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Influence of static cartoons combined with dynamic virtual environments on preoperative anxiety of preschool-aged children undergoing surgery 被引量:2
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作者 Ya-Lin Zhang Qi-Ying Zhou +3 位作者 Peng Zhang Lin-Feng Huang Li Jin Zhi-Guo Zhou 《World Journal of Clinical Cases》 SCIE 2024年第22期4947-4955,共9页
BACKGROUND Preschoolers become anxious when they are about to undergo anesthesia and surgery,warranting the development of more appropriate and effective interventions.AIM To explore the effect of static cartoons comb... BACKGROUND Preschoolers become anxious when they are about to undergo anesthesia and surgery,warranting the development of more appropriate and effective interventions.AIM To explore the effect of static cartoons combined with dynamic virtual environments on preoperative anxiety and anesthesia induction compliance in preschool-aged children undergoing surgery.METHODS One hundred and sixteen preschool-aged children were selected and assigned to the drug(n=37),intervention(n=40),and control(n=39)groups.All the children received routine preoperative checkups and nursing before being transferred to the preoperative preparation room on the day of the operation.The drug group received 0.5 mg/kg midazolam and the intervention group treatment consisting of static cartoons combined with dynamic virtual environments.The control group received no intervention.The modified Yale Preoperative Anxiety Scale was used to evaluate the children’s anxiety level on the day before surgery(T0),before leaving the preoperative preparation room(T1),when entering the operating room(T2),and at anesthesia induction(T3).Compliance during anesthesia induction(T3)was evaluated using the Induction Compliance Checklist(ICC).Changes in mean arterial pressure(MAP),heart rate(HR),and respiratory rate(RR)were also recorded at each time point.RESULTS The anxiety scores of the three groups increased variously at T1 and T2.At T3,both the drug and intervention groups had similar anxiety scores,both of which were lower than those in the control group.At T1 and T2,MAP,HR,and RR of the three groups increased.The drug and control groups had significantly higher MAP and RR than the intervention group at T2.At T3,the MAP,HR,and RR of the drug group decreased and were significantly lower than those in the control group but were comparable to those in the intervention group.Both the drug and intervention groups had similar ICC scores and duration of anesthesia induction(T3),both of which were higher than those of the control group.CONCLUSION Combining static cartoons with dynamic virtual environments as effective as medication,specifically midazolam,in reducing preoperative anxiety and fear in preschool-aged children.This approach also improve their compliance during anesthesia induction and helped maintain their stable vital signs. 展开更多
关键词 PRESCHOOL Children Static cartoons combined with dynamic virtual environments Preoperative anxiety COMPLIANCE Anesthesia induction
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A Hierarchical Framework for Visualising and Simulating Supply Chains in Virtual Environments 被引量:3
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作者 Hai-Yan Zhang Institute of Engineering Mechanics, China Earthquake Administration, 29 Xuefu Road, Harbin 150018, PRC School of Computing, University of Derby, Kedleston Road, Derby DE22 1GB, UK Zheng-Xu Zhao Department of Instrumentation Science and Engineering, Southeast University, Nanjing 210096, PRC School of Mechanical & Manufacturing Engineering, Shandong University, Jinan 250061, PRC School of Computing, University of Derby, Kedleston Road, Derby DE22 1GB, UK 《International Journal of Automation and computing》 EI 2005年第2期144-154,共11页
This paper presents research into applying virtual environment (VE) technology to supply chain management (SCM). Our research work has employed virtual manufacturing environments to represent supply chain nodes to sim... This paper presents research into applying virtual environment (VE) technology to supply chain management (SCM). Our research work has employed virtual manufacturing environments to represent supply chain nodes to simulate processes and activities in supply chain management. This will enable those who are involved in these processes and activities to gain an intuitive understanding of them, so as to design robust supply chains and make correct decisions at the right time. A framework system and its hierarchical structure for visualising and simulating supply chains in virtual environments are reported and detailed in this paper. 展开更多
关键词 virtual environments supply chains 3D visualising SIMULATING WEB based systems
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Realization of Reconfigurable Virtual Environments for Virtual Testing 被引量:2
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作者 Wen-Yan Wu Zheng-Xu Zhao 《International Journal of Automation and computing》 EI 2005年第1期25-36,共12页
