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產(chǎn)品簡介 CAVE大型沉浸式虛擬現(xiàn)實(shí)系統(tǒng)由津發(fā)科技自主研發(fā)的ErgoLAB虛擬世界人機(jī)環(huán)境同步平臺、美國WorldViz虛擬現(xiàn)實(shí)系統(tǒng)等核心部件組成;CAVE虛擬現(xiàn)實(shí)系統(tǒng)是一個大型的可支持多用戶的沉浸式虛擬現(xiàn)實(shí)顯示交互環(huán)境,能夠?yàn)橛脩籼峁┐蠓秶曇暗母叻直媛始案哔|(zhì)量的立體影像,讓虛擬環(huán)境完全媲美真實(shí)世界,為用戶提供數(shù)字樣機(jī)的可視化虛擬設(shè)計(jì)、虛擬裝配、虛擬展示、虛擬訓(xùn)練以及對應(yīng)得人機(jī)工程分析等技術(shù)服務(wù)。
詳細(xì)介紹
概述
CAVE大型沉浸式虛擬現(xiàn)實(shí)系統(tǒng)由津發(fā)科技自主研發(fā)的ErgoLAB虛擬世界人機(jī)環(huán)境同步平臺、美國WorldViz虛擬現(xiàn)實(shí)系統(tǒng)等核心部件組成;CAVE虛擬現(xiàn)實(shí)系統(tǒng)是一個大型的可支持多用戶的沉浸式虛擬現(xiàn)實(shí)顯示交互環(huán)境,能夠?yàn)橛脩籼峁┐蠓秶曇暗母叻直媛始案哔|(zhì)量的立體影像,讓虛擬環(huán)境完全媲美真實(shí)世界,為用戶提供數(shù)字樣機(jī)的可視化虛擬設(shè)計(jì)、虛擬裝配、虛擬展示、虛擬訓(xùn)練以及對應(yīng)得人機(jī)工程分析等技術(shù)服務(wù)。充分利用CAD數(shù)據(jù)進(jìn)行展示及各個部門之間的協(xié)同設(shè)計(jì)工作。該系統(tǒng)為人因與工效學(xué)相關(guān)專業(yè)人員提供了一個虛擬人機(jī)交互、輔助決策、設(shè)計(jì)協(xié)同的人機(jī)工效分析教學(xué)科研平臺。
人機(jī)環(huán)境同步平臺由VR虛擬現(xiàn)實(shí)實(shí)驗(yàn)設(shè)計(jì)模塊、可穿戴生理記錄系統(tǒng)、VR虛擬現(xiàn)實(shí)眼動追蹤系統(tǒng)、可穿戴腦電測量系統(tǒng)、交互行為觀察系統(tǒng)、生物力學(xué)測量系統(tǒng)、環(huán)境測量系統(tǒng)等模塊組成。實(shí)現(xiàn)在進(jìn)行人機(jī)環(huán)境或者人類心理行為研究時結(jié)合VR虛擬現(xiàn)實(shí)技術(shù),基于三維虛擬現(xiàn)實(shí)環(huán)境變化的情況下實(shí)時同步采集人-機(jī)-環(huán)境多因素數(shù)據(jù)(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(guān)節(jié)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(huán)境數(shù)據(jù))并進(jìn)行同步分析與評價,所獲取的定量結(jié)果為科學(xué)研究做客觀數(shù)據(jù)支撐。
虛擬現(xiàn)實(shí)系統(tǒng)平臺由四通道CAVE正投系統(tǒng)、虛擬現(xiàn)實(shí)引擎、人機(jī)交互系統(tǒng)、動作捕捉系統(tǒng)、數(shù)據(jù)手套等系統(tǒng)模塊組成;正投方式是依靠投影幕來反射光線的,可以大大節(jié)省空間,zui適合科研用途。
系統(tǒng)屏幕及尺寸信息匯總?cè)缦拢?/p>投影類型系統(tǒng)類型組成系統(tǒng)的屏幕大小整個系統(tǒng)分辨率像素精度4通道CAVE系統(tǒng)左右側(cè)幕+主幕+地幕側(cè)幕3200*2000mm,主幕和地幕3200*2000mm 4*1920*1200 2.08mm
