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自动化毕业论文开题报告外文翻译说明书
基于虚拟现实技术的光伏建筑一体化工程仿
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开题报告论文
虚拟现实技术开题报告
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基于虚拟现实技术的光伏建筑一体化工程仿真设计【自动化毕业论文开题报告外文翻译说明书】.zip,自动化毕业论文开题报告外文翻译说明书,基于虚拟现实技术的光伏建筑一体化工程仿,基于虚拟现实的,开题报告论文,虚拟现实技术开题报告,毕业设计开题报告,虚拟现实开题报告,毕业论文开题 报告
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Implementing Virtual Reality Technology As An Effective Web Based Kiosk: Darulamans Teacher Training College Tour (Ipda Vr Tour) by Azman Fadzil Information Technology & Communication Department Darulamans Teacher Training College Jitra, Kedah, MALAYSIA (myazman99)AbstractAt present the development of Virtual Reality (VR) technology is expanding due to the importance and needs to use the 3D elements and 360 degrees panorama. In expressing a clearer picture to consumers in various fields such as education, military, medicine, entertainment and so on. In live with the development the web based VR kiosk project in Darulamans Teacher Training College (IPDA) was developed as an alternative to the present widely web based systems. The kiosk system development in IPDA adopted the VR technology which makes use the QuickTime Virtual Reality (QTVR) and Virtual Reality Modelling Language (VRML). The advantage of panoramic views in this kiosk is that, could manouvre and view the location through 360 using a specified hotspots. In VRML user couldexplore through walkthrough, flythrough, rotation and etc. The modeldeveloped is called Smart School Virtual Reality Lab Model. 1.0 Introduction Computer technology has become one technology that has a continuous development ever since last decade and this includes Virtual Reality (VR). VR is not something new in computer technology. VR has been around since the years of Morton Heilig in 1960s known as a SENSORAMA. Until today the concept has altered the way people think and view the word of computing. Nevertheless, there is an inevitable misconception about topic of VR despite the considerable advancement in computing science, which has allowed VR to accomplish it objectives until today and for the future. However, in actuality, much of the VR research has seriously been undertaken elsewhere but not in Malaysia. The problem stems from the lack of awareness in VR, which leads to failing to recognize its practically. The usage of this technology has substantially emerged from entertainment to greater and wider areas. This includes education, medicine, military, engineering, and so on. The emerging is due to potential benefits that it has provided to the user. Extensive media coverage causes this interest to grow rapidly. In this situation all Teacher Training Colleges has been promoting themselves in web-based (.my/bpg). By doing this, it eventually give the opportunities for the people who is interested to get some information regardless the Teacher Training Colleges. This normally includes college information, course offered, location, facilities and so on and this information is important especially for those who are looking for a suitable place to pursue with their studies. 1 However providing information sometimes is not sufficient enough for certain people. This is where VR plays an important tool as to generate more useful and interactive information. The usage of VR technology such as panoramic view has become very popular nowadays. This technology enables the user to take a virtual tour from one place to another. The main strength of this technique is that it allows the users to view that place in three hundred and sixty degree (360) and 3 dimension modeling object (3-D). The viewer is allows to interact with the image through the hotspots and this is something different from just sharing at the information display in the screen of the computer. 