This paper presents the design and implementation of reconfigurable virtual environments (VEs) for virtual testing. It proposes a hybrid design approach that is derived from a so-called integration and composition of ... This paper presents the design and implementation of reconfigurable virtual environments (VEs) for virtual testing. It proposes a hybrid design approach that is derived from a so-called integration and composition of the reconfiguration strategy. The designing process has thus evolved from binding virtual objects using reconfiguration rules within the context of virtual testing scenarios. Therefore reconfigurable virtual environments are established with improved flexibility and scalability, tailored to a wide range of virtual testing applications. Those virtual environments integrate virtual testing scenarios, data acquisition, databases, rule mapping and application interfaces, which yield modular testing functions and an open-ended system architecture with a set of extensible interface tools to realize data exchange within reconfigurable VEs. This enables virtual testing scenarios to be reconfigured interactively based on real time data and communication between virtual environments and real environments. A virtual testing application has been implemented using reconfigurable VEs. Keywords Virtual environment - virtual testing - reconfigurable virtual reality Wenyan Wu graduated from Dalian University of Technology, China, with BSc and MSc in 1988 and 1991 respectively. She earned her PhD degree from University of Derby, UK, in 2002. She had taught and researched in Harbin Institute of Technology, China and De Montfort University, UK. She is currently a senior lecturer in simulation and virtual reality at Staffordshire University, UK. Her research interests include computer graphics, Virtual Reality and Augmented Reality system, advanced interface, modelling and simulation, distribution system.Zhengxu Zhao BSc, MSc, PhD, CEng, CITP, MBCS, full Professor in Applied Computing, Director of Virtual Reality Centre. He is also a Cheng Kong Scholar Project Professor in Virtual Reality Technology and Director of Virtual Reality Research Centre at the Southeast University, P R China. Professor Zhao’s research interests include computing graphics and VR systems, industrial process simulation, CIM and manufacturing management systems. 展开更多
关键词 virtual environment virtual testing reconfigurable virtual reality
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Integration of Manufacturing Services into Virtual Environments over the Internet
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作者 Huiping Shang Zhengxu Zhao 《International Journal of Automation and computing》 EI 2004年第1期89-106,共18页
Virtual reality (VR) is a rapidly developing technology that has a wide spectrum of industrial and commercial applications. Networked (distributed or shared) virtual environments (VE) are of growing interest to modern... Virtual reality (VR) is a rapidly developing technology that has a wide spectrum of industrial and commercial applications. Networked (distributed or shared) virtual environments (VE) are of growing interest to modern manufacturing industry; a dominating use of networked virtual manufacturing environments (VMEs) is on-line visualisation and collaborative control of 3D information. This has to be supported by real-time data transfer. To meet a broad range of common requirements for Internet-based VE communications, particularly for virtual manufacturing and collaborative design and control, this paper presents a networked virtual environment system that is designed to support networked virtual design and manufacturing. The system is implemented with manufacturing message specification (MMS) standards so as to integrate a range of manufacturing services into networked VEs over the Internet. 展开更多
关键词 Distributed virtual environment networked virtual environment shared virtual environment virtual reality (VR) virtual environment (VE) virtual manufacturing virtual manufacturing device (VMD) manufacturing message specification (MMS) communication protocol
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Using relief texture for interactive and tangible virtual environments
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作者 Junae KIM Seonhyung SHIN Gerard Jounghyun KIM 《Journal of Zhejiang University-Science A(Applied Physics & Engineering)》 SCIE EI CAS CSCD 2008年第12期1656-1665,共10页
This paper first introduces a way to improve interactivity with high polygon count virtual objects through the "mixed" use of image-based representation within one object. That is, both 3D polygonal and imag... This paper first introduces a way to improve interactivity with high polygon count virtual objects through the "mixed" use of image-based representation within one object. That is, both 3D polygonal and image-based representations are maintained for an object, and switched for rendering depending on the functional requirement of the object. Furthermore, in order to reduce the popping effect and provide smooth and gradual transition during the object representation switch, the object is subdivided with the subdivided parts possibly represented differently, i.e., using 3D models or images. As for the image-based representation, the relief texture (RT) method is used. In particular, through the use of the mixed representation, a new way called TangibleScreen is pro-posed to provide object tangibility by associating the image-based representation with a physical prop (projecting the RTs) in a selective and flexible way. Overall, the proposed method provides a way to maintain an interactive frame rate with selective perceptual details in a large-scale virtual environment, while allowing the user to interact with virtual objects in a tangible way. 展开更多
关键词 Relief texture (RT) Image-based modeling Tangible interaction virtual environment
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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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Geovisualization with immersive virtual environments in theory and practice 被引量:2
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作者 Florian Hruby Rainer Ressl and Genghis de la Borbolla del Valle 《International Journal of Digital Earth》 SCIE EI 2019年第2期123-136,共14页
