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多人交互虛擬現實系統

產品型號:ErgoLAB VR-MMES

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多人交互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,采用虛擬現實多人交互技術,支持多人在同一個虛擬現實場景中協同完成人機交互任務的解決方案,試驗者的動作均細致地呈現在同一個虛擬現實世界中,雙人數據同步,即時互動感大大增強。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

多人交互可(ke)穿(chuan)戴(dai)行走虛擬現實系統(tong)由津發科技自主(zhu)研發的ErgoLAB虛擬(ni)世界人機環境同步平(ping)臺、美國WorldViz頭戴式行走虛擬(ni)現(xian)(xian)(xian)實系(xi)統等(deng)核心(xin)部件組成(cheng)(cheng),采(cai)用(yong)虛擬(ni)現(xian)(xian)(xian)實多人(ren)交(jiao)互技術,支持多人(ren)在同一個虛擬(ni)現(xian)(xian)(xian)實場(chang)景中協同完(wan)成(cheng)(cheng)人(ren)機交(jiao)互任務的解決方(fang)案,試驗者的動(dong)作均細致(zhi)地呈(cheng)現(xian)(xian)(xian)在同一個虛擬(ni)現(xian)(xian)(xian)實世界中,雙人(ren)數據同步,即(ji)時(shi)互動(dong)感大大增強。在進行人(ren)機環境(jing)或者人(ren)類(lei)行為研究時(shi)結合虛擬(ni)現(xian)(xian)(xian)實技術,基于三維(wei)虛擬(ni)現(xian)(xian)(xian)實環境(jing)變化的情況下實時(shi)同步采(cai)集人(ren)--環(huan)境定量數(shu)(shu)據(如(ru)眼動、腦波、呼吸、心律、脈搏、皮電、皮溫(wen)(wen)、心電、肌電、肢體動作、關節角度、人體壓(ya)力(li)、拉力(li)、握力(li)、捏(nie)力(li)、振動、噪(zao)聲、光(guang)照、大氣壓(ya)力(li)、溫(wen)(wen)濕(shi)度等物理(li)環(huan)境數(shu)(shu)據)并進行分(fen)析評(ping)價,定量結果為科(ke)學研究做客觀數(shu)(shu)據支撐。

多(duo)人(ren)(ren)交(jiao)互可穿戴行(xing)走(zou)虛擬現實系統(tong)實現了多(duo)人(ren)(ren)、多(duo)視角(jiao)、多(duo)線程完(wan)成人(ren)(ren)機交(jiao)互工作任務(wu),適用于多(duo)人(ren)(ren)協同完(wan)成的作業、訓練、裝配、評(ping)審等過(guo)程的人(ren)(ren)機環境數據定量評(ping)價(jia)并提供科研數據支撐。

 

作為(wei)該(gai)套系統方案的(de)核心數(shu)據(ju)同步(bu)采(cai)集(ji)與(yu)分析(xi)平臺(tai),ErgoLAB人(ren)機環(huan)境(jing)同步(bu)平臺(tai)不(bu)僅支(zhi)持(chi)虛(xu)擬現(xian)實環(huan)境(jing),也支(zhi)持(chi)基于(yu)真(zhen)實世界戶外(wai)現(xian)場研究、以(yi)及基于(yu)實驗(yan)室(shi)基礎研究的(de)實驗(yan)環(huan)境(jing),可(ke)以(yi)在任意的(de)實驗(yan)環(huan)境(jing)下采(cai)集(ji)多元數(shu)據(ju)并進行定(ding)量(liang)(liang)評價。(人(ren)機環(huan)境(jing)同步(bu)平臺(tai)含虛(xu)擬現(xian)實同步(bu)模(mo)塊、可(ke)穿戴生理(li)記錄模(mo)塊、虛(xu)擬現(xian)實眼動追蹤模(mo)塊、可(ke)穿戴腦電測(ce)量(liang)(liang)模(mo)塊、交互行為(wei)觀(guan)察模(mo)塊、生物力(li)學測(ce)量(liang)(liang)模(mo)塊、環(huan)境(jing)測(ce)量(liang)(liang)模(mo)塊等組(zu)成(cheng))


作為該套系統方案的核(he)心虛擬(ni)現(xian)實軟件(jian)引擎,WorldViz不僅支持虛擬(ni)現(xian)實頭盔,還可為用(yong)(yong)戶提供優(you)質(zhi)的應用(yong)(yong)內(nei)容(rong)。結合行走運動追(zhui)蹤系統、虛擬(ni)人機交(jiao)互(hu)系統,使(shi)用(yong)(yong)者最終完成與(yu)虛擬(ni)場景及內(nei)容(rong)的互(hu)動交(jiao)互(hu)操(cao)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

 

 

其用戶遍布各個應用領(ling)域(yu),包括教育和心(xin)理、培(pei)訓(xun)、建(jian)筑設計、軍(jun)事航(hang)天、醫療(liao)、娛樂、圖形建(jian)模等(deng)。同時該產品在認知相關的科研領(ling)域(yu)更具競爭力(li),在歐(ou)美和國內高等(deng)學府和研究機構擁(yong)有五百個以上用。

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)、邁阿密大學(xue)(xue)心理與計算機科學(xue)(xue)實驗(yan)室

研究(jiu)領域:空間認知(zhi)

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.)

網站(zhan)鏈接 //www.users.muohio.edu/wallerda/spacelab/spacelabproject.html

 

3)、加拿大滑(hua)鐵盧大學(xue)心(xin)理(li)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(jiu)領(ling)域(yu):行為科學

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.

網站鏈接   ; //virtualpsych.uwaterloo.ca/research.htm //www.colinellard.com/

 

部分發表論文(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(mei)國(guo)斯坦福大(da)學信(xin)息學院(yuan)虛擬人交(jiao)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(lian)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(lun)文列(lie)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

使用者佩(pei)戴虛(xu)擬現實頭(tou)盔顯示器,完全(quan)置身于虛(xu)擬場景中,效果(guo)遠超傳統(tong)投影設備。

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

自主研發的ErgoLAB人(ren)機環境同步平臺,VR同步模塊基于沉浸式三維虛擬現實(shi)環境,實(shi)時同步采(cai)集(ji)多元數(shu)據(ju)并進行定量(liang)評價,客觀的定量(liang)統計分析結果對科學研究提供(gong)數(shu)據(ju)支撐(cheng)。

3、完全自然狀態下的行走虛擬現實技術進行人類行為研究采集數據進行定量分析更真實。

整個實(shi)驗(yan)室空間均(jun)為(wei)行(xing)走(zou)虛擬現實(shi)系統(tong)的實(shi)驗(yan)場地,被試可以(yi)不受任何限制自由行(xing)走(zou),模擬完全真實(shi)世界的行(xing)為(wei),采集的數據更真實(shi)。

4、多人交互虛擬環境

通過Worldviz虛擬現實軟件引擎及(ji)其配套主動光學動作(zuo)捕捉系統,用戶在(zai)場景(jing)中(zhong)可看見自己(ji)的虛擬化身,可與場景(jing)中(zhong)的物體進行自然交互。并且多人處于同(tong)(tong)一個虛擬現實場景(jing)中(zhong),可以進行團隊協(xie)同(tong)(tong)以及(ji)人機交互。

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