摘要
虚拟现实技术借助计算机硬件和软件资源创建和体验虚拟世界集成技术可以实现对真实世界进行动态模拟,产生的动态环境能对用户的姿态、语言命令等做出实时响应,使得用户和模拟环境之间建立起一种实时交互关系。近年来,它已广泛地应用于竞技体育领域,如跳水、体操、蹦床、举重、篮球、滑雪、高尔夫球等项目,尤其在跳水、蹦床项目上取得了较大成功,但仍存在一些问题:现有成果的交互性差,由于计算机专家与教练各自的先天缺陷而造就的“来料加工”攻关模式导致成果的实用性不强,虚拟现实技术的研究多限于表现难美性、分道竞速性项群,而对同场对抗性项群鲜见涉及等。
VRT (Virtual Reality Technology) can simulate the real world dynamically by computer hardware and software to construct and experience artificial world. It can produce the dynamic environment to answer synchronically the gestures and language orders of users and make users and artificial world construct the synchronal and interactive relationship. In recent years ,VRT has been used widely in the field of sports such as diving, gymnastics,trampoline, weightlifting, golf, basketball and skiing, especially at diving and trampoline. However, the application of VRT in sports has some disfigurements as follows: firstly,it has the deficiency in the interaction. Secondly,the utility is not enough owing to the model "professing for sent-in materials " because the experts and coaches have the inborn defects respectively. Thirdly, the research in sports of VRT mostly focuses on the event-groups which depend on the difficulty, beauty and speed by track ,but rarely relates to the event-group which is held on the same field with body contacts.
出处
《体育科学》
CSSCI
北大核心
2006年第9期34-39,共6页
China Sport Science
基金
教育部博士基金资助项目。
关键词
虚拟技术
运动技术
三维仿真
数字人体
virtual reality technology
sports technology
3-D stimulation
digital human body