Virtual reality(VR)is a frequently emphasized issue on the Digital Earth(DE)agenda.While current DE research is more engaged in the technical aspects of VR applications,this paper focuses on what is possible with imme... Virtual reality(VR)is a frequently emphasized issue on the Digital Earth(DE)agenda.While current DE research is more engaged in the technical aspects of VR applications,this paper focuses on what is possible with immersive virtual environments(IVE)from the user’s perspective.After a brief discussion of spatial presence and embodiment in the context of IVE,both concepts will be merged into a geovisualization immersion pipeline(GIP)as a framework with which to systematically link technical and cognitive aspects of IVE.We will then analyze the general criteria that must be met by IVE in order to facilitate the experience of spatial presence.Adapting these criteria to the special requirements of geospatial data,a definition of geovisualization immersive virtual environments(GeoIVE)is formulated.Finally,the theoretical considerations of this paper are set into practice,using a GeoIVE of a coral reef ecosystem as an example.As we shall see,while GIS do not provide data models or data compatibility for direct visualization of GeoIVE on VR output devices,game engines can serve as middleware to fill this gap. 展开更多
关键词 Digital Earth GEOVISUALIZATION virtual reality immersive virtual environments spatial presence
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An Orientation Update Message Filtering Algorithm in Collaborative Virtual Environments 被引量:1
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作者 Mao-JunZhang NicolasD.Georganas 《Journal of Computer Science & Technology》 SCIE EI CSCD 2004年第3期423-428,F003,共7页
Orientation update message filtering is an important issue in collaborativevirtual environments (CVEs). Dead-reckoning (DR) is a known effective mechanism for update messagefiltering. Yet, previous dead-reckoning tech... Orientation update message filtering is an important issue in collaborativevirtual environments (CVEs). Dead-reckoning (DR) is a known effective mechanism for update messagefiltering. Yet, previous dead-reckoning techniques mainly focus on the update message filtering forpositions. The existing orientation dead-reckoning algorithms are based on fixed threshold values.The drawbacks of fixed thresholding for orientations (FTO) are discussed in this paper. We propose avariable thresholding for orientations (VTO) based on average recent angular velocity. The mainadvantage of the proposed VTO is the ability of balancing the number of state update messages andshift frequency of direction and speed of rotation. 展开更多
关键词 dead-reckoning orientation update message filtering variable thresholdingfor orientations average recent angular velocity collaborative virtual environments
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An interactive approach to investigate brightness perception of daylighting in Immersive Virtual Environments:Comparing subjective responses and quantitative metrics 被引量:4
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作者 Muhammad Hegazy Kensuke Yasufuku Hirokazu Abe 《Building Simulation》 SCIE EI CSCD 2022年第1期41-68,共28页
Daylighting plays an eminent role in the performance of indoor environments and their occupants,thus necessitating the need to investigate daylight perception of potential occupants at early design stages.The present ... Daylighting plays an eminent role in the performance of indoor environments and their occupants,thus necessitating the need to investigate daylight perception of potential occupants at early design stages.The present study introduces an interactive approach to collect and visualize brightness perception of daylighting in a large-scale immersive virtual environment using a game engine as a daylight simulation tool.The developed system allows users to explore building models freely at different day times set in virtual reality and report their perceptions in real time.Following a validation study(N=36)to investigate the consistency of brightness perceptions in a real environment and its virtual replica,a set of 24 participants were recruited to use the system to report their brightness perception in a virtual model of a daylit art museum,through snapshotting the scenes where they perceive as one of the following in terms of daylighting:(very dark,dark,bright,or very bright).Using an output of 419 snapshots,a"Perceptual Light Map"(PLM)was developed to visualize the collective brightness perception of participants as a heat map.Subjective responses were found to be positively correlated with four daylight metrics,with the highest correlation to mean luminance and the lowest to luminance ratio.The findings of this exploratory study represent a step towards a user-oriented supplement tool to the existing quantitative daylight metrics,validating game engines’adequacy as a daylight simulation tool,and illustrating the potentials of immersion and interaction principles for the perception of daylit spaces in virtual reality. 展开更多
关键词 immersive virtual environment DAYLIGHTING game engine human perception mean luminance
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Identifying subassemblies and understanding their functions during a design review in immersive and non-immersive virtual environments 被引量:1
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作者 Fanika LUKAČEVIĆ StankoŠKEC +1 位作者 Peter TÖRLIND MarioŠTORGA 《Frontiers of Engineering Management》 2021年第3期412-428,共17页
