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可穿戴行走虛擬現實系統

產品型號:ErgoLAB VR-MMES

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虛擬現實系統

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可穿戴行走虛擬現實系統由津發科技自主研發的ErgoLAB虛擬世界人機環境同步平臺、美國WorldViz頭戴式行走虛擬現實系統等核心部件組成。在進行人機環境或者人類行為研究時結合虛擬現實技術,基于三維虛擬現實環境變化的情況下實時同步采集人-機-環境定量數據(如眼動、腦波、呼吸、心律、脈搏、皮電、皮溫、心電、肌電、肢體動作、關節角度、人體壓力、拉力、握力、捏力、振動、噪聲、光照、大氣壓力、溫濕度等物理環境數據)并進行分析評價,定量結果為科學研究做客觀數據支撐。

咨詢報價 預約體驗

可穿戴行走虛擬現實系統由津發科技自主研發的ErgoLAB虛擬世界人機環境同步平臺、美國WorldViz頭戴式行走虛擬現實系統等核心部件組成,人機環境同步平臺由虛擬現實同步模塊、可穿戴生理記錄模塊、VR眼動追蹤模塊、可穿戴腦電測量模塊、交互行為觀察模塊、生物力學測量模塊、環境測量模塊等組成。實現在進行人機環境或者人類心理行為研究時結合虛擬現實技術,基于三維虛擬現實環境變化的情況下實時同步采集人-機-環境定量數據(包括如眼動、腦波、呼吸、心律、脈搏、皮電、皮溫、心電、肌電、肢體動作、關節角度、人體壓力、拉力、握力、捏力、振動、噪聲、光照、大氣壓力、溫濕度等物理環境數據)并進行分析評價,所獲取的定量結果為科學研究做客觀數據支撐。

 

可穿戴(dai)行走(zou)虛(xu)(xu)擬(ni)現(xian)(xian)實(shi)(shi)系統(tong)是一(yi)套沉(chen)浸感更(geng)強(qiang)、交互(hu)體驗(yan)(yan)更(geng)佳(jia)的(de)完(wan)全浸入式虛(xu)(xu)擬(ni)現(xian)(xian)實(shi)(shi)解決(jue)方案。可穿戴(dai)行走(zou)虛(xu)(xu)擬(ni)現(xian)(xian)實(shi)(shi)系統(tong)最大(da)的(de)特(te)點就是系統(tong)部署(shu)簡(jian)單便(bian)捷,極大(da)的(de)提(ti)高(gao)了(le)虛(xu)(xu)擬(ni)現(xian)(xian)實(shi)(shi)應用(yong)(yong)的(de)靈活(huo)性。用(yong)(yong)小巧輕便(bian)的(de)頭(tou)(tou)(tou)(tou)盔(kui)(kui)取(qu)代傳(chuan)統(tong)的(de)大(da)屏顯示(shi),不再局限(xian)于用(yong)(yong)戶場(chang)地的(de)大(da)小,擺脫(tuo)外界(jie)環境(jing)的(de)束縛。可穿戴(dai)虛(xu)(xu)擬(ni)現(xian)(xian)實(shi)(shi)頭(tou)(tou)(tou)(tou)盔(kui)(kui)(Head Mount Display,簡(jian)稱HMD)是一(yi)種頭(tou)(tou)(tou)(tou)戴(dai)式虛(xu)(xu)擬(ni)現(xian)(xian)實(shi)(shi)顯示(shi)設備(bei)。通過(guo)頭(tou)(tou)(tou)(tou)部佩戴(dai)的(de)方式,全方位(wei)覆蓋(gai)體驗(yan)(yan)者視角,營造出更(geng)加身臨其境(jing)的(de)沉(chen)浸效果。同(tong)時(shi),輔以6自由(you)度的(de)頭(tou)(tou)(tou)(tou)部位(wei)置跟蹤和(he)全身動(dong)作捕(bu)捉設備(bei),通過(guo)對(dui)體驗(yan)(yan)者視點位(wei)置的(de)捕(bu)捉,使(shi)頭(tou)(tou)(tou)(tou)盔(kui)(kui)顯示(shi)內容(rong)進(jin)行相應的(de)改變,應用(yong)(yong)于單人及多人協同(tong)體驗(yan)(yan)中,提(ti)升交互(hu)感和(he)體驗(yan)(yan)感。使(shi)用(yong)(yong)者佩戴(dai)上虛(xu)(xu)擬(ni)現(xian)(xian)實(shi)(shi)頭(tou)(tou)(tou)(tou)盔(kui)(kui),全角度覆蓋(gai)體驗(yan)(yan)視角,使(shi)虛(xu)(xu)擬(ni)和(he)現(xian)(xian)實(shi)(shi)的(de)界(jie)限(xian)融為一(yi)體。

