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Chemical simulation teaching system based on virtual reality and gesture interaction
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作者 Dengzhen LU Hengyi LI +2 位作者 Boyu QIU Siyuan LIU Shuhan QI 《虚拟现实与智能硬件(中英文)》 EI 2024年第2期148-168,共21页
Background Most existing chemical experiment teaching systems lack solid immersive experiences,making it difficult to engage students.To address these challenges,we propose a chemical simulation teaching system based ... Background Most existing chemical experiment teaching systems lack solid immersive experiences,making it difficult to engage students.To address these challenges,we propose a chemical simulation teaching system based on virtual reality and gesture interaction.Methods The parameters of the models were obtained through actual investigation,whereby Blender and 3DS MAX were used to model and import these parameters into a physics engine.By establishing an interface for the physics engine,gesture interaction hardware,and virtual reality(VR)helmet,a highly realistic chemical experiment environment was created.Using code script logic,particle systems,as well as other systems,chemical phenomena were simulated.Furthermore,we created an online teaching platform using streaming media and databases to address the problems of distance teaching.Results The proposed system was evaluated against two mainstream products in the market.In the experiments,the proposed system outperformed the other products in terms of fidelity and practicality.Conclusions The proposed system which offers realistic simulations and practicability,can help improve the high school chemistry experimental education. 展开更多
关键词 Chemical experiment simulation Gesture interaction virtual reality Model establishment Process control Streaming media DATABASE
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Effects of virtual agents on interaction efficiency and environmental immersion in MR environments
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作者 Yihua BAO Jie GUO +2 位作者 Dongdong WENG Yue LIU Zeyu TIAN 《虚拟现实与智能硬件(中英文)》 EI 2024年第2期169-179,共11页
Background Physical entity interactions in mixed reality(MR)environments aim to harness human capabilities in manipulating physical objects,thereby enhancing virtual environment(VEs)functionality.In MR,a common strate... Background Physical entity interactions in mixed reality(MR)environments aim to harness human capabilities in manipulating physical objects,thereby enhancing virtual environment(VEs)functionality.In MR,a common strategy is to use virtual agents as substitutes for physical entities,balancing interaction efficiency with environmental immersion.However,the impact of virtual agent size and form on interaction performance remains unclear.Methods Two experiments were conducted to explore how virtual agent size and form affect interaction performance,immersion,and preference in MR environments.The first experiment assessed five virtual agent sizes(25%,50%,75%,100%,and 125%of physical size).The second experiment tested four types of frames(no frame,consistent frame,half frame,and surrounding frame)across all agent sizes.Participants,utilizing a head mounted display,performed tasks involving moving cups,typing words,and using a mouse.They completed questionnaires assessing aspects such as the virtual environment effects,interaction effects,collision concerns,and preferences.Results Results from the first experiment revealed that agents matching physical object size produced the best overall performance.The second experiment demonstrated that consistent framing notably enhances interaction accuracy and speed but reduces immersion.To balance efficiency and immersion,frameless agents matching physical object sizes were deemed optimal.Conclusions Virtual agents matching physical entity sizes enhance user experience and interaction performance.Conversely,familiar frames from 2D interfaces detrimentally affect interaction and immersion in virtual spaces.This study provides valuable insights for the future development of MR systems. 展开更多
关键词 Mixed reality virtual agents interaction performance Environmental immersion virtual environments
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Personalized assessment and training of neurosurgical skills in virtual reality:An interpretable machine learning approach
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作者 Fei LI Zhibao QIN +3 位作者 Kai QIAN Shaojun LIANG Chengli LI Yonghang TAI 《虚拟现实与智能硬件(中英文)》 EI 2024年第1期17-29,共13页
Background Virtual reality technology has been widely used in surgical simulators,providing new opportunities for assessing and training surgical skills.Machine learning algorithms are commonly used to analyze and eva... Background Virtual reality technology has been widely used in surgical simulators,providing new opportunities for assessing and training surgical skills.Machine learning algorithms are commonly used to analyze and evaluate the performance of participants.However,their interpretability limits the personalization of the training for individual participants.Methods Seventy-nine participants were recruited and divided into three groups based on their skill level in intracranial tumor resection.Data on the use of surgical tools were collected using a surgical simulator.Feature selection was performed using the Minimum Redundancy Maximum Relevance and SVM-RFE algorithms to obtain the final metrics for training the machine