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Generation and Control of Game Virtual Environment 被引量:2
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作者 Myeong Won Lee Jae Moon Lee 《International Journal of Automation and computing》 EI 2007年第1期25-29,共5页
In this paper, we present a framework for the generation and control of an Internet-based 3-dimensional game virtual environment that allows a character to navigate through the environment. Our framework includes 3-di... In this paper, we present a framework for the generation and control of an Internet-based 3-dimensional game virtual environment that allows a character to navigate through the environment. Our framework includes 3-dimensional terrain mesh data processing, a map editor, scene processing, collision processing, and walkthrough control. We also define an environment-specific semantic information editor, which can be applied using specific location obtained from the real world. Users can insert text information related to the characters real position in the real world during navigation in the game virtual environment. 展开更多
关键词 virtual environment virtual reality 3D game 3D navigation 3D scene management.
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A Critical Model Construction of Knowledge Sharing Mechanism in Virtual Organization Based on Game Theoretic Perspective 被引量:9
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作者 LU Jinrong 《Wuhan University Journal of Natural Sciences》 CAS CSCD 2015年第6期465-470,共6页
Virtual organization uses information technology to achieve a closer integration and better management of business relationships between internal and external parties. There are many emerging issues in virtual organiz... Virtual organization uses information technology to achieve a closer integration and better management of business relationships between internal and external parties. There are many emerging issues in virtual organization and one of them is knowl- edge sharing. Knowledge sharing that is the core of knowledge management plays a key role in virtual organization. However, game theoretic exploration about knowledge sharing mechanism based on virtual organization is seldom published, In this study, knowledge sharing mechanism in virtual organization enterprise is explored using game theories from two aspects based on the features of knowledge sharing in virtual organization enterprise. Fi- nally, the critical model of knowledge sharing mechanism in virtual organization also is presented based on the perspective of game analysis. 展开更多
关键词 game theoretic analysis knowledge sharing virtual organization critical model
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VREG: A Virtual Reality Educational Game with Arabic Content Using Android Smart Phone 被引量:1
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作者 Saadeh Z. Sweidan Khalid A. Darabkh 《Journal of Software Engineering and Applications》 2018年第10期500-520,共21页
In the last few decades, technology found its way from being a wild sci-fi dream, only seen in movies, to being an important element of all aspects of life. The technological industry bloomed quite rapidly where the t... In the last few decades, technology found its way from being a wild sci-fi dream, only seen in movies, to being an important element of all aspects of life. The technological industry bloomed quite rapidly where the technological solutions have made any process you can think of easier, faster and more efficient. Educational methodologies started off simple, having a teacher using simply his/her words and some writing along with it. With technology entering the field of education, teaching methods were enhanced and the quality of its outcomes was improved. However, sadly in Arab countries that was not the story. In other words, the use of new education technologies is still limited to basic and simple tasks. In fact, to add to the agony, most of the programs used are poorly implemented and rarely applied. Interestingly, as many studies confirm and from the simple observation of kids playing, it is found that most children are very attracted to new technologies and their applications. Those interests not only changed what a normal childhood would look like, but also introduced a multi-billion industry of electronic games. Virtual Reality (VR) games were introduced a few years back starting a gaming revolution, allowing gamers to enter the world of their dreams. Similar to most technologies, VR started to become more affordable with time. Multiple companies have competed to give us amazing VR products such as Samsung Gear. In this manuscript, we present a Virtual Reality Educational Game (VREG), which is an interactive 3D game with Arabic content that targets the students between age 4 and 8 and can be played on a smart phone. VREG includes multiple games that cover the different concepts of Arabic and English languages alongside math, aiming to help the student to learn through playing. In order to make sure that our game reaches wanted education standards, we put it to the test in two private schools;the feedback was very positive from both teachers and students where the majority of users enjoyed their experiments in VR games. 展开更多