采用高清1200分辨率的專業(yè)超短焦激光投影機(jī),CAVE系統(tǒng)中單屏幕尺寸為3200*2000mm,通過現(xiàn)場高精度組合起來作為顯示載體;
本投影顯示系統(tǒng)采用了4臺激光超短焦投影機(jī),正面、地面、兩邊屏幕采用單通道正投方式。為節(jié)省空間,全部采用背投一次反射方式進(jìn)行投影輸出
整個顯示系統(tǒng)參數(shù)如下:
作為該套系統(tǒng)方案的核心虛擬現(xiàn)實(shí)軟件引擎,WorldViz不僅支持CAVE虛擬現(xiàn)實(shí),可為用戶提供優(yōu)質(zhì)的應(yīng)用內(nèi)容。結(jié)合行走運(yùn)動追蹤系統(tǒng)、虛擬人機(jī)交互系統(tǒng),使用者zui終完成與虛擬場景及內(nèi)容的互動交互操作。
作為該套系統(tǒng)方案的核心數(shù)據(jù)同步采集與分析平臺,ErgoLAB人機(jī)環(huán)境同步平臺不僅支持虛擬現(xiàn)實(shí)環(huán)境,也支持基于真實(shí)世界的戶外現(xiàn)場研究、以及基于實(shí)驗(yàn)室基礎(chǔ)研究的實(shí)驗(yàn)室研究,可以在任意的實(shí)驗(yàn)環(huán)境下采集多元數(shù)據(jù)并進(jìn)行定量評價。(人機(jī)環(huán)境同步平臺含虛擬現(xiàn)實(shí)同步模塊、可穿戴生理記錄模塊、虛擬現(xiàn)實(shí)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(xué)測量模塊、環(huán)境測量模塊等組成)
方案特點(diǎn)
1. 核心虛擬現(xiàn)實(shí)引擎 兼容多種三維應(yīng)用程序
系統(tǒng)內(nèi)置核心虛擬現(xiàn)實(shí)軟件引擎,能無縫支持多種三維應(yīng)用程序,快速獲取設(shè)計(jì)成果進(jìn)行展示與交互。
2. 多通道技術(shù) 完美沉浸感
虛擬現(xiàn)實(shí)呈現(xiàn)技術(shù),實(shí)現(xiàn)畫面的無縫拼接和完美融合,呈現(xiàn)身臨其境的3D沉浸感。
3. 自主研發(fā)
基于虛擬現(xiàn)實(shí)技術(shù)的人機(jī)環(huán)境定量評價為科研提供客觀數(shù)據(jù)支撐,自主研發(fā)的ErgoLAB人機(jī)環(huán)境同步平臺,VR同步模塊基于沉浸式三維虛擬現(xiàn)實(shí)環(huán)境,實(shí)時同步采集多元數(shù)據(jù)并進(jìn)行定量評價,客觀的定量統(tǒng)計(jì)分析結(jié)果對科學(xué)研究提供數(shù)據(jù)支撐。
4. 完全自然狀態(tài)下的行走
虛擬現(xiàn)實(shí)技術(shù)進(jìn)行人類行為研究采集數(shù)據(jù)進(jìn)行定量分析更真實(shí)。整個實(shí)驗(yàn)室空間均為行走虛擬現(xiàn)實(shí)系統(tǒng)的實(shí)驗(yàn)場地,被試可以不受任何限制自由行走,模擬完全真實(shí)世界的行為,采集的數(shù)據(jù)更真實(shí)。
應(yīng)用領(lǐng)域
BIM環(huán)境行為研究虛擬仿真實(shí)驗(yàn)室解決方案:建筑感性設(shè)計(jì)、環(huán)境行為、室內(nèi)設(shè)計(jì)、人居環(huán)境研究等;
交互設(shè)計(jì)虛擬仿真實(shí)驗(yàn)室解決方案:虛擬規(guī)劃、虛擬設(shè)計(jì)、虛擬裝配、虛擬評審、虛擬訓(xùn)練、設(shè)備狀態(tài)可視化等;
軍工國防武器裝備人機(jī)環(huán)境虛擬仿真實(shí)驗(yàn)室解決方案:武器裝備人機(jī)環(huán)境系統(tǒng)工程研究以及軍事心理學(xué)應(yīng)用,軍事訓(xùn)練、軍事教育、作戰(zhàn)指揮、武器研制與開發(fā)等;
用戶體驗(yàn)與可用性研究虛擬仿真實(shí)驗(yàn)室方案:游戲體驗(yàn)、體驗(yàn)類運(yùn)動項(xiàng)目、影視類娛樂、多人參與的娛樂項(xiàng)目。
