Design and Development of the Virtual Acupuncture Training Using WebGL

2013 ◽  
Vol 756-759 ◽  
pp. 2076-2080
Author(s):  
You Liang Huang ◽  
Ming Quan Zhou

Over the last years, with the rapid development of 3D Web technologies, such as Web3D, HTML5 and WebGL, have allowed complex 3D scenes to be rendered interactively, within a web browser. Compared to the traditional virtual training system, the traing system with WebGL, which requires no explicit installation plug-in and is able to achieve cross-platform easily, is getting more and more popular. This foundation has made it possible to build powerful the virtual acupuncture training system. However, designing and implementing a complete virtual training system using WebGL is not straightforward and complex. In this paper, the author presents a virtual acupuncture training system that using WebGL and Three.js 3D Engine. It can be used to learn acupuncture, and also give ordinary people a reference. Our experiment result shows that WebGL and Three.js 3D Engine can easily support the virtual acupuncture training system, and have a good response. By using this system, the trainers can be more familiar with the acupoint of the human body. At the same time, the trainer will improve his ability in acupuncture therapy. We also hope to provide some references for the development of the virtual training system.

2014 ◽  
Vol 960-961 ◽  
pp. 1620-1625
Author(s):  
Shao Hua Li ◽  
Yang Song ◽  
Tie Ying Wang

With the rapid development of the power industry, there has been more and more large thermal power unit which is more than or equal to 600MW , steam turbine equipment gradually tend to be high parameter, large capacity, complicated, the overhaul maintenance to steam turbine is the main content of the power plant production activities, it directly affects the reliability of the coal-fired power plant production safety. Aimed at the complexity of thermal steam turbine overhaul, by the use of advanced interactive devices on the visual, do an auditory perception of the virtual environment for something, which is helpful to improve practical operation skills. This paper examines the necessity and superiority of this system applied in education and training. Taking 3-D dynamic simulation system of building as an example, this paper discussed how to utilize the SolidWorks2012 and VRP - SDK to build a virtual training system, realized the combination with virtual reality and education training ,also greatly promoted science and technology progress,equipment of the steam turbine overhaul industry.


2021 ◽  
Vol 11 (4) ◽  
pp. 1618
Author(s):  
Ping-Nan Chen ◽  
Yung-Te Chen ◽  
Hsin Hsiu ◽  
Ruei-Jia Chen

This paper proposes a passivity theorem on the basis of energy concepts to study the stability of force feedback in a virtual haptic system. An impedance-passivity controller (IPC) was designed from the two-port network perspective to improve the chief drawback of haptic systems, namely the considerable time required to reach stability if the equipment consumes energy slowly. The proposed IPC can be used to achieve stability through model parameter selection and to obtain control gain. In particular, haptic performance can be improved for extreme cases of high stiffness and negative damping. Furthermore, a virtual training system for one-degree-of-freedom sticking was developed to validate the experimental platform of our IPC. To ensure consistency in the experiment, we designed a specialized mechanical robot to replace human operation. Finally, compared with basic passivity control systems, our IPC could achieve stable control rapidly.


2021 ◽  
Vol 26 (3) ◽  
pp. 333-339
Author(s):  
Frederic Bevilacqua ◽  
Benjamin Matuszewski ◽  
Garth Paine ◽  
Norbert Schnell

In this article, we discuss some of our research with Local Area Networks (LAN) in the context of sound installations or musical performances. Our systems, built on top of Web technologies, enable novel possibilities of collective and collaborative interaction, in particular by simplifying public access to the artwork by presenting the work through the web browser of their smartphone/tablet. Additionally, such a technical framework can be extended with so-called nano-computers, microprocessors and sensors. The infrastructure is completely agnostic as to how many clients are attached, or how they connect, which means that if the work is available in a public space, groups of friends, or even informally organised flash mobs, may engage with the work and perform the contents of the work at any time, and if available over the Internet, at any place. More than the technical details, the specific artistic directions or the supposed autonomy of the agents of our systems, this article focuses on how such ‘networks of devices’ interleave with the ‘network of humans’ composed of the people visiting the installation or participating in the concert. Indeed, we postulate that an important point in understanding and describing such proposals is to consider the relation between these two networks, the way they co-exist and entangle themselves through perception and action. To exemplify these ideas, we present a number of case studies, sound installations and concert works, very different in scope and artistic goal, and examine how this interaction is materialised from several standpoints.