 

作(zuo)為該套系(xi)統方案的核心數(shu)據同步采(cai)集(ji)與分(fen)析平(ping)臺,ErgoLAB人(ren)機環(huan)境(jing)同步平(ping)臺不僅支持虛(xu)擬(ni)現實(shi)環(huan)境(jing),也支持基(ji)于真實(shi)世界的戶外現場研(yan)究、以及基(ji)于實(shi)驗(yan)室(shi)基(ji)礎研(yan)究的實(shi)驗(yan)室(shi)研(yan)究,可以在任意的實(shi)驗(yan)環(huan)境(jing)下采(cai)集(ji)多(duo)元數(shu)據并進行定量評價(jia)。(人(ren)機環(huan)境(jing)同步平(ping)臺含虛(xu)擬(ni)現實(shi)同步模(mo)(mo)塊(kuai)、可穿戴(dai)生理記錄模(mo)(mo)塊(kuai)、虛(xu)擬(ni)現實(shi)眼動追蹤模(mo)(mo)塊(kuai)、可穿戴(dai)腦電測(ce)量模(mo)(mo)塊(kuai)、交(jiao)互行為觀察模(mo)(mo)塊(kuai)、生物力學測(ce)量模(mo)(mo)塊(kuai)、環(huan)境(jing)測(ce)量模(mo)(mo)塊(kuai)等組成)

 

作為(wei)該套系統方(fang)案的(de)核心虛(xu)(xu)擬(ni)現(xian)(xian)實(shi)軟件(jian)引擎,WorldViz不僅支持虛(xu)(xu)擬(ni)現(xian)(xian)實(shi)頭(tou)盔,還可為(wei)用(yong)戶提供優質(zhi)的(de)應用(yong)內(nei)容。結合行走運動追蹤系統、虛(xu)(xu)擬(ni)人機交互系統,使用(yong)者最終(zhong)完成(cheng)與虛(xu)(xu)擬(ni)場景及內(nei)容的(de)互動交互操作。

 

應用領域

BIM環境行為研究虛擬仿真實驗室解決方案:建筑感性設計、環境行為、室內設計、人居環境研究等;

 

交互設計虛擬仿真實驗室解決方案:虛擬規劃、虛擬設計、虛擬裝配、虛擬評審、虛擬訓練、設備狀態可視化等;

 

軍工國防武器裝備人機環境虛擬仿真實驗室解決方案:武器裝備人機環境系統工程研究以及軍事心理學應用,軍事訓練、軍事教育、作戰指揮、武器研制與開發等;

 

用戶體驗與可用性研究虛擬仿真實驗室方案:游戲體驗、體驗類運動項目、影視類娛樂、多人參與的娛樂項目。

 

虛擬購物消費行為研究實驗室方案

 

安全人機與不安全行為虛擬仿真實驗室方案

 

駕駛行為虛擬仿真實驗室方案

 

人因工程與作業研究虛擬仿真實驗室方案

 

 

