scholarly journals Virtual Reality Interactive Method and Device Based on Wireless Communication Tracking

2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Shukui Song

Virtual reality is a computer system that creates a virtual world and then experiences through multiple senses. It is generated by a computer and stimulated by perception systems such as hearing, vision, touch, taste, and smell, providing users with a personal experience. Human-computer interaction is one of the core technologies of virtual reality. Wireless communication is the transmission of communications over long distances between multiple nodes without propagation through conductors or cables and can be carried out using radios, radios, etc. Wireless communication includes a variety of fixed, mobile, and portable applications such as two-way radios, mobile phones, personal digital assistants, and wireless networks. Other examples of radio wireless communication are GPS, garage door remotes, wireless mice, etc. Most wireless communication technologies use radio, including Wi-Fi with distances of just a few meters, but also deep space networks that communicate with Voyager 1 and distances of over millions of kilometers. With the continuous development of sensors and other supporting hardware facilities, the current development of human-computer interaction in virtual reality has made rapid progress. In the research to be conducted in this article, the virtual reality system used in this article cleverly integrates the three characteristics of immersion, interactivity, and conception, so that the experimenter can obtain more realistic data in comparison. To this end, this article first gives a general introduction to virtual reality technology and wireless communication tracking technology and then explains how to use wireless communication tracking technology to make the virtual reality interactive system smoother and smoother, as well as the introduction of its devices. This article explores and analyzes the possible or existing problems of wireless communication tracking technology in virtual reality interaction, hoping to contribute to the wider application of wireless communication tracking technology in virtual reality interaction. The positioning experiment on the wireless mobile signal identification points can be obtained. Among the 40 sensor nodes that are randomly deployed, when the interval of adjusting the mobile signal identification point to broadcast the current position information is 5 s, the average positioning error of the node is about 1.5 m; when the interval is 3 s, the average positioning error of the node is about 1.76 m. It can be seen that the positioning error of the node increases as the interval between the mobile signal identification points increases, which is consistent with the simulation detection result. When the node position of the target signal identification point is chosen to calculate does not just stay on the node communication circle, it introduces a certain localization distance difference, and the further the target signal identification point is from the position of the signal circle, the greater the error. Irregularity of RSS due to environmental changes analyzes the maximum error and provides the factors influencing the error and analyzing the maximum error and provide the factors that influence it.

1992 ◽  
Vol 36 (14) ◽  
pp. 1049-1049 ◽  
Author(s):  
Maxwell J. Wells

Cyberspace is the environment created during the experience of virtual reality. Therefore, to assert that there is nothing new in cyberspace alludes to there being nothing new about virtual reality. Is this assertion correct? Is virtual reality an exciting development in human-computer interaction, or is it simply another example of effective simulation? Does current media interest herald a major advance in information technology, or will virtual reality go the way of artificial intelligence, cold fusion and junk bonds? Is virtual reality the best thing since sliced bread, or is it last week's buns in a new wrapper?


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Shuai Jiang ◽  
Lei Wang ◽  
Yuanyuan Dong

In order to improve the online English teaching effect, the paper applies the sensor and human-computer interaction into the English teaching. The paper improves the sensor information by applying Kalman Filter, combines sensor positioning algorithm to trace the students in the English teaching online, and turns the kernels by the skeleton algorithm into corresponding coordinates of space rectangular coordinate system taking the waist as a coordinate origin to get a human-computer interaction skeleton model in the virtual reality. According to the actual needs of English teaching human-computer interaction, the paper builds a new English teaching system based on the sensor and the human-computer interaction and tests its performance. The experiments suggest that the smart system in the paper can effectively improve English teaching effects.


2017 ◽  
Vol 1 (2) ◽  
pp. 18-41
Author(s):  
Zeenat AlKassim ◽  
Nader Mohamed

This paper discusses recent and unique inventions in Human Computer Interaction (HCI). To that end, firstly the authors discuss the Sixth Sense Technology. This technology allows users to interact with virtual objects in the real world in a unique manner. It has a number of applications which are further discussed. Then the opportunities and challenges are discussed. Most importantly, a list of inventions in fields of Augmented Reality (AR) and Virtual Reality (VR) in the recent years are discussed, grouped and compared. These include the smart eye glasses, VR headsets, smart watches, and more. Future implications of all those technologies are brought into light considering the new advancements in software and hardware designs. Recommendations are highlighted for future inventions.


2016 ◽  
Vol 46 (12) ◽  
pp. 1711-1736 ◽  
Author(s):  
Fengjun ZHANG ◽  
Guozhong DAI ◽  
Xiaolan PENG

Sign in / Sign up

Export Citation Format

Share Document