learning model.Five machine learning algorithms were trained to predict the skill level,and the support vector machine performed the best,with an accuracy of 92.41%and Area Under Curve value of 0.98253.The machine learning model was interpreted using Shapley values to identify the important factors contributing to the skill level of each participant.Results This study demonstrates the effectiveness of machine learning in differentiating the evaluation and training of virtual reality neurosurgical performances.The use of Shapley values enables targeted training by identifying deficiencies in individual skills.Conclusions This study provides insights into the use of machine learning for personalized training in virtual reality neurosurgery.The interpretability of the machine learning models enables the development of individualized training programs.In addition,this study highlighted the potential of explanatory models in training external skills. 展开更多
关键词 Machine learning NEUROSURGERY Shapley values virtual reality Human-robot interaction
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Research on Visualization and Interactive Design of Plant Configuration Virtual Reality in the Context of Digitalization
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作者 Qiufan Xie 《Journal of Architectural Research and Development》 2024年第3期53-62,共10页
This study aims to explore the application of digital technology in landscape design,focusing on the research of virtual reality visualization and interactive design in the process of plant configuration.Through an in... This study aims to explore the application of digital technology in landscape design,focusing on the research of virtual reality visualization and interactive design in the process of plant configuration.Through an in-depth analysis of digital technology,the study outlines its important role in landscape design,especially in the application of plant configuration.The current application status of virtual reality technology in landscape design is discussed,as well as how interactive design can enhance user experience and participation.Furthermore,the achievements and challenges of digital technology in landscape design are summarized.Finally,it proposes future research directions and suggestions,aiming to provide new ideas and methods for practice and research in the field of landscape design and promote the further application and development of digital technology in landscape design. 展开更多
关键词 lization Plant configuration virtual reality VISUALIZATION Interactive design
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Nanomaterial-based flexible sensors for metaverse and virtual reality applications 被引量:3
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作者 Jianfei Wang Jiao Suo +2 位作者 Zhengxun Song Wen Jung Li Zuobin Wang 《International Journal of Extreme Manufacturing》 SCIE EI CAS CSCD 2023年第3期407-439,共33页
Nanomaterial-based flexible sensors(NMFSs)can be tightly attached to the human skin or integrated with clothing to monitor human physiological information,provide medical data,or explore metaverse spaces.Nanomaterials... Nanomaterial-based flexible sensors(NMFSs)can be tightly attached to the human skin or integrated with clothing to monitor human physiological information,provide medical data,or explore metaverse spaces.Nanomaterials have been widely incorporated into flexible sensors due to their facile processing,material compatibility,and unique properties.This review highlights the recent advancements in NMFSs involving various nanomaterial frameworks such as nanoparticles,nanowires,and nanofilms.Different triggering interaction interfaces between NMFSs and metaverse/virtual reality(VR)applications,e.g.skin-mechanics-triggered,temperature-triggered,magnetically triggered,and neural-triggered interfaces,are discussed.In the context of interfacing physical and virtual worlds,machine learning(ML)has emerged as a promising tool for processing sensor data for controlling avatars in metaverse/VR worlds,and many ML algorithms have been proposed for virtual interaction technologies.This paper discusses the advantages,disadvantages,and prospects of NMFSs in metaverse/VR applications. 展开更多
关键词 flexible sensors metaverse virtual reality human-computer interaction machine learning
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Adaptive navigation assistance based on eye movement features in virtual reality 被引量:1
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作者 Song ZHAO Shiwei CHENG 《Virtual Reality & Intelligent Hardware》 2023年第3期232-248,共17页
Background Navigation assistance is essential for users when roaming virtual reality scenes;however,the traditional navigation method requires users to manually request a map for viewing,which leads to low immersion a... Background Navigation assistance is essential for users when roaming virtual reality scenes;however,the traditional navigation method requires users to manually request a map for viewing,which leads to low immersion and poor user experience.Methods To address this issue,we first collected data on who required navigation assistance in a virtual reality environment,including various eye movement features,such as gaze fixation,pupil size,and gaze angle.Subsequently,we used the boosting-based XGBoost algorithm to train a prediction model and finally used it to predict whether users require navigation assistance in a roaming task.Results After evaluating the performance of the model,the accuracy,precision,recall,and F1-score of our model reached approximately 95%.In addition,by applying the model to a virtual reality scene,an adaptive navigation assistance system based on the real-time eye movement data of the user was implemented.Conclusions Compared with traditional navigation assistance methods,our new adaptive navigation assistance method could enable the user to be more immersive and effective while roaming in a virtual reality(VR)environment. 展开更多