关键词 virtual REALITY EDUCATIONAL gameS Smart PHONE APPLICATIONS ARABIC EDUCATIONAL APPLICATIONS Interactive Learning
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Using the Cooperative Game for Service Placement of Virtual Network Functions 被引量:1
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作者 XIONG Gang HU Yuxiang +1 位作者 WANG Weiming WANG Lingqiang 《China Communications》 SCIE CSCD 2016年第S1期146-157,共12页
To address the issues that middleboxes as a fundamental part of today's networks are facing, Network Function Virtualization(NFV)has been recently proposed, which in essence asserts to migrate hardware-based middl... To address the issues that middleboxes as a fundamental part of today's networks are facing, Network Function Virtualization(NFV)has been recently proposed, which in essence asserts to migrate hardware-based middleboxes into software-based virtualized function entities.Due to the demands of virtual services placement in NFV network environment, this paper models the service amount placement problem involving with the resources allocation as a cooperative game and proposes the placement policy by Nash Bargaining Solution(NBS). Specifically,we first introduce the system overview and apply the rigorous cooperative game-theoretic guide to build the mathematical model, which can give consideration to both the responding efficiency of service requirements and the allocation fairness.Then a distributed algorithm corresponding to NBS is designed to achieve predictable network performance for virtual instances placement.Finally, with simulations under various scenarios,the results show that our placement approach can achieve high utilization of network through the analysis of evaluation metrics namely the satisfaction degree and fairness index. With the suitable demand amount of services, the average values of two metrics can reach above 90%. And by tuning the base placement, our solution can enable operators to flexibly balance the tradeoff between satisfaction and fairness of resourcessharing in service platforms. 展开更多
关键词 Middlebox game theory network FUNCTION virtualIZATION SOFTWARE defined NETWORKING
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Effects of virtual reality balance games combined with muscle strength training on balance function and motor ability of Parkinson's patients
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作者 Li-Chun Sun Rong Chen 《Journal of Hainan Medical University》 2020年第9期15-18,共4页
Objective To investigate the effects of virtual reality balance games combined with strengthening muscle training on balance function and exercise capacity in patients with Parkinson's disease.Methods Sixty patien... Objective To investigate the effects of virtual reality balance games combined with strengthening muscle training on balance function and exercise capacity in patients with Parkinson's disease.Methods Sixty patients with Parkinson's disease were selected from January 2018 to October 2019.The random number table method was divided into the control group(n=30)and the observation group(n=30).Both groups were given conventional drugs and For rehabilitation training,the observation group was given a virtual reality balance game combined with strengthening muscle training.The upper limbs,lower limbs,balance function,comprehensive rehabilitation effect and daily living ability were compared before and after training.Results After training,the Brunnstrom score,FMA-UE,FMA-LE score,and cadence score of the two groups of patients increased.The common contraction rate(CR)of the biceps brachii in elbow flexion and the three heads of the brachii in elbow extension Muscle CR,standing walking test,10m walking test,reduced left and right step difference,and the observation group was better than the control group,which was significant(P<0.05).Conclusion Patients with Parkinson's disease have improved their upper and lower extremity motor capacity and balance function through virtual reality balance games combined with strengthening muscle training,which can improve the overall rehabilitation effect and ability of daily living. 展开更多
关键词 Parkinson's disease Balance movement virtual reality balance games Strengthen muscle strength trainin
