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1.
基于磁阻传感器的虚拟现实跟踪系统   总被引:3,自引:1,他引:3  
介绍了虚拟现实和跟踪系统的概念、用途以及磁阻传感器的特点 ,阐述了利用磁阻传感器开发虚拟现实三自由度和六自由度跟踪系统的基本原理及其应用。  相似文献   

2.
虚拟现实是一门基于许多其他技术之上的综合性技术,如计算机图形学、多媒体技术、仿真技术、传感器技术、计算机视觉和数据库技术等.这种综合的技术具有更强的能力,对解决一些特殊问题有很大帮助.该文介绍了虚拟现实技术和虚拟现实系统的基本概念及其特点.详细分析了计算机图形学、多媒体技术、仿真技术、传感器等技术的概念、研究内容以及对虚拟现实技术的贡献.介绍了目前虚拟现实的应用领域并给出了虚拟现实的若干应用实例.最后展望了虚拟现实技术的发展前景及目前面临的主要困难.该文通过对构成虚拟现实技术的几项基础技术的分析,以揭示虚拟现实技术的内涵及其能力.  相似文献   

3.
临场感和虚拟现实技术是当前的热门技术,这项技术的关键之就是传感器技术。在具有临场感和虚拟现实感觉的系统中,正是强大的各种传感子系统的支持,为操作者提供了很自然的,类似人自身感觉器官的感觉,让人有一种身临其境的感觉。  相似文献   

4.
虚拟现实技术已有机地融合图形图像技术和多传感器交互技术;90年代以来,虚拟现实技术日益趋向实用.该文从虚拟现实的内涵和外延入手,先后阐述了虚拟现实技术的主要应用类型、分布式虚拟现实技术、虚拟产品开发,以及仿真融合虚拟现实技术的关键问题.当代仿真在它的推动下必将变得更加有声有色.  相似文献   

5.
游戏设计是虚拟现实技术的一个子集。X3D虚拟现实游戏动画设计是利用X3D虚拟现实技术开发设计三维立体游戏动画动态交互场景,使游戏者在虚拟空间感谢游戏魅力。利用虚拟现实语言X3D中各种几何节点、时间传感器节点、触摸传感器节点以及动态感知节点等对游戏三维立体场景进行开发与设计。在虚拟现实游戏场景环境中,体验身临其境的游戏真实感受。  相似文献   

6.
游戏设计是虚拟现实技术的一个子集。X3D虚拟现实游戏动画设计是利用X3D虚拟现实技术开发设计三维立体游戏动画动态交互场景,使游戏者在虚拟空间感谢游戏魅力。利用虚拟现实语言X3D中各种几何节点、时间传感器节点、触摸传感器节点以及动态感知节点等对游戏三维立体场景进行开发与设计。在虚拟现实游戏场景环境中,体验身临其境的游戏真实感受。  相似文献   

7.
张宇翔  任爽 《计算机科学》2021,48(1):308-318
近年来,我国虚拟现实技术随着5G技术、传感器技术以及民用图形处理器的发展而快速发展,教育、交通、商业、娱乐、工业等领域对虚拟现实的需求与日俱增。虚拟现实技术是一门崭新的综合性信息技术,其中的定位技术是决定用户沉浸感和交互感的关键技术,是虚拟现实技术的重要依托。因此,需要着重对虚拟现实技术的定位技术进行总结。首先介绍了虚拟现实和定位技术;其次详细分析对比了目前虚拟现实系统中使用的典型定位技术,介绍了这些技术的原理、相关研究成果以及它们在虚拟现实中具体的运用场景;然后介绍了目前市场上主流的虚拟现实定位设备,继而讨论了虚拟现实定位技术使用的定位算法;最后介绍了虚拟现实定位技术目前存在的问题和今后的发展方向。  相似文献   

8.
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   

9.
综合运用嵌入式、三维建模、虚拟现实等技术,提出一个软硬件结合的虚拟现实交互系统典型案例,实现虚拟场景与现实环境的实时交互控制。通过3DMAX和Unity3D软件设计虚拟现实交互场景,采用Arduino核心板搭建场景的控制模块,运用光敏电阻和湿度传感器实时获取环境信息并注入虚拟场景中,实现虚拟现实交互系统。  相似文献   

10.
VR技术的发展及其在网络教学中的应用   总被引:3,自引:0,他引:3  
虚拟现实技术是门新兴的科学技术,是许多相关学科领域交叉、集成的产物,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分支,并且其应用非常广泛。本文介绍了网络虚拟现实技术的相关知识及其在网络教育领域的应用优势和前景。  相似文献   

11.
虚拟现实定义的探讨   总被引:2,自引:0,他引:2  
该文主要探讨了虚拟现实的定义,首先分析了一些虚拟现实系统的实例和先前人们对虚拟现实概念的定义,指出了对虚拟现实原词意在翻译中容易产生的误解。然后作者提出了虚拟现实的定义的三个属性:即仿真性、互动性和想象性。并指出,虚拟现实系统是对现实世界中各事物本质和内在的模拟和仿真;虚拟现实系统是因人而动,描绘了虚拟现实系统与人的关系;虚拟现实系统能给操作人员提供一个合理的想象空间,使操作人员身处虚拟环境能进行有效的操作。对比较费解的想象性作了注解。最后指出虚拟现实是个大集合,完全可以作为一门学科。  相似文献   