2016 ◽  
Vol 12 (07) ◽  
pp. 18 ◽  
Author(s):  
Zhongcheng Lei ◽  
Wenshan Hu ◽  
Hong Zhou

<div class="WordSection1"><p><span style="font-size: 10px;">With the recent achievements in Internet and communication technology and its utilization in online laboratory, remote learning and online laboratory are made possible in the last few decades. This not only provides learning opportunities for people living in rural areas of developing countries, but also offers simple alternatives for those who are already able to access educational resources. The evolution of Web technologies makes it relatively easy to facilitate laboratory deployments, thus, more and more different online laboratory platforms emerge. However, the use of Hyper Text Mark-up Language (HTML5) and related standards such as WebGL and CSS3 in experimental platform, which is future trends and provides full-featured environment, is rare so far. This paper introduces a new HTML5 version of Networked Control System Laboratory (NCSLab), which has been developing for over 10 years since 2006. The 3D version of NCSLab has been developing for almost 5 years in Wuhan University (WHU), whose rendering solution is changed from Flash 3D engine to HTML5 recently. Therefore, Flash player plug-in is eliminated to provide better user experience for users since most of the mainstream web browsers are compatible with HTML5.</span></p></div>


2007 ◽  
Vol 26 (1) ◽  
pp. 48 ◽  
Author(s):  
Adam Smith

Zoomify Image is a mature product for easily publishing large, high-resolution images on the Web. End users view these images with existing Webbrowser software as quickly as they do normal, downsampled images. A Flash-based Zoomifyer client asynchronously streams image data to the Web browser as needed, resulting in response times approaching those of desktop applications using minimal bandwidth. The author, a librarian at Cornell University and the principal architect of a small, open-source company, worked closely with Zoomify to produce a cross-platform, opensource implementation of that company’s image-processing software and discusses how to easily deploy the product into a widely used Webpublishing environment. Limitations are also discussed as are areas of improvement and alternatives.


2021 ◽  
Vol 13 (10) ◽  
pp. 245
Author(s):  
Evgeny Nikulchev ◽  
Dmitry Ilin ◽  
Pavel Kolyasnikov ◽  
Shamil Magomedov ◽  
Anna Alexeenko ◽  
...  

Web surveys are an integral part of the feedback of Internet services, a research tool for respondents, including in the field of health and psychology. Web technologies allow conducting research on large samples. For mental health, an important metric is reaction time in cognitive tests and in answering questions. The use of mobile devices such as smartphones and tablets has increased markedly in web surveys, so the impact of device types and operating systems needs to be investigated. This article proposes an architectural solution aimed at reducing the effect of device variability on the results of cognitive psychological experiments. An experiment was carried out to formulate the requirements for software and hardware. Three groups of 1000 respondents were considered, corresponding to three types of computers and operating systems: Mobile Device, Legacy PC, and Modern PC. The results obtained showed a slight bias in the estimates for each group. It is noticed that the error for a group of devices differs both upward and downward for various tasks in a psychological experiment. Thus, for cognitive tests, in which the reaction time is critical, an architectural solution was synthesized for conducting psychological research in a web browser. The proposed architectural solution considers the characteristics of the device used by participants to undergo research in the web platform and allows to restrict access from devices that do not meet the specified criteria.


2021 ◽  
Vol 2083 (3) ◽  
pp. 032057
Author(s):  
Shicong Lin ◽  
Xin Tang ◽  
Wanlin Lu ◽  
Zehui Liu

Abstract UAV-borne missile is effective weapon to attack enemy ground targets. It is expensive, costly and difficult to live-fire drill. Using virtual training instead of actual training can greatly improve the training efficiency and the combat effectiveness. The article regards the operation training of a certain type of UAV-borne missile shooting training as the research object, based on the development of a visual simulation system for UAV-borne missile, uses the object-oriented design method to design a virtual training system based on LabVIEW. The system can realize the shooting operation training of trainees in a virtual environment, and achieve the goals of reduce training costs; improve training efficiency and shorten training period.


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