1.2 Problem Statement In the most web site of Teacher Training Colleges, the information that have been provided is basically a general information such as the courses offered, duration of the courses, subjects, location, facilities and so on. A part from it, image with some explanation is normally included in the site. It is never been seen that VR technology is being applied for the purpose of enhancing the information as well as to attract the viewer attention. For this reason, VR is the most suitable technology that should be adopted. For promoting purposes, something extraordinary and elegant needs to be used so that the site is worth visited. Having a panoramic view is simply the best tools to generate people to gain more information as well as exploring the Teacher Training Colleges in a more detailed approach. Virtual tour can provide an interactive between user and system. It is also more realistic of the properties using a form of web-based VR technology i.e. 360 panoramic view. In the other hand, it can make the scenario looks more interesting thus making people feel that the information is sufficient enough for them. By having this kind of technology integration, the viewer will have greater information and perhaps have more confidence towards what the Teacher Training College is offering them. The incorporation of VR technique on the Web enables VR to be experienced not only by specific group but also the parent or anybody. Through the Web, information regarding the properties can be accessed anywhere at anytime offers various benefits to all Internet user. 1.3 Objectives The objectives of this project are: 1. To be a pioneer Teacher Training College introducing and implementing VR Web-based Kiosk and Panoramic View. 2. To determine the virtual tour functions and requirements 3. To identify VR techniques and tools to be used for creating virtual tour and investigate their individual characteristics and features 4. To develop a virtual tour prototype using VR 5. To attract more people in seeing what do the Teacher Training Colleges can offer them. 2.0 Definition Of Virtual Reality There are many varying definitions and terms for virtual reality (VR), all of which could be considered accurate within certain circles of knowledge. Since the technology behind VR is still basically a new field, there are a lot of researchers, authors, and columnists spewing out their own theories behind VR. Naturally, everyone offers a new and better definition-from Myron Kruegers terminology that appeals more toward the layperson up to the much more accurate and technical definition by Howard Rheingold. Krueger (1991), defines VR as an artificial reality. His research has an artistic and psychological slant and is thus reflected in the following definition: An artificial reality perceives a participants action in terms of the bodys relationship to a graphic world and generates responses that maintain the illusion that his actions are taking place within that world (Krueger 1991). In Kruegers artificial reality, art and science become interrelated, and the viewer interacts with and actually becomes part of the new simulated environment.On the other hand, Rheingold (1991), dove more into what actually makes up virtual reality. He states, that the idea of immersion (using stereoscopy, gaze-tracking, and other technologies to create the illusion of being inside a computer generated scene) is one of the two foundations of virtual reality technology. The idea of navigation (creating a computer model of a molecule or a city and enabling the user to move around, as if inside it) is the other fundamental element (Rheingold 1991). Stone (1995) defines VR as an interface between human and computerized applications based on real-time, three-dimensioned graphical worlds. Some