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美国WorldViz虚拟现实系统介绍1、制造商的科研背景和实力1)公司背景:美国WorldViz公司起源于美国加州大学虚拟环境与行为研究中心,公司CEO Andy Beall就是该研究中心主任。该实验室主要致力于心理认知相关的科学研究,包括社会心理学、视觉、空间认知等。具有科研背景和实力,并以用户和自身的科研需求来指导虚拟现实设备的研发和生产,因此该公司的虚拟现实软硬件平台更适合科研领域。2)技术实力:该公司拥有一个专业的技术支持队伍,可以为科研用户提供优良的技术服务,并提供科研应用方面的咨询服务,帮助用户与国内外同行建立联系与合作。我们每年要在国内举办虚拟现实技术培训班,对老用户进行免费培训并提供科研交流的平台。2、WorldViz虚拟现实系统在科研领域的广泛应用其用户遍布各个应用领域,包括教育和心理、培训、建筑设计、军事航天、医疗、娱乐、图形建模等。同时该产品在认知相关的科研领域更具竞争力,在欧美和国内高等学府和研究机构拥有五百个以上用。1)、加州大学圣巴巴拉分校虚拟环境与行为研究中心该实验室主要致力于心理认知相关的科学研究,包括社会心理学、视觉、空间认知等,并有大量论文在国际知名刊物发表,具体详见论文列表。2)、迈阿密大学心理与计算机科学实验室研究领域:空间认知 Human Spatial Cognition In his research Professor David Waller investigates how people learn and mentally represent spatial information about their environment. Wearing a head-mounted display and carrying a laptop-based dual pipe image generator in a backpack, users can wirelessly walk through extremely large computer generated virtual environments. Research Project Examples Specificity of Spatial Memories When people learn about the locations of objects in a scene, what information gets represented in memory? For example, do people only remember what they saw, or do they commit more abstract information to memory? In two projects, we address these questions by examining how well people recognize perspectives of a scene that are similar but not identical to the views that they have learned. In a third project, we examine the reference frames that are used to code spatial information in memory. In a fourth project, we investigate whether the biases that people have in their memory for pictures also occur when they remember three-dimensional scenes. Nonvisual Egocentric Spatial Updating When we walk through the environment, we realize that the objects we pass do not cease to exist just because they are out of sight (e.g. behind us). We stay oriented in this way because we spatially update (i.e., keep track of changes in our position and orientation relative to the environment.) 网站链接: /wallerda/spacelab/spacelabproject.html 3、加拿大滑铁卢大学心理系设备: WorldViz Vizard 3D software toolkit, WorldViz PPT H8 optical inertial hybrid wide-area tracking system, NVIS nVisor SX head-mounted display, Arrington Eye Tracker 研究领域:行为科学项目介绍: Professor Colin Ellard about his research: I am interested in how the organization and appearance of natural and built spaces affects movement, wayfinding, emotion and physiology. My approach to these questions is strongly multidisciplinary and is informed by collaborations with architects, artists, planners, and health professionals. Current studies include investigations of the psychology of residential design, wayfinding at the urban scale, restorative effects of exposure to natural settings, and comparative studies of defensive responses. My research methods include both field investigations and studies of human behavior in immersive virtual environments. 网站链接http:/www.psychology.uwaterloo.ca/people/faculty/cellard/index.html http:/virtualpsych.uwaterloo.ca/research.htm / 部分发表论文: Colin Ellard (2009). Where am I? Why we can find our way to the Moon but get lost in the mall. Toronto: Harper Collins Canada. Journal Articles: Colin Ellard and Lori Wagar (2008). Plasticity of the association between visual space and action space in a blind-walking task. Perception, 37(7), 1044-1053. Colin Ellard and Meghan Eller (2009). Spatial cognition in the gerbil: Computing optimal escape routes from visual threats. Animal Cognition, 12(2), 333-345. Posters: Kevin Barton and Colin Ellard (2009). Finding your way: The influence of global spatial intelligibility and field-of-view on a wayfinding task. Poster session presented at the 9th annual meeting of the Vision Sciences Society, Naples, FL. (Link To Poster) Brian Garrison and Colin Ellard (2009). The connection effect in the disconnect between peripersonal and extrapersonal space. Poster session presented at the 9th annual meeting of the Vision Sciences Society, Naples, FL. (Link To Poster) 4、美国斯坦福大学信息学院虚拟人交互实验室设备: WorldViz Vizard 3D software toolkit, WorldViz PPT X8 optical inertial hybrid wide-area tracking system, NVIS nVisor SX head-mounted display, Complete Characters avatar package 研究介绍:The mission of the Virtual Human Interaction Lab is to understand the dynamics and implications of interactions among people in immersive virtual reality simulations (VR), and other forms of human digital representations in media, communication systems, and games. Researchers in the lab are most concerned with understanding the social interaction that occurs within the confines of VR, and the majority of our work is centered on using empirical, behavioral science methodologies to explore people as they interact in these digital worlds. However, oftentimes it is necessary to develop new gesture tracking systems, three-dimensional modeling techniques, or agent-behavior algorithms in order to answer these basic social questions. Consequently, we also engage in research geared towards developing new ways to produce these VR simulations. Our research programs tend to fall under one of three larger questions: 1. What new social issues arise from the use of immersive VR communication systems? 2. How can VR be used as a basic research tool to study the nuances of face-to-face interaction? 3. How can VR be applied to improve everyday life, such as legal practices, and communications systems. 网站链接: / 5、加州大学圣迭戈分校神经科学实验室设备: WorldViz Vizard 3D software toolkit, WorldViz PPT X8 optical inertial hybrid wide-area tracking system, NVIS nVisor SX head-mounted display 研究介绍:The long-range objective of the laboratory is to better understand the neural bases of human sensorimotor control and learning. Our approach is to analyze normal motor control and learning processes, and the nature of the breakdown in those processes in patients with selective failure of specific sensory or motor systems of the brain. Toward this end, we have developed novel methods of imaging and graphic analysis of spatiotemporal patterns inherent in digital records of movement trajectories. We monitor movements of the limbs, body, head, and eyes, both in real environments and in 3D multimodal, immersive virtual environments, and recently have added synchronous recording of high-definition EEG. One domain of our studies is Parkinsons disease. Our studies have been dissecting out those elements of sensorimotor processing which may be most impaired in Parkinsonism, and those elements that may most crucially depend upon basal ganglia function and cannot be compensated for by other brain systems. Since skilled movement and learning may be considered opposite sides of the same coin, we also are investigating learning in Parkinsons disease: how Parkinsons patients learn to adapt their movements in altered sensorimotor environments; how their eye-hand coordination changes over the course of learning sequences; and how their neural dynamics are altered when learning to make decisions based on reward. Finally, we are examining the ability of drug versus deep brain stimulation therapies to ameliorate deficits in these functions. 网站链接: /poizner/index.html 论文列表: /poizner/publications.html 3、良好的兼容性和交互性3.1、与第三方虚拟现实配套设备的结合Worldviz支持所有专业显示设备,如头戴式显示器、立体投影仪和立体视镜、立体显示器;支持多种运动追踪系统、数字手套、微型眼动仪、力反馈器、触摸屏、模拟驾驶器和游戏杆等。良好的兼容性为用户今后的实验室拓展提供了基础。3.2、与生理信号采集设备的结合虚拟现实技术作为一种全新的沉浸式呈现技术,为心理学提供了新的研究方法和手段,通过与其他设备的配合,我们不仅仅可以采集到被试在虚拟环境中的的行为数据,还能同步采集到生理数据,如脑电、多导生理和眼动等。例如使用多导电生理仪,采集被试的呼吸、脉搏、脑电等指标,进而分析被试的情绪反应,或者进行生物反馈治疗情绪障碍。使用头盔内眼动仪采集被试观察虚拟世界时的眼动信息,为空间
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