Implementation of a virtual tennis entertainment system with haptic behaviour

Author(s):  
K-S Hsu ◽  
M-Y Cheng ◽  
M-G Her

For most of the virtual reality system, one of the major aims is to provide a vivid interaction platform between the human operators and the haptic devices. Through the user interface, a skilful operator can control the haptic devices to accomplish relatively complicated jobs in real-time. Generally, the main components of a virtual reality system include dynamic simulations, haptic devices and the user interface, which is composed of virtual environments and visual equipment. This study focuses on developing a virtual tennis entertainment system with haptic behaviour. A parallel-type robot and a serial-type robot are employed as the haptic device handlers in this study, in which they are controlled directly by the operator's arm through the user interface. The operator can sense the change in virtual environment provided by dynamic simulations. In addition, the human operator can ‘see’ the change of environment during operation in real-time through the screen. A virtual spring model and a virtual damper model were constructed to simulate the process of tennis playing in this study. Experimental results verify the feasibility of the proposed virtual tennis entertainment system.

2021 ◽  
Author(s):  
◽  
F. J. Rodal Martínez

Virtual Reality is defined as an interactive and multisensory computer system in which an environment is simulated in real time, and there can be two categories: Immersive Virtual Reality and Non-Immersive Virtual Reality. To date, Virtual Reality has been used in different areas such as education, entertainment and rehabilitation. The WHO estimates that around 15% of the world's population suffers from a disabling condition. This organization in conjunction with the ISPO determined that about 0.5% of the world's population requires an orthotic or prosthetic system. In Mexico, in the National Survey of Demographic Dynamics it is estimated that 10.9% of the population has difficulty walking or moving. The objective of this project is to design a Virtual Reality system that allows training transhumeral amputees in the use of the prosthesis. 2 virtual environments and 8 3D-characters were created so that the subjects to be trained can select between these possibilities to carry out the training sessions. The subjects control these 3D-characters in real time through a motion capture system, which also generates a biomechanical analysis of the movement of the shoulder during the execution of the movements.


2011 ◽  
Vol 130-134 ◽  
pp. 213-216
Author(s):  
Li Hua Yang ◽  
Xiao Dong Sun ◽  
Hong Bin Zhang

LOD (detail of level) technology is crucial technologies in virtual reality system, it’s more important especially in web based 3D model rendering. For the LOD technology reduces the complexity of computation which makes the possibility of real time rendering. This paper will discuss the minimum optimal mesh numbers which a model should be under different distance of viewpoint.


2021 ◽  
Vol 18 (6) ◽  
pp. 7936-7954
Author(s):  
Ziyou Zhuang ◽  

<abstract> <p>The 5G virtual reality system needs to interact with the user to draw the scene in real time. The contradiction between the complexity of the scene model and the real-time interaction is the main problem in the operation of the virtual reality system. The model optimization strategy of architectural scene in virtual reality design is studied, and the method of architectural scene model optimization is summarized. This article aims to study the optimization of computer vision software modeling through 5G virtual reality technology. In this paper, the optimization of the architectural model is studied by the method of image gray scale transformation, computer vision detection technology and virtual modeling technology. The four experiments are comprehensive evaluation and quantitative evaluation, comparison of channel estimation performance of different pilot structures, comparison of calculated and true values of external azimuth elements, and the effect of window-to-wall ratio on energy consumption per unit of residential building. The results show that hollow bricks of building materials have a great impact on the environment. The values of the three pixel coordinates X, Y, and Z calculated by the unit quaternion method are 1.27, 1.3, and -6.11, respectively, while the actual coordinate positions are 1.25, 1.37, and -6.22, respectively. It can be seen that the outer orientation element value calculated by the quaternion-based spatial rear intersection method is not much different from the actual value, and the correct result can be accurately calculated.</p> </abstract>


Author(s):  
Sathiya Narayanan ◽  
Nikshith Narayan Ramesh ◽  
Amit Kumar Tyagi ◽  
L. Jani Anbarasi ◽  
Benson Edwin Raj

In the recent years, innovations such as Augmented Reality (AR), Virtual Reality (VR), and internet of things have enhanced user experience dramatically. In general, AR is completely different from VR and provides real-time solutions to users by projecting layers of information on real-world environments. Advancements in computer-generated sensory have made the concept of believable virtual environments a reality. With the availability of such technologies, one can investigate “how these technologies can be applied beyond gaming or other useful applications” and “how further improvements can be made to allow for full digital immersion.” This chapter provides a detailed description about AR and VR, followed by interesting real-world examples of AR applications. In addition, this chapter discusses the issues and challenges faced with AR/VR with a motivation of exploring the options for improvement.


2013 ◽  
Vol 427-429 ◽  
pp. 1637-1640
Author(s):  
Ke Ming Pu ◽  
Feng Wu ◽  
Hong Bin Jiang ◽  
Dan Lv Sun

Real-time plane reflection is shown by adding a mirror camera. Roaming scene, capture the mirror image of the scene and the mirror image map to the reflection plane by projection. The multi-layer superimposed image is processed on the reflection plane, by different of superposition algorithms, different results obtained, that displays the effect of different plane reflection.


2018 ◽  
Vol 10 (1) ◽  
pp. 168781401774773 ◽  
Author(s):  
Xiujun Xu ◽  
Liquan Wang ◽  
Zhen Li ◽  
Shaoming Yao ◽  
Xiaoming Fang

The mathematical model of the initial pipeline and cable process is created with regard to the ocean current load and wave load; and the mathematical model is solved by the numerical quasi-Newton method to investigate the effects of the current and wave load on the shape and force of the pipeline and cable during the initial pipe-laying process. On this basis, semi-physical simulation system is built to visualize the initial pipe-laying process. The simulation results are compared with OFFPIPE’s results to verify the mathematical model. The current and wave load effects on the shape and tension of the pipeline and cable are analyzed. This real-time virtual reality system will help engineering project in risk management and prediction as well as staff training, which is of vital significance for minimizing the risk of the actual pipe laying and improving the efficiency of the pipe-laying work.


2009 ◽  
Vol 364 (1535) ◽  
pp. 3549-3557 ◽  
Author(s):  
Mel Slater

In this paper, I address the question as to why participants tend to respond realistically to situations and events portrayed within an immersive virtual reality system. The idea is put forward, based on the experience of a large number of experimental studies, that there are two orthogonal components that contribute to this realistic response. The first is ‘being there’, often called ‘presence’, the qualia of having a sensation of being in a real place. We call this place illusion (PI). Second, plausibility illusion (Psi) refers to the illusion that the scenario being depicted is actually occurring. In the case of both PI and Psi the participant knows for sure that they are not ‘there’ and that the events are not occurring. PI is constrained by the sensorimotor contingencies afforded by the virtual reality system. Psi is determined by the extent to which the system can produce events that directly relate to the participant, the overall credibility of the scenario being depicted in comparison with expectations. We argue that when both PI and Psi occur, participants will respond realistically to the virtual reality.


Author(s):  
Alexandre Cardoso ◽  
Edgard Lamounier ◽  
Gerson Lima ◽  
Luciene Oliveira ◽  
Leandro Mattioli ◽  
...  

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