基于VRP的交互漫游系统研究毕业论文外文翻译.doc

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1、本科毕业设计(论文)外文翻译论文题目: 基于VRP的交互漫游系统研究 Research on interactive roaming System VRP-based 第一篇:Virtual Reality CyberspaceInterface DesignEric Van Hensbergen(airwicknick.csh.rit.edu)January 30, 1993Computer Science HouseCPU 86125 Andrews Memorial DriveRochester, New York 14623716-475-3305cshousenick.csh.rit

2、.eduRochester Institute of TechnologyOne Lomb Memorial DriveRochester, NY 14623(716) 475-2400ABSTRACT Virtual Reality as a concept essentially deals with convincing the participant thatshe/he is actually in another place, by replacing the normal sensory input received by the participant with informa

3、tion produced by a computer. Cyberspace, a visualization of the computer environment, is a practical application of Virtual Reality, providing amore natural interface between the user and the computer. Designing virtual worlds is a challenging departure from traditional interfacedesign. This documen

4、t contains information on the basic concepts behind Cyberspacevisualization and interaction techniques.1. Introduction: Defining Interface & Cyberspace Cyberspace: A new universe, a parallel universe created and sustained by the worlds computers and communication lines. A world in which the global t

5、raffic of knowledge, secrets, measurements, indicators, entertainments, and alter-human agency takes on form: sights,sounds, presences never seen on the surface of earth blossoming in a vast electronic night. Cyberspace is a consensual hallucination that these people have created. Its like, with thi

6、s equipment, you can agree to share the same hallucinations. In effect, theyre creating a world. Its not really a place, its not really space. Its notional space. Cyberspace represents one of the most potent and impressive visualization tools ever created.Now, entire universes, whether they be of ou

7、r design or others, not only lay at our fingertips, but surround and envelop us as well. It represents the next generation in the evolution of the human-computer interface medium. Virtual reality allows a more naturalized interface with the computer, that goes far beyond the Graphics User Interface

8、(GUI), point & click window environments that are so popular now. With virtual reality, the user is surrounded by his environment, and an interface can be established not through the conventional keyboard or mouse, but through more complex tracking systems that keep record of hand and head orientati

9、on. The concept of the Virtual Reality terminal was introduced by Gibson, along with his concept of Cyberspace. The progression of distributed system access has progressed from the text terminal to the X window workstation, and Virtual Reality is the next step in interactive access to multi-user com

10、puter systems. As the evolution from the text terminal to the X workstation brought about advancement in both visualization and problem solving, the giant leap into Cyberspace will radically transform the way we interact with computers. The transformation of data into geometric representations will

11、allow us to view complex systems as simplified shapes from afar, or as a complex matrix of networked modules from an interior view. The possibilities that cyberspace represents cannot even begin to reveal themselves until the first prototype systems have been implemented. It is such an new concept,

12、one which represents a whole new medium of existence, that we have no frame of reference to make predictions on its usefulness. An interface is a surface forming a boundary between two regions. Virtual Reality allows the user to break through the interface barrier to interact directly with various i

13、nformation forms in an inclusive environment.2. Design Considerations Since virtual reality transcends the two dimensional existence we have been forced into through the use of convensional computer monitors, it also makes most traditional theories of interface design obsolete. Operating within an i

14、nclusive three dimensional environment requires special physical and psychological considerations. An important design consideration stemming from inclusion is that while we interact within a virtual world, we are simutaneously inhabiting the physical world. People are functionally attuned to the ea

15、rths gravity and to vertical position. Perceptual conflicts between the virtual and physical worlds cause physical discomfort and feelings of disorientation that can last well beyond the period of inclusion. In order to overcome these natural conflicts it becomes necessary to introduce several types

16、 of reference points. The most common so far is the extended ground plane which forms an artificial horizon to be used in order to gain personal orientation. However, this causes conflicts with information from the inner ear. Another personal point of refrence would be virtual body parts (ie. the vi

17、rtual hand). Self representations have proven to be one of the most engaging parts of the primative virtual realities that exist today. The virtual hand provides a focus point, removing senses of vertigo and disorientation. System performance plays a part in design considerations. A slow system or n