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The Confidentiality of Coding Video Games with Cheat Code and Bots for Cheating in a Virtual World
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作者 Samantha Gorton Olatunde Abiona 《International Journal of Communications, Network and System Sciences》 2023年第6期105-114,共10页
Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual gam... Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest. 展开更多
关键词 Video games CONFIDENTIALITY virtual World Cheat Code Bots PROGRAMMING
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新媒介Cybergame的关键特征 被引量:1
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作者 何威 《河南社会科学》 北大核心 2006年第5期55-59,共5页
游戏存在着有别于其他人类行为的六个根本要素,即:自由参与、以愉悦为目的、目标与竞争并存、规则性、时空性以及参与者拥有一定的共同经验。因受信息与传播技术自身特点的影响,以电脑游戏为代表的Cybergame还具有三大关键特征:虚拟环... 游戏存在着有别于其他人类行为的六个根本要素,即:自由参与、以愉悦为目的、目标与竞争并存、规则性、时空性以及参与者拥有一定的共同经验。因受信息与传播技术自身特点的影响,以电脑游戏为代表的Cybergame还具有三大关键特征:虚拟环境、身体的缺席、人工智能。这样的分析有助于进一步开展对Cybergame的研究。 展开更多
关键词 电脑游戏 Cybergame 虚拟环境 身体 人工智能
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网络游戏的新生力量——WebGame 被引量:1
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作者 李玉安 周世菊 《成都电子机械高等专科学校学报》 2009年第1期10-13,共4页
在当今互联网时代,网络游戏在人们的网络生活中扮演着举足轻重的角色,网络游戏的发展也呈现出"百花齐放、百家争鸣"的繁荣景象。在网络游戏繁荣发展的环境中,一种全新的网络游戏悄然兴起,这就是WebGame。其特点是通过浏览器... 在当今互联网时代,网络游戏在人们的网络生活中扮演着举足轻重的角色,网络游戏的发展也呈现出"百花齐放、百家争鸣"的繁荣景象。在网络游戏繁荣发展的环境中,一种全新的网络游戏悄然兴起,这就是WebGame。其特点是通过浏览器就能玩,无需下载游戏客户端。WebGame并不是新生的网络游戏模式,它产生的年代比目前传统的网络游戏还要早,在经历了一番浮沉以后,借助新兴的技术手段,WebGame又重新焕发了青春,走进人们的网络生活之中。 展开更多
关键词 WEBgame 网络游戏 虚拟社区
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Profit Allocation Scheme among Partners in Virtual Enterprises Based on Fuzzy Shapley Values 被引量:2
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作者 陈雯 张强 王明哲 《Journal of Beijing Institute of Technology》 EI CAS 2007年第1期122-126,共5页
Fuzzy Shapley values are developed based on classical Shapley values and used to allocate profit among partners in virtual enterprises (VE). Axioms of the classical Shapley value are extended to Shapley values with ... Fuzzy Shapley values are developed based on classical Shapley values and used to allocate profit among partners in virtual enterprises (VE). Axioms of the classical Shapley value are extended to Shapley values with fuzzy payoffs by using fuzzy sets theory. Fuzzy Shapley function is defined based on these extended axioms. From the viewpoint the allocation for each partner should be a crisp value rather a fuzzy membership function at the end of cooperation, a crisp allocation scheme based on fuzzy Shapley values is proposed. 展开更多
关键词 virtual enterprises (fuzzy) cooperative games fuzzy Shapley values representation principle
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Virtual Reality Neurorehabilitation
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作者 Zhihan Lv Jinkang Guo 《International Journal of Mental Health Promotion》 2022年第3期287-310,共24页
The present work investigates the application of virtual reality(VR)technology to neurorehabilitation.By consulting a wealth of data,the advantages of VR in neurorehabilitation are introduced,followed by the applicati... The present work investigates the application of virtual reality(VR)technology to neurorehabilitation.By consulting a wealth of data,the advantages of VR in neurorehabilitation are introduced,followed by the application status of VR in the rehabilitation of stroke patients,Parkinson’s patients,mental and psychological diseases.Besides,many research experiments on the application of VR technology in rehabilitation medicine at the present stage are investigated.The results indicate that compared with traditional balance training,the VR-based neurological rehabilitation training method can more effectively ease the tilt degree and strengthen the trunk control ability and balance function of patients with post-stroke tilt syndrome.When the effect of traditional rehabilitation training on the gait and balance of Parkinson’s patients is not good enough,VR-based rehabilitation training can at least be used as an alternative therapy.Moreover,VR games have made great breakthroughs in promoting limb rehabilitation and brain injury rehabilitation,which is of incredible benefit to those with motor and activity disorders.It is also beneficial to the treatment and recovery of mental disorders of patients with nerve injury.Although VR still has limitations such as high cost and technical breakthrough bottleneck,it has great advantages in relieving pain,enhancing interest,and recovering patients’mental health in neurological rehabilitation training. 展开更多
关键词 virtual reality NEUROREHABILITATION stroke patients Parkinson’s patients virtual reality games
