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虚拟现实技术是当代计算机科学的一个研究热点,将虚拟现实技术引入城市规划领域中,为城市的规划和设计提供了一种全新的手段。首先分析虚拟现实技术发展现状及特征,然后介绍了虚拟现实系统的软硬件组成,最后,探讨了虚拟现实技术在城市规划中的应用领域。 相似文献
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虚拟现实技术随着计算机硬件和计算机图形学的发展,应用越来越广泛。文中讨论了虚拟现实技术的优势及其在现代医学教学中的应用,介绍了实现医学虚拟训练系统的关键问题、医学虚拟现实技术的主要组成以及各项技术的应用情况。 相似文献
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虚拟现实技术是当代计算机科学的一个研究热点,将虚拟现实技术引入城市规划领域中,为城市的规划和设计提供了一种全新的手段.首先分析虚拟现实技术发展现状及特征,然后介绍了虚拟现实系统的软硬件组成,最后,探讨了虚拟现实技术在城市规划中的应用领域. 相似文献
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虚拟现实是发展到一定水平上的计算机技术与思维科学相结合的产物,是由计算机生成的高技术模拟系统。综合介绍了虚拟现实技术的特征、分类、组成扣应用领域,以及虚拟现实技术的应用展望。 相似文献
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由网上世博会展望虚拟现实的未来发展 总被引:1,自引:0,他引:1
虚拟现实技术是一门综合类的高新技术,领域涉及广,应用范围宽,受到广泛关注。文中从虚拟现实技术的定义和发展现状进行了简要介绍,通过由虚拟现实技术实现的网上世博会进入人们生活开始,展望虚拟现实的未来发展。 相似文献
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文章首先介绍了计算机辅助教学的特点和研究的内容,以及目前所采用的技术。然后介绍了虚拟现实和虚拟现实技术。最后介绍了虚拟现实建模语言VRML,并且以虚拟教室为例,说明了虚拟现实技术与计算机辅助教学结合的一种方案。 相似文献
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《Information processing & management》2020,57(3):102105
Background and objectivesAs technologies gain traction within the aged care community, better understanding their impact becomes vital. This paper reports on a study that explored the deployment of virtual reality (VR) as a tool to engage older adults in Residential Aged Care Facilities (RACF). The paper has two aims: 1) to identify the benefits and challenges associated with using VR with residents in aged care settings, and 2) to gather the views of older adult residents in RACF about the potential uses of VR in aged care.Research design and methodsFive RACF residents and five RACF staff members took part in an intensive two-week evaluation of a VR system. Qualitative data was collected from multiple interviews and via researcher notes and video recordings made during the VR sessions.ResultsResults highlight the usability issues that impacted on the aged care residents' ability to use interactive VR technology and the potential negative impact head mounted displays can have on those living with dementia; the role that VR can play in engaging residents who might otherwise self-isolate, and how this can extend to increased engagement with family and friends.Discussion and implicationsWe discuss the design challenges that will need to be met in order to ensure that interactive VR technology can be used by residents living in aged care, and the potential for VR to be used as a tool to improve the quality of life of some older residents, particularly those for whom traditional social activities do not appeal. 相似文献
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In this paper, we argue that, under a specific set of circumstances, designing and employing certain kinds of virtual reality (VR) experiences can be unethical. After a general discussion of simulations and their ethical context, we begin our argument by distinguishing between the experiences generated by different media (text, film, computer game simulation, and VR simulation), and argue that VR experiences offer an unprecedented degree of what we call “perspectival fidelity” that prior modes of simulation lack. Additionally, we argue that when VR experiences couple this perspectival fidelity with what we call “context realism,” VR experiences have the ability to produce “virtually real experiences.” We claim that virtually real experiences generate ethical issues for VR technologies that are unique to the medium. Because subjects of these experiences treat them as if they were real, a higher degree of ethical scrutiny should be applied to any VR scenario with the potential to generate virtually real experiences. To mitigate this unique moral hazard, we propose and defend what we call “The Equivalence Principle.” This principle states that “if it would be wrong to allow subjects to have a certain experience in reality, then it would be wrong to allow subjects to have that experience in a virtually real setting.” We argue that such a principle, although limited in scope, should be part of the risk analysis conducted by any Institutional Review Boards, psychologists, empirically oriented philosophers, or game designers who are using VR technology in their work. 相似文献