18、etwork can cause dizziness; the lag is especially noticeable when tracking systems are part of the environment. For example,a lag between when you turn your head and when the screen updates is quite disturbing. Another possibility which is introduced with Cyberspace is sensory overload. Individual l

19、earning and preformance styles differ greatly, and without proper calibration an immersive experience can be confusing and even disturbing. According to Bricken, there are four general categories of VR behavior that have to be considered when designing the interface: Relocation - simple movement Man

20、ipulation - modification of environment Construction - creation of environment Navigation - long range location and movement In order to be immersive there can be no menu bar, no list of icons. Without the keyboard there is no hot-keys. All traditional methods of interface are not possible inside th

21、e virutal world. New methods of interaction for the above four catagories must be designed - that is the challenge of cyberspace interface design.3. Process Visualization3.1. Surface Activation Most current views of Cyberspace seem to point towards a polygon-based environment. Therefore,in order to

22、keep the experience immersive, no menus can magically pop-up. Instead, the polygons themselves must be used as an interface method. Since a single shape may have more than one function, it is therefore logical to assign function activation to the surfaces of the object. Each surface then, has to che

23、ck for collision, and then decide how to react as another object approaches it. This could mean that while youre evaluating a certain button, it would also be evaluating you. To make the interface more friendly, surfaces could announce (through text messages or perhaps digitized sound) what their fu

24、nction is. It also follows, that the surface would highlight itself in order to indicate to the user that it is about to be activated, or has been activated. For example, picture a text editor as a box. To edit the file within it you would approach the top, to check the spelling you would approach a

25、nother side, to delete it- yet another side. This may seem a bit cryptic, but with appropriate labeling (either graphic, sound, or text) it would be far easier than current interface methods. Surfaces could have a variety of functions - from sending a file or activating a process, to teleporting the

26、 user to another network. Certain surfaces would have to be solid, or without any type of functionality,in order to allow object manipulation. A primary factor in how an object physically appeared would then be based upon the functionality of its surfaces - this could be important as a distinguishin

27、g factor between objects.3.2. Connections & Ports The computer world is moving more towards network environments, not just externally, but internally.Internal network connections (ie. a network of processes on a computer connected by intracomputer pipes & sockets) are an integral part of many unix-b

28、ased workstation environments. Virtual reality is perfect for design, representation, and interaction with these internal connections. Consider another function for the surface of a polygon. Instead of reacting to a users approach,what if you could hook a network pipe up to a port on the surface. Th

29、en, a stream of data, from some other object, could be transmitted to the object through the pipe and socket. The connecting pipes could be attatched and detatched to different objects at the whim of the user. With a little thought, design, and programming, a neural-net could be created within the v

30、irtual environment with each neuron being an object, and each neural-connection being a pipe.3.3. Autonomous Entities Another aspect of a virtual environment and its interface would be virtual entities, and our interactions with them. Certain system utilties (daemons) will no doubt take form within

31、the electronic void of Cyberspace. These daemons will have special interface requirements, seeming more like conversations than commands. Their full knowledge of both the system and virtual environments make them quite a complex interface puzzle.4. Data Representation Where interacting with static d

32、ata is easier than active processes, static data requires a more acurate representation of the actual content. Whether index design will mimic reality, or use the advantages of VR to evolve is yet to be seen. Designs for VR card-catalogs are being designed at the same time as complex multi-dimension

33、al hyperstacks. How to catalog information for easy retrieval has always been an interface problem. Using virtual file cabinets or spiral staircases that extend into infinity does not seem very innovative. The question is whether to index information in a manner that people are used to, or to innova

34、te new and more effective methods. One of those innovative methods is called folding. Folding is a mutli-dimensional index system.The three dimensional coordinates formed by two axis index lines (connected to side surfaces with color coded index information) form a point in the index. This point unf

35、olds to a new threedimensional index system. You proceed to unfold data until you reach the actual information layer. Index information is not the only data which can be represented within Cyberspace. Many types of information and data can be mapped and modeled within virtual space. For example - ab

36、stract data types in software engineering can be easily represented using Virtual Reality. What may look muddled on paper can be easily represented in Cyberspace. Extra dimensions can be used to dispose of clutter and hidden contents can be exposed by entering the node. ADTs that would be well suite