type of VR systems enables user to interact with the system the same way they interact with objects and events in a day-to-day basis. It is a shared 3-D experience between people and computer with certain unique capabilities. This allows the user to experience an artificially creased generated environment as if it were real. Held & Durlach (1992) use telepresence to refer to the experience common to both teleoperation and the experience of virtual environments. The broader term is used here in order to highlight the similarities between teleoperation and virtual environments. By employing the concept telepresence, we can now define virtual reality without reference to any particular hardware system: A virtual reality is defined as a real or simulated environment in which a perceiver experiences telepresence . Admittedly, this definition does not mesh precisely with typical uses of the term. Indeed, given the broad definitions of the concepts involved, this definition of virtual reality includes virtually all mediated experience. In so doing, it suggests an alternative view of mediated communication in general. Traditionally, the process of communication is described in terms of the transmission of information, as a process linking sender and receiver. Media are therefore important only as a conduit, as a means of connecting sender and receiver, and are only interesting to the extent that they contribute to or otherwise interfere with transmission of message from sender to receiver. In contrast, the telepresence view focuses attention on the relationship between an individual who is both a sender and a receiver, and on the mediated environment with which he or she interacts. Information is not transmitted from sender to receiver; rather, mediated environments are created 3 and then experienced. A graphical contrast between these two views of mediated communication is shown in Figure 1. Figure 1: Two Models of Mediated Communication Jerry Isdale (1995), VR can best defined as a way for humans to visualize, manipulate and interact with computers and extremely complex data. The visualization refers to the computer generating visual, auditory or other sensual outputs to the user of a world within the computer. This world may be a CAD model, a scientific simulation, or a view into database. The user can interact with the world and directly manipulate objects within the world. Some world animated by other processes, perhaps physical simulations, or simple animation scripts. Interaction with the virtual world, at least with near real time control of the viewpoint, is a critical test for a virtual reality. Hamit (1993), virtual reality can be defined as the idea of human presence in a computergenerated space or more specifically, a highly interactive, computer-based, multimedia environment in which the user becomes a participant with the computer in a virtually real world. 3.0 Methodology The development of Virtual Reality Kiosk in Institut Perguruan Darulaman is an effort to explore a new field that could be utilized to enhance teaching and learning in the Teacher Training Colleges in Malaysia. To implement the Virtual Reality Kiosk, there are several methodologies and model to choose from. Among the models available are the System Development Life Cycle (SDLC) which includes Waterfall Model, RAD Model, Spiral Model and others. Rapid Prototyping Model was chosen because this model allows users to provide feedback in the process of developing the system. The system then, could be revised repeatedly until an efficient system is developed. (see Figure 2) 4 Planning Analysis Design Implementation Prototyping Final Implementation Figure 2 : Rapid Prototyping Model Rapid Prototyping techniques emphasize user involvement in the rapid and evolutionary construction of working prototypes of a system to accelerate the system development process. RAD is sometimes called a spiral approach because the model can repeatedly spiral through the phases to construct a system in various degrees of completeness and complexity. 