12.
虚拟现实及其应用进展   总被引:5,自引:0,他引:5  
虚拟现实是一种多通道的新型人机交互接口,它提供了具有沉浸感的智能虚拟环境并允许用户和该环境进行交互.计算机技术、交互技术和人工智能等相关技术的快速发展促进了虚拟现实技术的巨大进步,以此为基础的实际应用也得到了很快的发展和提高.描述了虚拟现实的涵义及其本质特征,归纳了适合使用虚拟现实技术的场合,并介绍了虚拟现实技术在教育、医疗、科学可视化和工程制造等方面的最新应用,最后对虚拟现实未来的应用做出了展望.  相似文献   

13.
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   


14.
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   

15.
虚拟现实软件WTK及其应用开发   总被引:4,自引:0,他引:4  
许云  任爱珠  江见鲸 《计算机工程》2001,27(5):68-70,118
对虚拟现实技术在防灾领域中的应用进行了初步研究,取得了一些经验,系统地介绍了虚拟现实技术的定义、种类与主要特征,了现有的主要虚拟现实软件WTK(WorldToolKit)、MR ToolKit、Mene、World Visions和FreeWRL,并重点介绍了其中的WTK软件,还详细介绍了作者在课题中使用WTK进行应用开发的经验与体会。  相似文献   

16.
This article proposes a hierarchically structured and constraint-based data model for intuitive and precise solid modeling in a virtual reality (VR) environment. The data model integrates a high level constraint-based model for intuitive and precise manipulation, a middle level solid model for complete and precise representation and a low-level polygon mesh model for real-time interactions and visualization in a VR environment. The solid model is based on a hybrid B-rep/CSG data structure. Constraints are embedded in the solid model and are organized at hierarchical levels as feature constraints among internal feature elements, part constraints among internal features and assembly constraints between individual parts. In addition to providing a complete and precise model representation and the support for real-time visualization, the proposed data model permits intuitive and precise interaction through constraint-based manipulations for solid modeling in a VR environment. This is a critical issue for product design in a VR environment due to the limited resolutions of today's VR input and output devices.  相似文献   

17.
Teaching and learning through Virtual Reality(VR) is an emerging technology in the last few years. In this article, the development and use of a VR based teaching–learning system for crystal structures are discussed. The VR system is designed as a lab environment where a user can do experiments related to crystal structures. The VR system is designed in Unity,1 and Oculus Rift S2 is used as a VR headset. Currently, the system consists of three phases; in the first phase user can visualize the crystal lattice structures, wherein the second one a user can visualize the light interaction with the crystal lattice structure using a virtual torch ray. The third phase is the X-ray Diffraction (XRD) experiment. In this phase, users can perform the XRD experiment in the lab environment by taking a random crystal from a crystal dispenser machine and placing it in the X-ray machine which identifies the chosen crystalline material and analyses the unit cell. The incident ray colour changes when there is a peak found in the crystal for a better understanding of the user. There is also an interactive display where users can increase/decrease the angles of the radiation and also lock and unlock the experiment to view the diffraction plot for the crystal structure. In many cases, it was found that XRD and the crystal structure is available in the course syllabus but there are no experiments to enhance their learning. Therefore an experiment with 39 participants was performed where the maximum participants are new to crystallography. The study was conducted in two phases; in the first phase, participants are asked to watch video tutorials of the topic followed by questionnaires; in the second phase participants are asked to do the VR based experiment and followed by questionnaires related to overall study and experiment. From the analysis of the study we found that everyone found VR based teaching methods are better than traditional book/video studies. Study results give an average score of 56.74% in comparison to VR based learning approach with an average score of 93.81%. Participants who took part in the experiment found the experience interactive and motivating and found it helpful to learn elusive concepts, which can be learned when simulated. For example, one participant wrote: “The VR experience was surreal and was easy to control. Lucid user experience. Got a view of XRD like never seen before”.  相似文献   

18.
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。本文主要介绍虚拟现实技术的概念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和实现进行了探讨。  相似文献   

19.
虚拟现实与系统仿真   总被引:45,自引:6,他引:39  
详细讨论了系统仿真、多媒体与虚拟现实的基本概念及它们之间的关系,指出在仿真中如何及何时应用这些技术,并提出了狭义多媒体仿真、VR仿真系统的概念,对仿真实践具有一定的参考价值。  相似文献   

20.
基于Web的虚拟展厅的设计与实现   总被引:1,自引:0,他引:1  
当前的VR标准,可以描述一个被动的VR系统,即系统应用VR技术来实现一些预先设计的3D内容的可视化。然而,现实中的一个挑战在于构造主动VR应用,这种应用允许动态合成虚拟场景。为了能构造主动VR应用,该文结合目前工作描述了网络环境下虚拟展览厅系统,提出虚拟世界的数据库建模方法。文中阐述了该系统的用途和功能,给出了系统的结构模型等。  相似文献   

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