关键词 Eye movement NAVIGATION Human-computer interaction virtual reality Eye tracking
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Application of the Somatosensory Interaction Technology Combined with Virtual Reality Technology on Upper Limbs Function in Cerebrovascular Disease Patients 被引量:3
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作者 Wangxiang Mai Liang Fang +3 位作者 Zhuoming Chen Xiuping Wang Wanting Li Weiyi He 《Journal of Biomedical Science and Engineering》 2020年第5期66-73,共8页
Objective: To explore the effects of the somatosensory interaction technology combined with virtual reality technology on upper limbs function and activities of daily living (ADL) in cerebrovascular disease patients. ... Objective: To explore the effects of the somatosensory interaction technology combined with virtual reality technology on upper limbs function and activities of daily living (ADL) in cerebrovascular disease patients. Methods: Form January, 2019 to December, 2019, 80 cerebrovascular disease patients were recruited, and had been divided into control group (n = 40) and observation group (n = 40), randomly. The control groups received conventional rehabilitation treatment, for 40 minutes per day, while observation group received conventional rehabilitation treatment, for 20 minutes per day, and virtual reality technology treatment, 20 minutes per day, 5 days a week for 4 weeks. Wolf Motor Function Test (WMFT), Fugl-Meyer Assessment-Upper Extremities (FMA-UE) and modified Barthel index (MBI) were used to assess the motor function of the upper limbs and ADL before and after treatment. Results: Before treatment, the scores of WMFT, FMA-UE and MBI were no significant difference between two groups (P > 0.05). The scores improved in both groups after treatment (P < 0.01), and were higher in the observation group than in the control group (P < 0.05). Conclusion: The somatosensory interaction technology combined with virtual reality technology could facilitate to improve the upper limbs function and ADL in cerebrovascular disease patients. 展开更多
关键词 CEREBROVASCULAR Disease SOMATOSENSORY interaction virtual reality Upper LIMBS FUNCTION Rehabilitation
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Eye-shaped keyboard for dual-hand text entry in virtual reality
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作者 Kangyu WANG Yangqiu YAN +2 位作者 Hao ZHANG Xiaolong LIU Lili WANG 《Virtual Reality & Intelligent Hardware》 EI 2023年第5期451-469,共19页
We propose an eye-shaped keyboard for high-speed text entry in virtual reality (VR), having the shape of dual eyes with characters arranged along the curved eyelids, which ensures low density and short spacing of the ... We propose an eye-shaped keyboard for high-speed text entry in virtual reality (VR), having the shape of dual eyes with characters arranged along the curved eyelids, which ensures low density and short spacing of the keys. The eye-shaped keyboard references the QWERTY key sequence, allowing the users to benefit from their experience using the QWERTY keyboard. The user interacts with an eye-shaped keyboard using rays controlled with both the hands. A character can be entered in one step by moving the rays from the inner eye regions to regions of the characters. A high-speed auto-complete system was designed for the eye-shaped keyboard. We conducted a pilot study to determine the optimal parameters, and a user study to compare our eye-shaped keyboard with the QWERTY and circular keyboards. For beginners, the eye-shaped keyboard performed significantly more efficiently and accurately with less task load and hand movement than the circular keyboard. Compared with the QWERTY keyboard, the eye-shaped keyboard is more accurate and significantly reduces hand translation while maintaining similar efficiency. Finally, to evaluate the potential of eye-shaped keyboards, we conducted another user study. In this study, the participants were asked to type continuously for three days using the proposed eye-shaped keyboard, with two sessions per day. In each session, participants were asked to type for 20min, and then their typing performance was tested. The eye-shaped keyboard was proven to be efficient and promising, with an average speed of 19.89 words per minute (WPM) and mean uncorrected error rate of 1.939%. The maximum speed reached 24.97 WPM after six sessions and continued to increase. 展开更多
关键词 virtual reality Human computer interaction Text entry Shaped keyboard QWERTY-like key sequence Dual-hand cooperation
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Gesture interaction in virtual reality 被引量:9
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作者 Yang LI Jin HUANG +2 位作者 Feng TIAN Hong-An WANG Guo-Zhong DAI 《Virtual Reality & Intelligent Hardware》 2019年第1期84-112,共29页