4.0 360 Panoramic View Virtual Reality QuickTime VR is a component of Apples QuickTime and the core technology used for QTVR is the same that used in Quicktime movies. (See Figure 3) QTVR is used to create panoramas of both interior and exterior spaces, as well as object movies that resemble three dimensional objects floating in space. Panoramas are ideal for depicting the interiors if building or rooms, or the view from a mountaintop or castle tower. QTVR objects resemble objects that can be turned on screen in any axis, like a globe of the Earth mounted on a stand but able to rotate to any point. These objects, which are ideal for showing off industrial designs and fanciful sculptures, has been used to display clothes on a model from every conceivable angle, and more popularity to show off shiny new models of cars. Figure 3 : IPDA Panoramic View in QTVR player The key component of QTVR panoramas is the virtual 360-degree camera thats takes a picture of the inside of a space. For mechanical reasons and as a result of optical physics, true 360- degree photographic cameras are very rare and exorbitantly expensive. Typically, the lens has to be rotated past the film, which is synchronized by a motor to move with the lens. Special software that comes with the lens converts the resulting, highly distorted spherical photograph into a form that usable with QTVR or with Live Pictures Photovista and the results are impressive. QTVR is cheapest, more portable and more readily available standard digital 5 camera or film camera to shoot a scene from a single point in 360 degrees as a series of a frames, then it stitches these images into a single seamless panoramic image. 5.0 Virtual Reality Modelling Language (VRML) VRML was developed by Mark Pesce and Tony in 1994 (Crispen, 2000) to allow the display of and navigation through 3D objects on the Web. They use similar protocol as HTML that can display text and images on the WWW. Small code files are used to describe 3D objects and behaviors to a VRML viewer, which interprets these and displays them on the computer. According to What Is.Com (1999), using VRML user can build a sequence of visual images into Web settings where user can interact by viewing, moving, rotating and otherwise interacting with an apparently 3-D scene. For example, user can view a room and use controls to move the room as he/she would experience it if he/ she were walking through in real space and time. A mouse can be used to navigate through the scene as it in real life, moving close to one objects which then become larger. (See Figure 4) Figure 4 : The IPDA Smart School Lab 3D Modelling Like the HTML, VRML can be use by any Internet users. It is an inexpensive tool because it can be obtained and used freely. VRML provides one of the cheap solutions to desktop VR. However, there are disadvantages of the VRML standards. For example, the VRML comparatively large file sizes and do not support photo realistic scans (The Standard Intelligence for The Internet Economy, 1998). Virtual Reality is a promising technology that has been around since 1960s but the popularity has only been increasing at the faster rate in the 1990s. The technology and techniques of VR has been enhanced where realistic representation and real time application and interactivity has been achieved. The PC based and web-based VR technology has also taken place in the end user environment.The attempted study was to introducing and implementing the VR element in providing the right information for the higher education institution through a kiosk as a step in realizing the need of a higher intensity of VR awareness in Malaysia. It is hoped with this study will become the starting platform to Teachers Training Colleges and other institutions for another steps forward in VR orientation in education. 