其用(yong)戶遍布各個(ge)應用(yong)領域,包括教育和心理、培(pei)訓、建筑(zhu)設計(ji)、軍事航(hang)天、醫療、娛樂、圖形建模等。同時(shi)該產品在(zai)認(ren)知相關的科研(yan)領域更(geng)具競爭(zheng)力,在(zai)歐美和國內(nei)高等學府和研(yan)究機(ji)構擁有(you)五百個(ge)以上用(yong)。

1)、加州大學圣巴巴拉分校虛擬環境與行為研究中心

該實驗室主要致力于心理認知相關的科學研究,包括社會心理學、視覺、空間認知等,并有大量論文在國際知名刊物發表,具體詳見論文列表。

2)、邁阿密(mi)大(da)學心理(li)與計算機科學實(shi)驗室

研究(jiu)領域(yu):空間認知

Human Spatial Cognition In his research Professor David Waller investigates how people learn and mentally represent spatial information about their environment. Wearing a head-mounted display and carrying a laptop-based dual pipe image generator in a backpack, users can wirelessly walk through extremely large computer generated virtual environments.

Research Project Examples Specificity of Spatial Memories When people learn about the locations of objects in a scene, what information gets represented in memory? For example, do people only remember what they saw, or do they commit more abstract information to memory? In two projects, we address these questions by examining how well people recognize perspectives of a scene that are similar but not identical to the views that they have learned. In a third project, we examine the reference frames that are used to code spatial information in memory. In a fourth project, we investigate whether the biases that people have in their memory for pictures also occur when they remember three-dimensional scenes.

Nonvisual Egocentric Spatial Updating When we walk through the environment, we realize that the objects we pass do not cease to exist just because they are out of sight (e.g. behind us). We stay oriented in this way because we spatially update (i.e., keep track of changes in our position and orientation relative to the environment.)

網(wang)站鏈接(jie) //www.users.muohio.edu/wallerda/spacelab/spacelabproject.html

 

3)、加(jia)拿大滑鐵(tie)盧大學心理系

設備: WorldViz Vizard 3D software toolkit, WorldViz PPT H8 optical inertial hybrid wide-area tracking system, NVIS nVisor SX head-mounted display, Arrington Eye Tracker

研究領域:行為科(ke)學

Professor Colin Ellard about his research: I am interested in how the organization and appearance of natural and built spaces affects movement, wayfinding, emotion and physiology. My approach to these questions is strongly multidisciplinary and is informed by collaborations with architects, artists, planners, and health professionals. Current studies include investigations of the psychology of residential design, wayfinding at the urban scale, restorative effects of exposure to natural settings, and comparative studies of defensive responses. My research methods include both field investigations and studies of human behavior in immersive virtual environments.

網(wang)站鏈接    //virtualpsych.uwaterloo.ca/research.htm //www.colinellard.com/

 

部分發表論(lun)文(wen): Colin Ellard (2009). Where am I? Why we can find our way to the Moon but get lost in the mall. Toronto: Harper Collins Canada.

Journal Articles: Colin Ellard and Lori Wagar (2008). Plasticity of the association between visual space and action space in a blind-walking task. Perception, 37(7), 1044-1053.

Colin Ellard and Meghan Eller (2009). Spatial cognition in the gerbil: Computing optimal escape routes from visual threats. Animal Cognition, 12(2), 333-345.

Posters: Kevin Barton and Colin Ellard (2009). Finding your way: The influence of global spatial intelligibility and field-of-view on a wayfinding task. Poster session presented at the 9th annual meeting of the Vision Sciences Society, Naples, FL. (Link To Poster)

Brian Garrison and Colin Ellard (2009). The connection effect in the disconnect between peripersonal and extrapersonal space. Poster session presented at the 9th annual meeting of the Vision Sciences Society, Naples, FL. (Link To Poster)

 

4)、美國斯(si)坦福大學信息學院虛(xu)擬人交互實驗室

設備: WorldViz Vizard 3D software toolkit, WorldViz PPT X8 optical inertial hybrid wide-area tracking system, NVIS nVisor SX head-mounted display, Complete Characters avatar package