Design review(DR)is a product development(PD)activity used to inspect the technical characteristics of a design solution.Immersive virtual reality(IVR)technology enables the presentation of spatial information and int... Design review(DR)is a product development(PD)activity used to inspect the technical characteristics of a design solution.Immersive virtual reality(IVR)technology enables the presentation of spatial information and interaction with 3D CAD models inside an immersive virtual environment(IVE).Such capabilities have shown the potential to mitigate the cognitive load needed for the visual perception of spatial information and,consequently,enhance design understanding and DR performance.Thus,an increasing number of studies have explored the effect of IVR technology on DR activities in different domains.However,determining when the implementation of IVR technology rather than a conventional user interface for DRs in mechanical engineering PD projects will be beneficial remains unclear.Hence,a conceptual DR experimental study was conducted to investigate the differences in the ability of engineering students to identify mechanisms and understand their functions when a design solution for a technical system is presented in an IVE by IVR technology and in a non-immersive virtual environment(nIVE)by a conventional user interface(monitor display,keyboard,and mouse).Data were collected by performing DR tasks and having participants complete a prior experience questionnaire,presence questionnaire,and mental rotations test.Findings of the study indicate that IVR does not support an enhanced ability of engineering students to identify mechanisms and understand their functions compared with a conventional user interface. 展开更多
关键词 design review virtual environment virtual reality mechanism function
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Effective Virtual Reality Based Building Navigation Using Dynamic Loading and Path Optimization 被引量:1
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作者 Qing-Jin Peng Xiu-Mei Kang Ting-Ting Zhao 《International Journal of Automation and computing》 EI 2009年第4期335-343,共9页
Although computer capabilities have been improved significantly, a large-scale virtual reality (VR) system demands much more in terms of memory and computation than the current computer systems can offer. This paper... Although computer capabilities have been improved significantly, a large-scale virtual reality (VR) system demands much more in terms of memory and computation than the current computer systems can offer. This paper discusses two important issues related to VR performance and applications in building navigation. These are dynamic loading of models based on cell segmentation for the optimal VR operation, and the route optimization based on path planning for easy navigation. The VR model of engineering and information technology complex (EITC) building at the University of Manitoba is built as an example to show the feasibility of the proposed methods. The reality, enhanced by three-dimensional (3D) real-time interactivity and visualization, leads navigators into a state of the virtual building immersion. 展开更多
关键词 virtual reality (VR) virtual environments (VEs) building navigation dynamic loading cell segmentation path planning
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The Network Architecture and Protocols for Distributed Virtual Environment
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作者 杨永高 潘启敬 《Journal of Modern Transportation》 1998年第2期9-22,共14页
In this paper, the properties of distributed virtual environment (DVE) and the requirements on computer networks is briefly reviewed. A multicast protocol, called sender initiated grouping multicast protocol for DVE... In this paper, the properties of distributed virtual environment (DVE) and the requirements on computer networks is briefly reviewed. A multicast protocol, called sender initiated grouping multicast protocol for DVE (SIGMP), is proposed. This new multicast protocol is based on a novel concept, multicast group (MG), which divides all participants in a DVE system into groups, among which there is a multicast group trustee (MGT) node to manage the group. The protocol provides unreliable/reliable, totally ordered and multiple to multiple multicast transmission service for DVE systems without sacrificing the communication efficiency heavily. At the same time, reliable unicast and one to multiple multicast transmission services are also supported. The performance analysis of the new protocols is also presented. Based on SIGMP, a simple demonstration of DVE system is designed and implemented. This demo system is running on several SGI workstations connected by a FDDI and Ethernet network. 展开更多
关键词 distributed virtual environments computer networks protocols MULTICAST
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Research on Virtual Object Tele operation Based on Gesture
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作者 洪炳熔 《High Technology Letters》 EI CAS 2000年第4期15-19,共5页
A tele operation method of virtual environment based on gesture is presented.Firstly,the design block diagram and the information flow of the virtual environment tele operation simulation system are given.Secondly,the... A tele operation method of virtual environment based on gesture is presented.Firstly,the design block diagram and the information flow of the virtual environment tele operation simulation system are given.Secondly,the coordination transformation between virtual gesture and the tele operated aircraft is presented.Finally,a tele operation simulation system based on gesture is developed.And the simulation results demonstrate that there is more consistency between the virtual gesture and the moving object. 展开更多
关键词 GESTURE Tele operation Motion parallax virtual environments.
