three groups with auditory and/or tactile feedback treatments. The findings of this study can provide a guideline for ergonomic evaluations of work designs in VE and for establishing a virtual reality simulation system. © 2011 Wiley Periodicals, Inc. 相似文献