With the development of virtual reality(VR)and human-computer interaction technology,how to use natural and efficient interaction methods in the virtual environment has become a hot topic of research.Gesture is one of... With the development of virtual reality(VR)and human-computer interaction technology,how to use natural and efficient interaction methods in the virtual environment has become a hot topic of research.Gesture is one of the most important communication methods of human beings,which can effectively express users'demands.In the past few decades,gesture-based interaction has made significant progress.This article focuses on the gesture interaction technology and discusses the definition and classification of gestures,input devices for gesture interaction,and gesture interaction recognition technology.The application of gesture interaction technology in virtual reality is studied,the existing problems in the current gesture interaction are summarized,and the future development is prospected. 展开更多
关键词 virtual reality Gesture interaction Gesture recognition
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Immersive Robot Control in Virtual Reality to Command Robots in Space Missions 被引量:2
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作者 Steffen Planthaber Martin Mallwitz Elsa Andrea Kirchner 《Journal of Software Engineering and Applications》 2018年第7期341-347,共7页
We present an approach to control a semi-autonomous robot team remotely under low bandwidth conditions with a single operator. Our approach utilises virtual reality and autonomous robots to create an immersive user in... We present an approach to control a semi-autonomous robot team remotely under low bandwidth conditions with a single operator. Our approach utilises virtual reality and autonomous robots to create an immersive user interface for multi-robot control. This saves a big amount of bandwidth, just because there is no need to transfer a constant steam of camera images. The virtual environment for control only has to be transferred once to the control station and only has to be updated when the map is out of date. Also, the camera position can easily be changed in virtual reality for more overview on the robots situation. The parts of this approach can easily be transferred to applications on earth e.g. for semi-autonomous robots in hazardous areas or under water applications. 展开更多
关键词 Human Robot interaction virtual reality EXOSKELETON
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Virtual Reality Technology Applied on Maintenance of Painted Walls of Buildings 被引量:1
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作者 Alcínia Z. Sampaio Daniel Rosário 《Journal of Software Engineering and Applications》 2012年第5期297-303,共7页
In a building, the paint coating applied to interior walls conveys their aesthetic character and also performs an important function of protection. It is a construction component which is exposed to agents of deterior... In a building, the paint coating applied to interior walls conveys their aesthetic character and also performs an important function of protection. It is a construction component which is exposed to agents of deterioration related to its use, needing the regular evaluation of its state of repair. The completed model supports the performance of such periodic inspections and the monitoring of interior wall maintenance, using Virtual Reality (VR) technology. Used during an inspection visit, the application allows users to consult a database of irregularities, normally associated with paint coating, classified by the most probable causes and by recommended repair methodologies. In addition, with this model, a chromatic scale related to the degree of deterioration of the coating, defined as a function of the time between the dates of the application of the paint and the scheduled repainting, can be attributed to each element of coating monitored. This use of VR technology allows inspections and the evaluation of the degree of wear and tear of materials to be carried out in a highly direct and intuitive manner. The computer application has a positive contribution to make in the field of construction, using as it does Information Technology (IT) tools which give access to innovative technology with it capacity for interaction and visualization. 展开更多
关键词 virtual reality INTERACTIVE Model BUILDINGS Maintenance INSPECTION
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VREG: A Virtual Reality Educational Game with Arabic Content Using Android Smart Phone 被引量:1
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作者 Saadeh Z. Sweidan Khalid A. Darabkh 《Journal of Software Engineering and Applications》 2018年第10期500-520,共21页
In the last few decades, technology found its way from being a wild sci-fi dream, only seen in movies, to being an important element of all aspects of life. The technological industry bloomed quite rapidly where the t... In the last few decades, technology found its way from being a wild sci-fi dream, only seen in movies, to being an important element of all aspects of life. The technological industry bloomed quite rapidly where the technological solutions have made any process you can think of easier, faster and more efficient. Educational methodologies started off simple, having a teacher using simply his/her words and some writing along with it. With technology entering the field of education, teaching methods were enhanced and the quality of its outcomes was improved. However, sadly in Arab countries that was not the story. In other words, the use of new education technologies is still limited to basic and simple tasks. In fact, to add to the agony, most of the programs used are poorly implemented and