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Collaborative Virtual Learning in Education in STEM Education
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作者 Yolanda Mpu E.O.Adu 《Management Studies》 2020年第4期315-324,共10页
There has been a recent explosion of interest from academics across a wide range of disciplines in the use of Multi-User Virtual Environments for education,driven by the success of platforms such as Internet Communica... There has been a recent explosion of interest from academics across a wide range of disciplines in the use of Multi-User Virtual Environments for education,driven by the success of platforms such as Internet Communication Technology learning skills in higher education.While digital virtual worlds are used in the 21st century learning,advances in the capabilities and the spread of technology have fed a recent boom in interest in massively multi-user 3D virtual worlds for entertainment,and this in turn has led to a surge of interest in their educational applications.As these platforms are used more often as environments for teaching and learning,there is increased need to integrate them with other institutional systems,Web-based Virtual Learning Environments(VLE)in particular.In this paper,we briefly review the use of virtual worlds for education,from informal learning to formal instruction,and consider what is required to turn a virtual world from a Multi-User Virtual Environment into a fully fledged 3D Virtual Learning Environment(VLE).In this we focus on the development of Moodle—a system which integrates the popular 3D virtual world of Second Life with the open-source Virtual Learning Environment. 展开更多
关键词 Multi-User virtual environments 3D virtual Learning environments MOODLE second life digital virtual worlds internet communication technology
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Virtual reality interface devices in the reorganization of neural networks in the brain of patients with neurological diseases 被引量:5
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作者 Valeska Gatica-Rojas Guillermo Méndez-Rebolledo 《Neural Regeneration Research》 SCIE CAS CSCD 2014年第8期888-896,共9页
Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting t... Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting the user to interact with the virtual world in real time. Immersion is the degree to which a person can feel wrapped in the virtual world through a defined interface. Virtual real- ity interface devices such as the Nintendo~ Wii and its peripheral nunchuks-balance board, head mounted displays and joystick allow interaction and immersion in unreal environments created from computer software. Virtual environments are highly interactive, generating great activation of visual, vestibular and proprioceptive systems during the execution of a video game. In addi- tion, they are entertaining and safe for the user. Recently, incorporating therapeutic purposes in virtual reality interface devices has allowed them to be used for the rehabilitation of neurological patients, e.g., balance training in older adults and dynamic stability in healthy participants. The improvements observed in neurological diseases (chronic stroke and cerebral palsy) have been shown by changes in the reorganization of neural networks in patients' brain, along with better hand function and other skills, contributing to their quality of life. The data generated by such studies could substantially contribute to physical rehabilitation strategies. 展开更多
关键词 nerve regeneration virtual reality virtual environment virtual reality exposuretherapy rehabilitation stroke postural balance cerebral palsy aged review nintendo wii balanceboard neural regeneration
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COLLISION AVOIDANCE DECISION-MAKING MODEL OF MULTI-AGENTS IN VIRTUAL DRIVING ENVIRONMENT WITH ANALYTIC HIERARCHY PROCESS 被引量:4
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作者 LU Hong YI Guodong +1 位作者 TAN Jianrong LIU Zhenyu 《Chinese Journal of Mechanical Engineering》 SCIE EI CAS CSCD 2008年第1期47-52,共6页
Collision avoidance decision-making models of multiple agents in virtual driving environment are studied. Based on the behavioral characteristics and hierarchical structure of the collision avoidance decision-making i... Collision avoidance decision-making models of multiple agents in virtual driving environment are studied. Based on the behavioral characteristics and hierarchical structure of the collision avoidance decision-making in real life driving, delphi approach and mathematical statistics method are introduced to construct pair-wise comparison judgment matrix of collision avoidance decision choices to each collision situation. Analytic hierarchy process (AHP) is adopted to establish the agents' collision avoidance decision-making model. To simulate drivers' characteristics, driver factors are added to categorize driving modes into impatient mode, normal mode, and the cautious mode. The results show that this model can simulate human's thinking process, and the agents in the virtual environment can deal with collision situations and make decisions to avoid collisions without intervention. The model can also reflect diversity and uncertainly of real life driving behaviors, and solves the multi-objective, multi-choice ranking priority problem in multi-vehicle collision scenarios. This collision avoidance model of multi-agents model is feasible and effective, and can provide richer and closer-to-life virtual scene for driving simulator, reflecting real-life traffic environment more truly, this model can also promote the practicality of driving simulator. 展开更多