37、d to VR include trees, graphs, and skip lists. Finding a uniform method for data representation within Cyberspace may be an impossible quest.However, for sake of uniformity, some means of standard needs to be established. The technology is too young for standards to start taking root, but the ideas

38、in use today will become the standards of tomorrow.5. Conclusions Virtual Reality is at a critical design phase. The theories behind its design and operation are still being written. Natural interfaces have taken a lot of guess work out of design, but visualization is as much of a key element. It is

39、 a time for dreamers and innovators to compose worlds of discovery for themselves and others.译文:虚拟现实网络空间接口设计Eric Van Hensbergen(airwicknick.csh.rit.edu)1993年1月30日计算机861安德鲁斯里尔车道25号罗切斯特,纽约14623716-475-3305cshousenick.csh.rit.edu罗彻斯特理工学院其中博士伦里尔车道罗切斯特,纽约州14623(716)475-2400摘要 虚拟现实作为一个概念实际上是处理一件事就是通过替换所收到

40、的电脑产生的信息参与的正常感觉输入来事参与者信服他/她实际在另一个地方。网络空间,一个可视化计算机环境,是一种虚拟现实的实际应用,为用户和计算机提供了一个更自然的借口。虚拟世界的设计是一个挑战从传统接口分离的设计。这个文件保护了虚拟网络空间和交互技术背后基础概念相关的信息。 1.介绍:接口和网络空间的定义 网络空间:一个新的宇宙,一个由世界的计算机和通讯线路创造和使其持续的平行的宇宙。 这个世界有全球的知识、秘密、方法、指标、娱乐和人与人之间连接建立在视线、声音等方式的前所未有的巨大电子的世界。网络空间是一个人们协商一致创造的虚拟的世界。正是这样,用这些设备,你可以和他人分享同样的虚拟幻觉。事

41、实上,他们正在创造一个世界。它不是一个真实的地方,也不是一个真实的空间。它是一个国际空间。 网络空间代表了曾经创造的最有力和最令人印象深刻的可视化工具之一。如今,整个世界,无论是我们的设计还是他人的,不但缠绕在我们的指尖,还环绕和包围着我们。它代表了人机交互介质进化的下一代。虚拟现实允许更多的归化与计算机接口,远远超过图形用户界面(GUI),点和点击窗口环境现在很流行。有了虚拟现实,用户可以身临其境,接口可以不通过既定传统的键盘或鼠标,但通过更复杂的跟踪系统,保持记录和方向定位。虚拟现实的概念最终由吉布森介绍,加上网络空间的概念。分布式系统的进程从文本到X终端窗口工作站已取得进展,以及虚拟现实

42、是在下一步交互式访问多用户电脑系统。由于从文字演变到X终端工作站在可视化和解决问题方面都带来进步,大步跃入网络空间将彻底改变我们与电脑交互的方式。这个转换成几何表示的数据将让我们简化的查看或者内部看像一个复杂的网络模块的矩阵。网络空间的可能性,甚至不能代表开始显露出来,直到第一次原型系统已得到执行。正是这样一个新概念,它代表了一个全新介质的存在,我们没有参照此作出其有用的预测。接口是在两个区域之间形成的一个边界。虚拟现实可以在一个内部的环境让用户突破与多种信息形式直接交互的障碍。2. 设计注意事项 自从虚拟现实超越了二维存在我们已经被迫使通过方面的计算机显示器进入,也使得大多数界面设计中的传统

43、理论过时。使用这个包容性的三维环境时,需要特殊的物理心理因素。 从一个重要设计考虑列入我们互动的虚拟世界,我们同时也居住在物理世界里。人们适应了地球的重力和垂直位置。虚拟和物理世界之间的感性冲突造成身体不适合迷失方向的感觉,远远超出了包含时期。为克服这些自然冲突,有必要引进多种类型的参考点。到目前为止,最常见的是扩大地面,形成一个人造地平线以获得个人取向。然而,这些会导致信息的内部冲突。另一种观点则有可能参考个人虚拟部分(即虚拟手)。自我陈述已被证明是现今存在的原始虚拟现实最吸引人的部分之一。虚拟手提供了一个焦点,可以消除眩晕和迷失方向的感觉。系统性能发挥了设计上的考虑。慢速系统或网络可能导致