The mission of the Virtual Human Interaction Lab is to understand the dynamics and implications of interactions among people in immersive virtual reality simulations (VR), and other forms of human digital representations in media, communication systems, and games. Researchers in the lab are most concerned with understanding the social interaction that occurs within the confines of VR, and the majority of our work is centered on using empirical, behavioral science methodologies to explore people as they interact in these digital worlds. However, oftentimes it is necessary to develop new gesture tracking systems, three-dimensional modeling techniques, or agent-behavior algorithms in order to answer these basic social questions. Consequently, we also engage in research geared towards developing new ways to produce these VR simulations.

Our research programs tend to fall under one of three larger questions:

      1. What new social issues arise from the use of immersive VR communication systems?

      2. How can VR be used as a basic research tool to study the nuances of face-to-face interaction?

      3. How can VR be applied to improve everyday life, such as legal practices, and communications systems.

 

網站鏈接: //vhil.stanford.edu/

 

5)、加州大學圣迭戈分校神經科學實驗室

設備: WorldViz Vizard 3D software toolkit, WorldViz PPT X8 optical inertial hybrid wide-area tracking system, NVIS nVisor SX head-mounted display

The long-range objective of the laboratory is to better understand the neural bases of human sensorimotor control and learning. Our approach is to analyze normal motor control and learning processes, and the nature of the breakdown in those processes in patients with selective failure of specific sensory or motor systems of the brain. Toward this end, we have developed novel methods of imaging and graphic analysis of spatiotemporal patterns inherent in digital records of movement trajectories. We monitor movements of the limbs, body, head, and eyes, both in real environments and in 3D multimodal, immersive virtual environments, and recently have added synchronous recording of high-definition EEG. One domain of our studies is Parkinson's disease. Our studies have been dissecting out those elements of sensorimotor processing which may be most impaired in Parkinsonism, and those elements that may most crucially depend upon basal ganglia function and cannot be compensated for by other brain systems. Since skilled movement and learning may be considered opposite sides of the same coin, we also are investigating learning in Parkinson’s disease: how Parkinson’s patients learn to adapt their movements in altered sensorimotor environments; how their eye-hand coordination changes over the course of learning sequences; and how their neural dynamics are altered when learning to make decisions based on reward. Finally, we are examining the ability of drug versus deep brain stimulation therapies to ameliorate deficits in these functions.

網站鏈接: //inc2.ucsd.edu/poizner/index.html

論文(wen)列表: //inc2.ucsd.edu/poizner/publications.html 

方案特點

1、沉浸感強烈 體驗效果更進一步

使用者(zhe)佩戴虛擬現實頭(tou)盔顯示器,完全置身于虛擬場景(jing)中,效(xiao)果遠超傳統投影設備(bei)。

2、自主研發 基于虛擬現實技術的人機環境定量評價為科研提供客觀數據支撐

自主研(yan)(yan)發的ErgoLAB人機環(huan)境(jing)同步平臺,VR同步模(mo)塊基于沉(chen)浸(jin)式三維虛擬現(xian)實環(huan)境(jing),實時同步采集多元數據并進行(xing)定量評價,客觀的定量統計分析(xi)結果(guo)對科學(xue)研(yan)(yan)究(jiu)提(ti)供數據支撐。

3、完(wan)全自然(ran)狀態(tai)下(xia)的行(xing)走虛(xu)擬現實(shi)技術進(jin)行(xing)人類行(xing)為(wei)研究采集數據進(jin)行(xing)定量分析更(geng)真實(shi)。

整(zheng)個(ge)實驗室空間均為行(xing)走(zou)虛擬現實系統的(de)實驗場地,被試可以不受任何限制自由行(xing)走(zou),模擬完全真(zhen)實世界的(de)行(xing)為,采集的(de)數(shu)據(ju)更真(zhen)實。

3、系統成本低,布署簡單。

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