虛擬現實人機交互測評實驗室生產廠家#ErgoLAB CAVE虛擬現實人機交互測評實驗室的產品研發#技術新聞,車輛人機工程評價虛擬仿真,交通場景仿真軟件、自動駕駛仿真軟件、駕駛模擬器、多通道人機交互智能座艙、光環境模擬艙、環境模擬實驗室、虛擬現實實驗室
據技術部6月9日14點28分透露:(/c151109/products/d.html)
產品資料
CAVE系統(英文全稱“Cave AutomaticVirtual Environment”,中文譯為“洞穴狀自動虛擬環境”)是一種基于多通道視景同步技術和3D立體成像技術的大型沉浸式虛擬現實環境可視化系統,它由圍繞觀察者的三個及以上投影或者LED墻面組成一個立方體結構,應用廣的是可提供房間大小的四面立方體結構顯示空間,供多人參與,所有參與者均完*全沉浸在一個被立體畫面包圍的高虛擬仿真環境中,
觀察者戴上立體眼鏡和頭部跟蹤設備,以便將觀察者的視點位置實時反饋到計算機系統和體驗身臨其境的感覺。當觀察者在CAVE中走動時,系統自動計算每個投影面正確的立體透視圖象。同時,觀察者手握互動手柄,與虛擬環境進行交互。
產品簡介
概述
CAVE虛擬現實人機交互實驗室主要針對以虛擬現實技術為基礎的復雜“人 — 機 — 環境"交互系統進行模擬、仿真、測評和研究,立足于構建各種人機界面進行近似真實場景的測評,并運用多通道人機環境測試云平臺進行主客觀人機交互測試與評價,通過“視覺、聽覺、觸覺"的集成體驗并“感知"復雜的系統結合定量的數據來評估人機交互和進行裝備人因設計。
產品功能
用戶可以全*面的完成數字化制造的虛擬仿真過程
數字化制造工藝、虛擬裝配
虛擬裝配工藝規劃、虛擬裝配可視化和仿真校驗,確定產品裝配過程中優的裝配、拆卸和重組順序,校驗和修改裝配流程,進行裝配可行性、可制造性、可維護性分析。
人機工效仿真
校驗和仿真人體行為,分析工人和仿真環境中其它物體的關系,對特定制造環境中的多種人體行為方案進行比較、選擇
與虛擬現實系統環境的交互
虛擬現實技術,利用虛擬仿真交互交互設備,用戶就可以在沉浸的虛擬環境中實現對虛擬產品制造過程進行可視化、可控化過程仿真。
虛擬仿真同步應用環境
運用多通道人機界面技術開展部分虛擬體驗教學研究,通過“視覺、聽覺、觸覺"的集成體驗來加深理論知識的學習并“感知"復雜的系統或理論。
概述
CAVE大型沉浸式虛擬現實系統由津發科技自主研發的ErgoLAB虛擬人機環境同步平臺、美國WorldViz頭戴式行走虛擬現實系統等核心部件組成,洞穴式虛擬現實系統是一個大型的可支持多用戶的沉浸式虛擬現實顯示交互環境,能夠為用戶提供大范圍視野的高分辨率及高質量的立體影像,讓虛擬環境完*全媲美真實,為用戶提供虛擬設計、虛擬裝配、虛擬展示、虛擬訓練等技術服務。
人機環境同步平臺由虛擬現實同步模塊、可穿戴生理記錄模塊、VR眼動追蹤模塊、可穿戴腦電測量模塊、交互行為觀察模塊、生物力學測量模塊、環境測量模塊等組成。實現在進行人機環境或者人類心理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(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、關節角度、人體壓力、拉力、握力、捏力、振動、噪聲、光照、大氣壓力、溫濕度等物理環境數據)并進行分析評價,所獲取的定量結果為科學研究做客觀數據支撐。
作為該套系統方案的核心數據同步采集與分析平臺,ErgoLAB人機環境同步平臺不僅支持虛擬現實環境,也支持基于真實的戶外現場研究、以及基于實驗室基礎研究的實驗室研究,可以在任意的實驗環境下采集多元數據并進行定量評價。(人機環境同步平臺含虛擬現實同步模塊、可穿戴生理記錄模塊、虛擬現實眼動追蹤模塊、可穿戴腦電測量模塊、交互行為觀察模塊、生物力學測量模塊、環境測量模塊等組成)
作為該套系統方案的核心虛擬現實軟件引擎,WorldViz不僅支持虛擬現實頭盔,還可為用戶提供優*質的應用內容。結合行走運動追蹤系統、虛擬人機交互系統,使用者終完成與虛擬場景及內容的互動交互操作。
產品特點
方案特點
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核心虛擬現實引擎 兼容多種三維應用程序
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系統內置核心虛擬現實軟件引擎,能無縫支持多種三維應用程序,快速獲取設計成果進行展示與交互。
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多通道技術 完*美沉浸感
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利虛擬現實呈現技術,實現畫面的無縫拼接和完*美融合,呈現身臨其境的3D沉浸感。
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自主研發
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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人機環境同步平臺,VR同步模塊基于沉浸式三維虛擬現實環境,實時同步采集多元數據并進行定量評價,客觀的定量統計分析結果對科學研究提供數據支撐。
