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多人交互虛擬現實(shí)系統

產(chǎn)品型號:ErgoLAB VR-MMES

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多人交互可穿戴行走虛擬現實(shí)系統由津發(fā)科技自主研發(fā)的ErgoLAB虛擬世界人機環(huán)境同步平臺、美國WorldViz頭戴式行走虛擬現實(shí)系統等核心部件組成,采用虛擬現實(shí)多人交互技術(shù),支持多人在同一個(gè)虛擬現實(shí)場(chǎng)景中協(xié)同完成人機交互任務(wù)的解決方案,試驗者的動(dòng)作均細致地呈現在同一個(gè)虛擬現實(shí)世界中,雙人數據同步,即時(shí)互動(dòng)感大大增強。在進(jìn)行人機環(huán)境或者人類(lèi)行為研究時(shí)結合虛擬現實(shí)技術(shù),基于三維虛擬現實(shí)環(huán)境變化的情況下實(shí)時(shí)同步采集人-機-環(huán)境定量數據并進(jìn)行分析評價(jià),定量結果為科學(xué)研究做客觀(guān)數據支撐。

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多人交互可穿戴行走虛擬現實(shí)系統由津發(fā)科技自主研發(fā)的ErgoLAB虛擬世界人機環(huán)境同步平臺、美國WorldViz頭戴式行走虛擬現實(shí)系統等核心部件組成,采用虛擬現實(shí)多人交互技術(shù),支持多人在同一個(gè)虛擬現實(shí)場(chǎng)景中協(xié)同完成人機交互任務(wù)的解決方案,試驗者的動(dòng)作均細致地呈現在同一個(gè)虛擬現實(shí)世界中,雙人數據同步,即時(shí)互動(dòng)感大大增強。在進(jìn)行人機環(huán)境或者人類(lèi)行為研究時(shí)結合虛擬現實(shí)技術(shù),基于三維虛擬現實(shí)環(huán)境變化的情況下實(shí)時(shí)同步采集人--環(huán)境定量數據(如眼動(dòng)、腦波、呼吸、心律、脈搏、皮電、皮溫、心電、肌電、肢體動(dòng)作、關(guān)節角度、人體壓力、拉力、握力、捏力、振動(dòng)、噪聲、光照、大氣壓力、溫濕度等物理環(huán)境數據)并進(jìn)行分析評價(jià),定量結果為科學(xué)研究做客觀(guān)數據支撐。

多人交互可穿戴行走虛擬現實(shí)系統實(shí)現了多人、多視角、多線(xiàn)程完成人機交互工作任務(wù),適用于多人協(xié)同完成的作業(yè)、訓練、裝配、評審等過(guò)程的人機環(huán)境數據定量評價(jià)并提供科研數據支撐。

 

作為該套系統方案的核心數據同步采集與分析平臺,ErgoLAB人機環(huán)境同步平臺不僅支持虛擬現實(shí)環(huán)境,也支持基于真實(shí)世界戶(hù)外現場(chǎng)研究、以及基于實(shí)驗室基礎研究的實(shí)驗環(huán)境,可以在任意的實(shí)驗環(huán)境下采集多元數據并進(jìn)行定量評價(jià)。(人機環(huán)境同步平臺含虛擬現實(shí)同步模塊、可穿戴生理記錄模塊、虛擬現實(shí)眼動(dòng)追蹤模塊、可穿戴腦電測量模塊、交互行為觀(guān)察模塊、生物力學(xué)測量模塊、環(huán)境測量模塊等組成)


作為該套系統方案的核心虛擬現實(shí)軟件引擎,WorldViz不僅支持虛擬現實(shí)頭盔,還可為用戶(hù)提供優(yōu)質(zhì)的應用內容。結合行走運動(dòng)追蹤系統、虛擬人機交互系統,使用者最終完成與虛擬場(chǎng)景及內容的互動(dòng)交互操作。

應用領(lǐng)域

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

 

交互設計虛擬仿真實(shí)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(tài)可視化等;

 

軍工國防武器裝備人機環(huán)境虛擬仿真實(shí)驗室解決方案:武器裝備人機環(huán)境系統工程研究以及軍事心理學(xué)應用,軍事訓練、軍事教育、作戰指揮、武器研制與開(kāi)發(fā)等;

 

用戶(hù)體驗與可用性研究虛擬仿真實(shí)驗室方案:游戲體驗、體驗類(lèi)運動(dòng)項目、影視類(lèi)娛樂(lè )、多人參與的娛樂(lè )項目。

 

虛擬購物消費行為研究實(shí)驗室方案

 

安全人機與不安全行為虛擬仿真實(shí)驗室方案

 

駕駛行為虛擬仿真實(shí)驗室方案

 

人因工程與作業(yè)研究虛擬仿真實(shí)驗室方案

 

 

其用戶(hù)遍布各個(gè)應用領(lǐng)域,包括教育和心理、培訓、建筑設計、軍事航天、醫療、娛樂(lè )、圖形建模等。同時(shí)該產(chǎn)品在認知相關(guān)的科研領(lǐng)域更具競爭力,在歐美和國內高等學(xué)府和研究機構擁有五百個(gè)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)驗室主要致力于心理認知相關(guān)的科學(xué)研究,包括社會(huì )心理學(xué)、視覺(jué)、空間認知等,并有大量論文在國際知名刊物發(fā)表,具體詳見(jiàn)論文列表。

2)、邁阿密大學(xué)心理與計算機科學(xué)實(shí)驗室

研究領(lǐng)域: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(wǎng)站鏈接 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.

網(wǎng)站鏈接  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 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)、美國斯坦福大學(xué)信息學(xué)院虛擬人交互實(shí)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(wǎng)站鏈接: 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(wǎng)站鏈接: http://inc2.ucsd.edu/poizner/index.html

論文列表: http://inc2.ucsd.edu/poizner/publications.html 

方案特點(diǎn)

1、沉浸感強烈 體驗效果更進(jìn)一步

使用者佩戴虛擬現實(shí)頭盔顯示器,完全置身于虛擬場(chǎng)景中,效果遠超傳統投影設備。

2、自主研發(fā) 基于虛擬現實(shí)技術(shù)的人機環(huán)境定量評價(jià)為科研提供客觀(guān)數據支撐

自主研發(fā)的ErgoLAB人機環(huán)境同步平臺,VR同步模塊基于沉浸式三維虛擬現實(shí)環(huán)境,實(shí)時(shí)同步采集多元數據并進(jìn)行定量評價(jià),客觀(guān)的定量統計分析結果對科學(xué)研究提供數據支撐。

3、完全自然狀態(tài)下的行走虛擬現實(shí)技術(shù)進(jìn)行人類(lèi)行為研究采集數據進(jìn)行定量分析更真實(shí)。

整個(gè)實(shí)驗室空間均為行走虛擬現實(shí)系統的實(shí)驗場(chǎng)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,采集的數據更真實(shí)。

4、多人交互虛擬環(huán)境

通過(guò)Worldviz虛擬現實(shí)軟件引擎及其配套主動(dòng)光學(xué)動(dòng)作捕捉系統,用戶(hù)在場(chǎng)景中可看見(jiàn)自己的虛擬化身,可與場(chǎng)景中的物體進(jìn)行自然交互。并且多人處于同一個(gè)虛擬現實(shí)場(chǎng)景中,可以進(jìn)行團隊協(xié)同以及人機交互。

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