rarely applied. Interestingly, as many studies confirm and from the simple observation of kids playing, it is found that most children are very attracted to new technologies and their applications. Those interests not only changed what a normal childhood would look like, but also introduced a multi-billion industry of electronic games. Virtual Reality (VR) games were introduced a few years back starting a gaming revolution, allowing gamers to enter the world of their dreams. Similar to most technologies, VR started to become more affordable with time. Multiple companies have competed to give us amazing VR products such as Samsung Gear. In this manuscript, we present a Virtual Reality Educational Game (VREG), which is an interactive 3D game with Arabic content that targets the students between age 4 and 8 and can be played on a smart phone. VREG includes multiple games that cover the different concepts of Arabic and English languages alongside math, aiming to help the student to learn through playing. In order to make sure that our game reaches wanted education standards, we put it to the test in two private schools;the feedback was very positive from both teachers and students where the majority of users enjoyed their experiments in VR games. 展开更多
关键词 virtual reality EDUCATIONAL GAMES Smart PHONE APPLICATIONS ARABIC EDUCATIONAL APPLICATIONS Interactive Learning
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Gesture-based target acquisition in virtual and augmented reality 被引量:3
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作者 Yukang YAN Xin YI +1 位作者 Chun YU Yuanchun SHI 《Virtual Reality & Intelligent Hardware》 2019年第3期276-289,共14页
Background Gesture is a basic interaction channel that is frequently used by humans to communicate in daily life. In this paper, we explore to use gesture-based approaches for target acquisition in virtual and augment... Background Gesture is a basic interaction channel that is frequently used by humans to communicate in daily life. In this paper, we explore to use gesture-based approaches for target acquisition in virtual and augmented reality. A typical process of gesture-based target acquisition is: when a user intends to acquire a target, she performs a gesture with her hands, head or other parts of the body, the computer senses and recognizes the gesture and infers the most possible target. Methods We build mental model and behavior model of the user to study two key parts of the interaction process. Mental model describes how user thinks up a gesture for acquiring a target, and can be the intuitive mapping between gestures and targets. Behavior model describes how user moves the body parts to perform the gestures, and the relationship between the gesture that user intends to perform and signals that computer senses. Results In this paper, we present and discuss three pieces of research that focus on the mental model and behavior model of gesture-based target acquisition in VR and AR. Conclusions We show that leveraging these two models, interaction experience and performance can be improved in VR and AR environments. 展开更多
关键词 Gesture-based interaction Mental model Behavior model virtual reality Augmented reality
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Building Maintenance Supported on Virtual Reality Environments: Roofs and Walls
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作者 Alcinia Zita Sampaio 《Journal of Civil Engineering and Architecture》 2016年第1期1-12,共12页
The paper presents the description of a research work that has its main objective as the development of a technological tool for supporting building maintenance with resort to new information and visualization technol... The paper presents the description of a research work that has its main objective as the development of a technological tool for supporting building maintenance with resort to new information and visualization technologies. Three main components of the building were analyzed: roof, facades and interior walls. The ceramic tile roof covering constitutes a component of the building envelope and fulfils an important function in its performance, namely in its protection against the permeation of moisture and rain water. Facade coating plays a significant role in the durability of buildings, since it constitutes the exterior layer that ensures wall protection against aggressive actions of physical, chemical or biological nature. The paint coating, applied to interior walls while improving their aesthetic character, performs an important function of protection against deterioration agents related to building use. A survey was conducted of the main anomalies that occur in these components, their respective causes and the adequate interventions, in order to plan maintenance strategies. The collected information serves as a basis for the implementation of applications using interactive visualization technologies to support the planning of building maintenance. During this work, the basic knowledge related to the materials, the techniques of rehabilitation and conservation and the planning of maintenance is outlined and discussed. In addition, methods of interconnecting this knowledge with the virtual applications were explored. The implemented prototypes were tested in real cases. This research work provides an innovative contribution to the field of maintenance, supported by emergent virtual reality technology. 展开更多
关键词 CONSTRUCTION maintenance inspections interaction virtual reality.