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Virtual reality (VR) tourism provides consumers with the opportunity to experience a destination in VR and can play a significant role in encouraging visitation and engaging in particular travel activities and behaviors. Hedonic motivation adoption frameworks with flow state and subjective well-being have been shown to have significant roles in continued use of information technology. However, research on a theoretically integrated hedonic motivation system adoption model (HMSAM) specifically with enjoyment, flow state, subjective well-being, and continued use has not previously been conducted with respect to VR tourism. To address this gap, this study develops and investigates a conceptually comprehensive model on the effect of consumers’ hedonic behaviors on continued use, with the moderating role of visitor or non-visitor at the destination portrayed in VR tourism. Results identified the highly significant effect of consumers’ perceived enjoyment on flow state and of flow state on subjective well-being. Continued use was greatly influenced by flow state and subjective well-being. Importantly for destinations association between usefulness and flow state had a significant moderating effect depending on whether a visitor or non-visitor. The findings offer new knowledge to researchers and industry in the VR tourism fields. 相似文献
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Paul J. Ford 《Ethics and Information Technology》2001,3(2):113-121
This is a follow-up article toPhilip Brey's ``The ethics of representation andaction in Virtual Reality' (published in thisjournal in January 1999). Brey's call for moreanalysis of ethical issues of virtual reality(VR) is continued by further analyzing issuesin a specialized domain of VR – namelymulti-user environments. Several elements ofBrey's article are critiqued in order to givemore context and a framework for discussion.Issues surrounding representations ofcharacters in multi-user virtual realities aresurveyed in order to focus attention on theimportance of additional discussion andanalysis of specialized aspects of VR. 相似文献
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BackgroundThe acidic subunit of amarantin (AAC)—the predominant amaranth seed storage protein—has functional potential and its third variable region (VR) has been modified with antihypertensive peptides to improve this potential. Here, we modified the C-terminal in the fourth VR of AAC by inserting four VY antihypertensive peptides. This modified protein (AACM.4) was expressed in Escherichia coli. In addition, we also recombinantly expressed other derivatives of the amarantin protein. These include: unmodified amarantin acidic subunit (AAC); amarantin acidic subunit modified at the third VR with four VY peptides (AACM.3); and amarantin acidic subunit doubly modified, in the third VR with four VY peptides and in the fourth VR with the RIPP peptide (AACM.3.4).ResultsE. coli BL21-CodonPlus (DE3)-RIL was the most favorable strain for the expression of proteins. After 6 h of induction, it showed the best recombinant protein titer. The AAC and AACM.4 were obtained at higher titers (0.56 g/L) while proteins modified in the third VR showed lower titers: 0.44 g/L and 0.33 g/L for AACM.3 and AACM.3.4, respectively. As these AAC variants were mostly expressed in an insoluble form, we applied a refolding protocol. This made it possible to obtain all proteins in soluble form. Modification of the VR 4 improves the thermal stability of amarantin acidic subunit; AAC manifested melting temperature (Tm) at 34°C and AACM.4 at 37.2°C. The AACM.3 and AACM.3.4 did not show transition curves.ConclusionsModifications to the third VR affect the thermal stability of amarantin acidic subunit. 相似文献
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我国传统英语教学效果不理想,学生英语交际能力无法满足实际需要。笔者首先提出了虚拟现实技术应用于高校英语教学的理论基础,进而分析了虚拟现实技术应用于高校英语教学的特色、优势、劣势和前景。 相似文献
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Philip Brey 《Ethics and Information Technology》1999,1(1):5-14
This essay addresses ethical aspects of the design and use of virtual reality (VR) systems, focusing on the behavioral options made available in such systems and the manner in which reality is represented or simulated in them. An assessment is made of the morality of immoral behavior in virtual reality, and of the virtual modeling of such behavior. Thereafter, the ethical aspects of misrepresentation and biased representation in VR applications are discussed. 相似文献