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完*全自然狀態下的行走
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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。整個實驗室空間均為行走虛擬現實系統的實驗場地,被試可以不受任何限制自由行走,模擬完*全真實的行為,采集的數據更真實。
應用域
應用域
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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;
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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;
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國防裝備人機環境虛擬仿真實驗室解決方案: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、指揮、研制與開發等;
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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。
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虛擬購物消費行為研究實驗室方案
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安全人機與不安全行為虛擬仿真實驗室方案
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駕駛行為虛擬仿真實驗室方案
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人因工程與作業研究虛擬仿真實驗室方案
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用戶
其用戶遍布各個應用域,包括教育和心理、培訓、建筑設計、軍事航天、醫療、娛樂、圖形建模等。同時該產品在認知相關的科研域更具競爭力,在歐美和國內高等學府和研究機構擁有五百個以上用。
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,并有大量論文在刊物發表,具體詳見論文列表。
2)、邁阿密大學心理與計算機科學實驗室
研究域: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 lap-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.)
網站鏈接: http://www.users.muohio.edu/wallerda/spacelab/spacelabproject.html
3)、滑鐵盧大學心理系
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
研究域: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.
部分發表論文: 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)、美國斯坦福大學信息學院虛擬人交互實驗室
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.
網站鏈接: http://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.
相關關鍵詞:眼動儀、眼動追蹤儀、眼球追蹤儀、視線追蹤儀、眼動軌跡分析系統、腦電儀、事件相關電位儀、腦電分析儀、生理儀、多導儀、無線生理儀、可穿戴生理儀、、多導生理儀、生理測試儀、人因測試儀、人因記錄儀、fNIRS腦成像儀、近紅外腦成像儀、腦功能成像儀、功能性近紅外腦成像儀、高密度腦成像儀,HD-DOT高密度腦成像儀、行為觀察分析系統、面部表情分析系統、動作捕捉系統、肌電儀、無線表面肌電儀、壓力分布測試系統、交通場景仿真軟件、自動駕駛仿真軟件、駕駛模擬器、多通道人機交互智能座艙、光環境模擬艙、環境模擬實驗室、虛擬現實實驗室、人因工程實驗室儀器設備、用戶體驗實驗室儀器設備、人機工效實驗室儀器設備、可用性測試實驗室儀器設備、虛擬現實實驗室儀器設備、人機交互實驗室儀器設備、人工智能實驗室儀器設備、人機環境實驗室儀器設備、健康建筑人居環境實驗室儀器設備、景觀設計實驗室儀器設備、智能座艙人機交互實驗室儀器設備、環境行為實驗室儀器設備 原創作者:北京津發科技股份有限公司