关键词 Analytic hierarchy process (AHP) Collision avoidance Decision-making model Driving simulator virtual driving environment Agent Driving behavior
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Virtual-reality-based digital twin of office spaces with social distance measurement feature 被引量:5
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作者 Abhishek MUKHOPADHYAY G S Rajshekar REDDY +4 位作者 KamalPreet Singh SALUJA Subhankar GHOSH Anasol PEÑA-RIOS Gokul GOPAL Pradipta BISWAS 《Virtual Reality & Intelligent Hardware》 EI 2022年第1期55-75,共21页
Background Social distancing is an effective way to reduce the spread of the SARS-CoV-2 virus.Many students and researchers have already attempted to use computer vision technology to automatically detect human beings... Background Social distancing is an effective way to reduce the spread of the SARS-CoV-2 virus.Many students and researchers have already attempted to use computer vision technology to automatically detect human beings in the field of view of a camera and help enforce social distancing.However,because of the present lockdown measures in several countries,the validation of computer vision systems using large-scale datasets is a challenge.Methods In this paper,a new method is proposed for generating customized datasets and validating deep-learning-based computer vision models using virtual reality(VR)technology.Using VR,we modeled a digital twin(DT)of an existing office space and used it to create a dataset of individuals in different postures,dresses,and locations.To test the proposed solution,we implemented a convolutional neural network(CNN)model for detecting people in a limited-sized dataset of real humans and a simulated dataset of humanoid figures.Results We detected the number of persons in both the real and synthetic datasets with more than 90%accuracy,and the actual and measured distances were significantly correlated(r=0.99).Finally,we used intermittent-layer-and heatmap-based data visualization techniques to explain the failure modes of a CNN.Conclusions A new application of DTs is proposed to enhance workplace safety by measuring the social distance between individuals.The use of our proposed pipeline along with a DT of the shared space for visualizing both environmental and human behavior aspects preserves the privacy of individuals and improves the latency of such monitoring systems because only the extracted information is streamed. 展开更多
关键词 virtual environment Digital twin 3D visualization Convolutional neural network Object detection Social distancing
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Generation and Control of Game Virtual Environment 被引量:2
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作者 Myeong Won Lee Jae Moon Lee 《International Journal of Automation and computing》 EI 2007年第1期25-29,共5页
In this paper, we present a framework for the generation and control of an Internet-based 3-dimensional game virtual environment that allows a character to navigate through the environment. Our framework includes 3-di... In this paper, we present a framework for the generation and control of an Internet-based 3-dimensional game virtual environment that allows a character to navigate through the environment. Our framework includes 3-dimensional terrain mesh data processing, a map editor, scene processing, collision processing, and walkthrough control. We also define an environment-specific semantic information editor, which can be applied using specific location obtained from the real world. Users can insert text information related to the characters real position in the real world during navigation in the game virtual environment. 展开更多
关键词 virtual environment virtual reality 3D game 3D navigation 3D scene management.
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Architecture of HLA Based Distributed Virtual Geographic Environment 被引量:2
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作者 XU Bingli LIN Hui GONG Jianhua 《Geo-Spatial Information Science》 2006年第2期127-134,共8页
Integrating the theory of distributed virtual geographic environment (DVGE) and high level architecture(HLA), the architecture of DVGE based on HLA is designed. The data flow and the object models of the architecture ... Integrating the theory of distributed virtual geographic environment (DVGE) and high level architecture(HLA), the architecture of DVGE based on HLA is designed. The data flow and the object models of the architecture are also discussed. The architecture basically meets the need of DVGE in real-time communication, distribution, collaboration, reusing and interoperation, expansion, and standard. 展开更多
关键词 distributed virtual geographic environment high level architecture runtime infrastructure ARCHITECTURE
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An Intelligent Agent Based on Virtual Geographic Environment System 被引量:2
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作者 SHENDayong LINHui +3 位作者 GONGJianhua ZHAOYibin FANGZhaobao GUOZhongyang 《Geo-Spatial Information Science》 2004年第2期113-116,共4页
On the basis of previous work, this paper designs an intelligent agent based on virtual geographic environment (VGE) system that is characterized by huge data, rapid computation, multi\|user, multi\|thread and intelli... On the basis of previous work, this paper designs an intelligent agent based on virtual geographic environment (VGE) system that is characterized by huge data, rapid computation, multi\|user, multi\|thread and intelligence and issues challenges to traditional GIS models and algorithms. The new advances in software and hardware technology lay a reliable basis for system design, development and application. 展开更多
关键词 virtual geographic environment intelligent agent system design
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