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自然人机交互技术在雷达显控终端中的应用
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作者 潘奇 杨东华 蔡委哲 《现代雷达》 CSCD 北大核心 2024年第8期78-83,共6页
针对当前雷达显控终端承担的操控任务多、操作步骤复杂等问题,提出了利用自然人机交互技术提升人机交互效率的方法。采用触控显示器、触控一体机、视频处理模块、语音处理模块、指纹识别模块、虚拟现实(VR)交互设备等,通过增加触控、语... 针对当前雷达显控终端承担的操控任务多、操作步骤复杂等问题,提出了利用自然人机交互技术提升人机交互效率的方法。采用触控显示器、触控一体机、视频处理模块、语音处理模块、指纹识别模块、虚拟现实(VR)交互设备等,通过增加触控、语音、图像处理、VR、生物特征鉴权等多种自然人机交互技术拓展了人机交互的方式;根据雷达显控终端的交互情景,采用选择型多模态融合交互方式,大幅提高了雷达显控终端的人机交互效率,使得人机交互更为自然和舒适。VR交互设备在多维信息展示、场景仿真与推演、模拟训练等场合发挥了明显的优势,自然化和人机融合的智能交互方式将是未来的发展趋势。 展开更多
关键词 自然人机交互 多模态 融合交互 虚拟现实 智能交互
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用于触摸屏交互的可穿戴指端力反馈系统设计
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作者 吴常铖 任建利 +2 位作者 曹青青 周东斌 宋爱国 《测控技术》 2024年第4期29-34,共6页
力触觉再现技术在增强用户与触摸屏交互的真实感和沉浸感方面发挥着越来越重要的作用,设计了一种面向触摸屏图像信息感知的可穿戴指端力反馈装置。设计基于线绳牵引驱动的指端力反馈机构,将装置分为驱动和可穿戴部分,使其具备小巧、轻... 力触觉再现技术在增强用户与触摸屏交互的真实感和沉浸感方面发挥着越来越重要的作用,设计了一种面向触摸屏图像信息感知的可穿戴指端力反馈装置。设计基于线绳牵引驱动的指端力反馈机构,将装置分为驱动和可穿戴部分,使其具备小巧、轻便、易佩戴的特点。设计测控系统,实现了输出反馈力的检测和控制。研究图像信息提取和力触觉建模算法,获取图像中物体的三维特征信息,配合力反馈装置和测控系统实现图像纹理高度、外形轮廓信息再现反馈。实验结果表明,该装置最大可以提供5.3 N的反馈力,能够帮助用户感知触摸屏中图像的高度和形状信息。 展开更多
关键词 可穿戴 触摸屏交互 力反馈 虚拟现实
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“双一流”背景下的“电路”课程建设探索
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作者 霍炬 李琰 杨旭强 《电气电子教学学报》 2024年第1期49-53,共5页
为建设和落实一批世界一流大学和一流学科的目标,以“电路”课程为例,针对课程中存在的痛点问题,课程团队遵循“以学生为中心,学生发展成效驱动”的创新教学理念,以电路内容为主线筑牢学生工程基础,融入课程思政,采用课前、课中、课后... 为建设和落实一批世界一流大学和一流学科的目标,以“电路”课程为例,针对课程中存在的痛点问题,课程团队遵循“以学生为中心,学生发展成效驱动”的创新教学理念,以电路内容为主线筑牢学生工程基础,融入课程思政,采用课前、课中、课后全程智慧教学和多元互动的方式,全方位评价学生能力,形成了“素质教育、知识引领”的双主线和“虚实结合、多元互动、强基立本、成效为先”的教学特色。 展开更多
关键词 创新教学 多元互动 虚实结合
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基于虚拟增强现实交互技术的茶疗养生文旅产业研究