44、头晕,尤其当跟踪系统是环境的一部分时,会感觉明显滞后。例如,当你转头的时候,屏幕更新会觉得让人不安的滞后。这与网络空间的另一个可能性是引入感觉超负荷。个人学习和性能与风格差异很大,如果没有正确校准的“身临其境“的体验,可能令人困惑,甚至不安。根据Bricken所说,一般有四类的虚拟现实的行为必须考虑在设计界面里:定位-简单运动操作-改变cation环境建筑物-环境创造导航-长距离定位和运动为了身临其境,可以没有菜单,没有图标列表。没有键盘就没有热键。所有交互的传统方法都不可能进入虚拟世界。为上面四个目录的新的交互方法必须设计出,这是网络空间交互设计的挑战。3.过程可视化3.1表面活化 目前大多

45、数的网络空间的视野似乎指向一种基于多边形的环境。因此,为了保持身临其境的体验,没有菜单可以“魔术”般地弹出。相反,多边形本身必须作为一个借口方法。因为一个单一的形状可能有多个功能,因此,合乎逻辑的分配功能激活对象的表面。然后,每个表面进行碰撞检测,然后决定如何做出反应当另一个对象接近它的时候。这可能意味着当你评价某按钮时,它也将是评估你。为了使界面更加人性化,表面可以“宣布”(通过短信或者数字化的声音)功能是什么。它还如下,其表面会“高亮”显示给用户,它即将被激活,或已被激活。例如,作为一个图片框中的文本编辑器。要编辑其内部的文件可能会接近顶部,为了检查拼写尼可以接近另一面,并将其删除。这看似

46、有点神秘,但有适当的标签(无论是图形、声音还是文字),将远远比现在的接口方法简单。表面可能有多种功能-从发送文件或激活过程到传动到另一个网络的用户。某些表面必须是“实”,或者为了让对象操作,没有任何类型的功能。对象身体如何出现的主要因素应该是将依据其表面的功能 - 这可能是作为一个区别对象之间的重要的因素。 3.2连接和端口计算机世界正在朝着网络环境发展,不仅是外部,还有内部。内部网络连接(即一个由计算机网络连接内部电脑进程管道和套接字)是许多基于UNIX工作站环境的组成部分。虚拟现实是设计,代表以及内在联系的互动的完美体现。考虑到另一个多边形表面的功能。反射用户的做法即是设计一个网络“管道”

47、通到水面上的一个端口。然后,一个数据流,从一些其他对象,可传输到通过管道和套接字对象。连接“管道” 可连接与用户随心所欲想选择的不同的对象。只要有一点想法、设计、编程,神经网内可创建虚拟环境,每个神经元作为一个对象,而每个神经连接管道。 3.3自主实体 另外一个虚拟的环境和它的接口方面是虚拟的实体,和我们的互动他们。某些系统效用(守护进程)将毫无疑问,在空白的电子表格网络空间。这些守护进程将有特殊的接口要求,似乎更喜欢交谈的命令。他们双方的系统和虚拟环境提供全面的知识使他们解决不少接口复杂的难题。 4数据表示凡与静态数据交互是比主动过程简单,静态数据需要一个更确保代表的实际内容。指标设计是否会

48、模仿现实,或者使用的虚拟现实的优点的演变仍有待观察。虚拟现实目录设计正在设计根据同一时间复杂的多维栈。如何制作便于检索信息的目录一直是一个接口问题。使用虚拟文件柜或螺旋楼梯的无限扩展到似乎没有新意。现在的问题是人们是否习惯索引信息的方式,或新的和更有效的创新方法。 这些“创新”的方法之一是所谓的“折”。折叠是一个多维复杂体系。三维坐标轴由两个指标线(连接到另一侧曲面颜色编码的索引信息)的形式在指数点。这一点“展开”到一个新的三维指标体系。您继续开展数据,直到你进入信息层。索引信息不仅是可以展示网络空间的数据。许多类型信息和数据可以在虚拟空间的映射和建模。例如 - 抽象数据在软件工程类型可以很容易地利用虚拟现实表现。如果看不清可以在网络空间很容易地在纸上代表。额外的维度可以用来处理

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