6 resultados para Virtual Breeding Environment

em Chinese Academy of Sciences Institutional Repositories Grid Portal


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An important characteristic of virtual assembly is interaction. Traditional di-rect manipulation in virtual assembly relies on dynamic collision detection, which is very time-consuming and even impossible in desktop virtual assembly environment. Feature-matching isa critical process in harmonious virtual assembly, and is the premise of assembly constraint sens-ing. This paper puts forward an active object-based feature-matching perception mechanism and afeature-matching interactive computing process, both of which make the direct manipulation in vir-tual assembly break away from collision detection. They also help to enhance virtual environmentunderstandability of user intention and promote interaction performance. Experimental resultsshow that this perception mechanism can ensure that users achieve real-time direct manipulationin desktop virtual environment.

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本文以水下机器人的遥操作作业为应用背景 ,提出并实现了虚拟现实技术和视觉感知信息辅助机器人遥操作实验系统 .该系统使用了 CAD模型和立体视觉信息完成遥操作机器人及其作业环境的几何建模和运动学建模 ,实现了虚拟作业环境的生成和实时动态图形显示 .采用了基于立体视觉的虚拟环境与真实环境的一致性校正、图形图像叠加、作业体与环境位姿关系建立、基于网络的监控通讯等关键技术 .在这个实验系统中 ,操作人员可利用所生成的虚拟环境 ,在多视点、多窗口作业状态图形和图像显示帮助下 ,实时动态地进行作业观测与机器人遥操作与运动规划 ,为先进遥操作机器人系统的实现提供了经验和关键技术 .

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Currently,one of the important research areas in Spatial updating is the role of external (for instance visual) and internal (for instance proprioceptive or vestibular) information in spatial updating of scene recognition. Our study uses the paradigm of classic spatial updating research and the experimental design of investigation of Burgess(2004),first, we will explore the concrete influence of locomotion on scene recognition in real world; next, we will use virtual reality technology, which can control many spatial learning parameters and exclude the influence of extra irrelevant variables, to explore the influence of pure locomotion without visual cue on scene recognition, and furthermore, we will explore whether the ability of spatial updating can be transferred to new situations in a short period of time and compare the result pattern in real word with that in virtual reality to test the validity of virtual reality technology in spatial updating of scene recognition research. The main results of this paper can be summarized as follows: 1. In real world, we found two effects: the spatial updating effect and the viewpoint dependent effect, this result indicated that the spatial updating effect based on locomotion does not eliminate the viewpoint dependent effect during the scene recognition process in physical environment. 2. In virtual reality environment, we still found two effects: the spatial updating effect and the viewpoint dependent effect, this result showed us that the spatial updating effect based on locomotion does not eliminate the viewpoint dependent effect during the scene recognition process in virtual reality environment either. 3. The spatial updating effect based on locomotion plays double role in scene recognition: When subjects were tested in different viewpoint, spatial updating based on locomotion promoted scene recognition; while subjected were tested in same viewpoint, spatial updating based on locomotion had a negative influence on scene recognition, these results show us that spatial updating based on locomotion is automated and can not be ignored. 4. The ability of spatial updating can be transferred to new situations in a short period of time , and the experiment in the immersed virtual reality environment got the same result pattern with that in the physical environment, suggesting VR technology is a very effective method to do research on spatial updating of the scene recognition studies. 5. This study about scene recognition provides evidence to double system model of spatial updating in the immersed virtual reality environment.

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Voice alarm plays an important role in emergency evacuation of public place, because it can provide information and instruct evacuation. This paper studied the optimization of acoustic and semantic parameters of voice alarms in emergency evacuation, so that alarm design can improve the evacuation performance. Both method of magnitude estimation and scale were implemented to investigate participants' perceived urgency of the alarms with different parameters. The results indicated that, participants evaluated the alarms with faster speech rate, with greater signal to noise ratio (SNR) and under louder noises more urgent. There was an interaction between noise level and content of voice alarm. Signals with speech rate below 4 characters / second were evaluated as non urgent at all. Intelligibility of the voice alarm was investigated by evaluating the key pointed recognition performance. The results showed that, speech rate’s effect was a marginal significance, and 7 characters / second has the highest intelligibility. It might because that the faster the signal spoken, the more attention was paid. Gender of speaker and SNR did not have a significant effect on the signals’ intelligibility. This paper also investigated impact of voice alarms' content on human behavior in emergency evacuation in a 3-D virtual reality environment. In condition of "telling the occupants what had happened and what to do", the number of participants who succeeded in evacuation was the largest. Further study, in which similar numbers of participants evacuate successfully in three conditions, indicated that the reaction time and evacuation time was the shortest in the aforesaid condition. Although one-way ANOVA shows that the difference was not significant, the results still provided some reference to the alarm design. In sum, parameters of voice alarm in emergency evacuation should be chosen to meet needs from both perceived urgency and intelligibility. Contents of the alarms should include "what had happened and what to do", and should vary according to noise levels in different public places.

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Co-CreativePen Toolkit is a pen-based 3D toolkit for children cooperatly designing virtual environment. This toolkit is used to construct different applications involved with distributedpen-based 3D interaction. In this toolkit,sketch method is encapsulated as kinds of interaction techniques. Children can use pen to construct 3D and IBR objects, to navigate in the virtual world, to select and manipulate virtual objects, and to communicate with other children. Children can use pen to select other children in the virtual world, and use pen to write message to children selected The distributed architecture of Co-CreativePen Toolkit is based on the CORBA. A common scene graph is managed in the server with several copies of this graph are managed in every client.Every changes of the scene graph in client will cause the change in the server and other client.