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作者 吴玉冰 鞠邦青 魏飞跃 《湖南中医药大学学报》 CAS 2024年第2期302-306,共5页
以茶疗养生为主题,以虚拟增强现实交互(augmented reality,AR)技术为科技手段和技术优势,通过创新驱动发展实现茶疗养生文旅场景设计应用的新突破。在现实场景下,用户可使用具备AR功能的各种智能设备,通过识别物理空间中的标识物触发AR... 以茶疗养生为主题,以虚拟增强现实交互(augmented reality,AR)技术为科技手段和技术优势,通过创新驱动发展实现茶疗养生文旅场景设计应用的新突破。在现实场景下,用户可使用具备AR功能的各种智能设备,通过识别物理空间中的标识物触发AR应用,从而实现茶疗养生信息及时推送,实现现实场景与虚拟信息之间的交互,从而达到信息补充连贯及情景增强效果,使用户构建起茶疗养生的整体观念。通过解析茶疗养生文旅产业的研发思路,丰富茶疗养生信息体系的承载维度,探索实现茶疗养生文旅产业迭代的新途径。 展开更多
关键词 茶疗养生 虚拟增强现实交互技术 信息模型框架 文旅产业 精气神
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基于贪婪算法的云计算数据块节能存储仿真
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作者 谢辅雯 邹道生 《计算机仿真》 2024年第2期522-526,共5页
针对云数据储存能量消耗大的问题,提出基于贪婪算法的云计算数据块节能存储方法。建立具有用户访问层、核心服务层和服务管理层的云计算架构,了解数据块产生过程和储存环境;将物理机利用率、能源消耗量和主机储存能力作为节能储存的约... 针对云数据储存能量消耗大的问题,提出基于贪婪算法的云计算数据块节能存储方法。建立具有用户访问层、核心服务层和服务管理层的云计算架构,了解数据块产生过程和储存环境;将物理机利用率、能源消耗量和主机储存能力作为节能储存的约束条件,将待储存的数据块封装为虚拟机,利用贪婪算法描述虚拟机部署问题,构建贪婪算法下虚拟机分配环境;计算单个物理机和整个数据中心的数据块储存能力和资源请求能力,综合考虑虚拟机分配的相关向量,运算数据储存时的能量消耗;以总体能量最小为目标函数,将虚拟机分为主模块与备用模块,通过设置虚拟机状态转换规则来减少储存开销,实现节能储存。实验结果表明,上述方法在数据储存过程中能够有效减少服务器开启数量,节省储存功率,达到节能目的。 展开更多
关键词 贪婪算法 云计算 数据块 节能储存 状态转换
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虚拟现实技术在提升高职英语教学互动性的应用研究 被引量:1
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作者 夏懿娜 《陕西国防职教研究》 2024年第1期15-17,共3页
本研究聚焦于虚拟现实技术在高职英语教学中提升互动性的应用。通过实施“EngageVR体验”项目,研究探索了VR技术如何激发学生的学习兴趣、提升语言技能及跨文化交际能力。项目结果显示,学生在沉浸式环境中表现出更高的参与度和语言自信... 本研究聚焦于虚拟现实技术在高职英语教学中提升互动性的应用。通过实施“EngageVR体验”项目,研究探索了VR技术如何激发学生的学习兴趣、提升语言技能及跨文化交际能力。项目结果显示,学生在沉浸式环境中表现出更高的参与度和语言自信,对提升英语教学效果具有显著意义。展望未来,VR教学预期将通过个性化和数据驱动的方法,为学生提供更丰富和高效的学习体验。研究建议教育工作者应积极整合VR技术,促进教学革新,并为技术支持与专业发展提供必要的条件。 展开更多
关键词 虚拟现实技术 高职英语教学 互动性 沉浸式学习 教学革新
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