6.0 Conclusion Virtual Reality is a promising technology that has been around since 1960s but the popularity has only been increasing at the faster rate in the 1990s. The technology and techniques of VR has been enhanced where realistic representation and real time application and interactivity has been achieved. The PC based and web-based VR technology has also taken place in the end user environment. 6 The attempted study was to introducing and implementing the VR element in providing the right information for the higher education institution through a kiosk as a step in realizing the need of a higher intensity of VR awareness in Malaysia. It is hoped with this study will become the starting platform to Teachers Training Colleges and other institutions for another steps forward in VR orientation in education. 译文实施虚拟现实技术作为一种有效的基于Web的信息方式:Darulaman的教师培训学院之旅(IPDA虚拟现实之旅)阿兹曼Fadzil信息技术和通信部Darulamans教师培训学院日得拉,吉打,马来西亚(myazman99)摘要目前的虚拟现实(VR)技术的发展正在扩大,由于重要性,需要使用3D元素和360度全景。在表达更清晰的画面让消费者在各种领域,如教育,军工,医药,娱乐等。在活的发展中Darulamans教师培训学院(IPDA)基于web的VR亭项目被开发作为替代本广泛基于网络的系统。在IPDA信息亭系统的开发采用了虚拟现实技术,利用QuickTime的虚拟现实(QTVR)和虚拟现实建模语言(VRML)。意见在此亭全景的优点是,可以manouvre并通过360查看位置使用指定的热点。通过演练,飞越,旋转等。modeldeveloped VRML用户couldexplore被称为智能学校虚拟现实实验室Model。1.0简介计算机技术已经成为一种技术具有自过去十年持续不断的发展,这包括虚拟现实(VR)。 VR是不是新的计算机技术。因为在被称为SENSORAMA“1960s多年莫顿海利希的VR已经出现。直到今天,这个概念已经改变了人们的思维方式和查看计算机的话。然而,有一个关于虚拟现实的话题,尽管相当大的进步在计算机科学,这也使VR来完成它的目标,直到今天和未来的必然误解。然而,实际上,许多研究的VR的严重在其他地方,但不是在马来西亚进行。这个问题源于虚拟现实缺乏认识,从而导致没有认识到它的实际。这种技术的使用已经基本上从娱乐出现更大的和更广泛的领域。这包括教育,医疗,军工,工程,等等。新兴的是由于它已经提供给用户的潜在的好处。媒体广泛报道使这种兴趣快速增长。在这种情况下,所有教师培训学院一直在推动自己在基于网络(.my/bpg)。通过这样做,它最终给了人们谁是有兴趣得到一些信息,而不管教师培训学院的机会。这通常包括高校信息,课程设置,位置,设施等,这信息是非常重要特别是对那些谁是寻找一个合适的地方去追求他们的学业。 1但是提供的信息有时不适合某些人足以。这是其中的VR起着以产生更加有用和交互信息的重要工具。虚拟现实技术的使用,如全景已经成为时下非常流行。该技术使用户能够采取一个虚拟之旅从一个地方到另一个地方。该技术的主要优点是,它允许用户查看在三百六十度(360)和3维建模对象(3-D)的那个地方。观众被允许通过热点图像交互,这是后话,从在信息显示公正地分享计算机的屏幕不同。1.2问题陈述在教师培训学院的大多数网站已经提供的信息基本上是一般信息,如提供的课程,对课程,科目,地点,设备的持续时间等。部分是由它,像一些解释通常包含在该网站。它从未看到,VR技术被施加用于提高信息以及吸引观察者注意力的目的。出于这个原因,VR是应该采用的最合适的技术。为了促进的目的,非同寻常和优雅的需要被使用,因此,该网站是值得参观。拥有一个全景简直是最好的工具来生成的人获得更多的信息,以及探索教师培训学院在一个更详细的方法。虚拟旅游可以提供一个交互式的用户和系统之间。这也是更现实的使用基于网络的虚拟现实技术的一种形式,即360度全景的属性。在另一方面,它可以使场景看起来更有趣从而使人们觉得信息是他们足以。由于具有这种技术融合,观众将有更大的信息,或许也对过去的教师培训学院为他们提供更多的信心。虚拟现实技术在Web上的采用使VR不仅由特定群体,而且其父母或任何人有经验。通过Web,关于属性的信息,可以在任何时间任何地点访问提供各种福利,所有互联网用户。1.3目标该项目的目标是:1。要成为一个先锋教师培训学院的建立和实施VR基于Web的信息亭和全景。 2.确定虚拟旅游的功能和要求3认定VR技术和工具,用于创建虚拟之旅,并调查他们的个人特点和功能。4.要使用VR 5.为了吸引更多的人在看到发展虚拟参观样机什么教师培训学院可以为他们提供。2.0定义虚拟现实有许多不同的定义和术语用于虚拟现实(VR),所有这些知识的某些圈中可以考虑准确。由于虚拟现实背后的技术基本上仍然是一个新的领域,也有很多研究人员,作家和专栏作家喷涌而出自己的理论背后的VR。当然,每个人都提供了一个新的“更好”的定义 - 从迈伦克鲁格的术语,更多的向外行人高达霍华德莱茵的黄金将更加准确和技术定义上诉。克鲁格(1991年),VR定义为一个“人工现实”。他的研究有艺术和心理倾斜,并因此反映在以下定义:“一个人造现实看到一个参与者的动作中的主体的关系为图形世界术语,并且产生保持其行为正在发生内的错觉响应世界“(1991年克鲁格)。在克鲁格的人造的现实,艺术和科学成为相互关联的,与观众互动,实际上成为了新的模拟environment.On另一方面,莱茵黄金(1991年),鸽子更进究竟是什么构成了虚拟现实的一部分。他指出,“该浸没的想法(使用立体,视线跟踪,和其他技术来制造的作为一个计算机生成的场景内的错觉)是虚拟现实技术两个基础之一。导航的想法(创建一个分子或一个城市,使用户的计算机模型来走动,好像里面)是另一个基本要素“(1991年莱茵的黄金)。石(1995)VR定义为基于实时的人类和计算机应用之间的接口,三个尺寸的图形worlds。某种类型的虚拟现实系统的使用户能够与系统交互的相同方式与他们的对象和事件在一天到一天的基础交互。它是人与计算机中具有某些独特的功能之间的共享三维体验。这允许用户体验到的人工折痕产生环境,就好像它是真正的。手持Durlach(1992)使用“远程呈现”来指通用的遥操作和虚拟环境的经验的经验。更广泛的术语用在这里以便突出遥操作和虚拟环境之间的相似性。通过采用网真概念,我们现在可以定义“虚拟现实”没有提及任何特定的硬件系统:一个“虚拟现实”的定义是在一个知觉体验网真真实或模拟环境。诚然,这个定义不准确的术语的典型用法目。事实上,由于概念涉及广泛的定义,虚拟现实的定义包括几乎所有介导的经验。这样一来,它表明中介传播的一般另一种观点。传统上,通信过程中的信息的传输来描述的,作为连接发送器和接收器的方法。媒体因此重要只作为管道,作为连接发送器和接收器的装置,并且仅吸引他们向或与传输消息的从发送方到接收方式干扰的程度。与此相反,远程呈现视图专注于个人谁是既发送器和一个接收器,并且在介导与环境,他或她交互之间的关系的关注。信息不是从发送器向接收器发送;相反,介导的环境中创建3,然后经历。这两种观点中介通信之间的图形对比如图1所示。图1:两种模式的中介传播杰里Isdale(1995年),VR最能定义为一种对人类可视
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