虛擬購物消費(fèi)行為研究實(shí)驗(yàn)室方案
安全人機(jī)與不安全行為虛擬仿真實(shí)驗(yàn)室方案
駕駛行為虛擬仿真實(shí)驗(yàn)室方案
人因工程與作業(yè)研究虛擬仿真實(shí)驗(yàn)室方案
產(chǎn)品的設(shè)計(jì)和制造中廣泛地應(yīng)用了虛擬技術(shù)。應(yīng)用集中在以下幾個方面:
裝配工藝仿真
裝配仿真包含了對零部件的裝配、大型結(jié)構(gòu)體裝配和子系統(tǒng)裝配和安裝。
工廠物流仿真
工廠物流仿真包含了對大模裝的仿真、天車和工裝的仿真和廠房空間布局管理、資源設(shè)備的利用率以及工人數(shù)量需求、成本仿真。
人體工程仿真
人體工學(xué)仿真包含了操作可達(dá)性仿真、可維護(hù)性仿真、人體工學(xué)/安全性仿真
VR系統(tǒng)在其它的制造領(lǐng)域如汽車、船舶等行業(yè)也獲得廣泛的應(yīng)用。
用戶
其用戶遍布各個應(yīng)用領(lǐng)域,包括教育和心理、培訓(xùn)、建筑設(shè)計(jì)、軍事航天、醫(yī)療、娛樂、圖形建模等。同時該產(chǎn)品在認(rèn)知相關(guān)的科研領(lǐng)域更具競爭力,在歐美和國內(nèi)高等學(xué)府和研究機(jī)構(gòu)擁有五百個以上用。
1)、加州大學(xué)圣巴巴拉分校虛擬環(huán)境與行為研究中心
該實(shí)驗(yàn)室主要致力于心理認(rèn)知相關(guān)的科學(xué)研究,包括社會心理學(xué)、視覺、空間認(rèn)知等,并有大量論文在國際知名刊物發(fā)表,具體詳見論文列表。
2)、邁阿密大學(xué)心理與計(jì)算機(jī)科學(xué)實(shí)驗(yàn)室
研究領(lǐng)域:空間認(rèn)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.)
鏈接: http://www.users.muohio.edu/wallerda/spacelab/spacelabproject.html
3)、加拿大滑鐵盧大學(xué)心理系
設(shè)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(lǐng)域:行為科學(xué)
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.
鏈接 http://www.psychology.uwaterloo.ca/people/faculty/cellard/index.html http://virtualpsych.uwaterloo.ca/research.htm http://www.colinellard。。com/
部分發(fā)表論文: 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 inligibility 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)、美國斯坦福大學(xué)信息學(xué)院虛擬人交互實(shí)驗(yàn)室
設(shè)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.
鏈接: http://vhil.stanford.edu/
5)、加州大學(xué)圣迭戈分校神經(jīng)科學(xué)實(shí)驗(yàn)室
設(shè)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.
鏈接: http://inc2.ucsd.edu/poizner/index.html
論文列表: http://inc2.ucsd.edu/poizner/publications.html
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