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Virtual Reality Driving Simulation for Measuring Driver Behavior and Characteristics 被引量:1
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作者 Seyyed Meisam Taheri Kojiro Matsushita Minoru Sasaki 《Journal of Transportation Technologies》 2017年第2期123-132,共10页
This article provides new insights regarding driver behavior, techniques and adaptability. This study has been done because: 1) driving a vehicle is critical and one of the most common daily tasks;2) simulators are us... This article provides new insights regarding driver behavior, techniques and adaptability. This study has been done because: 1) driving a vehicle is critical and one of the most common daily tasks;2) simulators are used for the purpose of training and researching driver behavior and characteristics;3) the article addresses driver experience by involving new virtual reality technologies. A simulator has been used to assist novice drivers to learn how to drive in a very safe environment, and researching and collecting data for researchers has become easier due to this secure and user-friendly environment. The theoretical framework of this driving simulation has been designed by using the Unity3D game engine (5.4.f3 version) and was programmed with the C# programming language. To make the driving environment more realistic we, in addition, utilized the HTC Vive Virtual reality headset which is powered by Steamvr. We used Unity Game Engine to design our scenarios and maps because by doing this we are able to be more flexible with designing. In this study, we asked 10 people ranging from ages 19 - 37 to participate in this experiment. Four Japanese divers and six non-Japanese drivers engaged in this study, some of which do not have a driver’s license in Japan. A few Japanese drivers have a license and car, while others have a license but no car. In order to analyze the results of this experiment we are used MatlabR2016b to analyze the gathered data. The result of this research indicates that individual’s behavior and characteristics such as controlling the speed, remaining calm and relaxed when driving, driving at appropriate speeds depending on changes in road structures and etc. can affect their driving performance. 展开更多
关键词 DRIVER Behavior game Driving UNITY3D virtual REALITY Simulation HTC
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Development of a fall prevention protocol for replication in a virtual environment
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作者 Beth Ann Walker Lesa L. Huber 《Advances in Aging Research》 2012年第2期47-52,共6页
Several effective fall prevention exercise programs address the problem of falls. The primary challenge is not to develop effective programs, but to find ways to motivate older people to begin and maintain these progr... Several effective fall prevention exercise programs address the problem of falls. The primary challenge is not to develop effective programs, but to find ways to motivate older people to begin and maintain these programs while delivering these programs to as many older adults as possible. This short-term pilot study collected preliminary data on the design and testing of a balance rehabilitation protocol that could be replicated in a virtual gaming environment like the Wii Fit. The protocol, based on evidence- based practice, focused on strength, endurance, and functional reach. Eight older adults participated in twelve one hour sessions with an occupational therapist and exercise professional. Outcome measures included the Modified Falls Efficacy Scale, Life Space Questionnaire, and postural sway. Results suggest that the protocol was effective in improving postural sway (as measured by a force plate), reducing fear of falling, and increasing perceived life space. 展开更多
关键词 FALL Prevention virtual Gaming EXERCISE OLDER ADULTS Balance
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Design and implementation of somatosensory interactive game based on Leap Motion 被引量:2
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作者 Lu Ming Tan Xin Zhao Dongfeng 《Computer Aided Drafting,Design and Manufacturing》 2016年第4期37-40,共4页
Recently, virtual reality and interactive somatosensory technology has become one of the hot issues in the research of computer applications. Leap Motion is a new type of interactive somatosensory devices which bring ... Recently, virtual reality and interactive somatosensory technology has become one of the hot issues in the research of computer applications. Leap Motion is a new type of interactive somatosensory devices which bring users senses of immersion efficiently. This paper studies a interactive somatosensory game model based on Leap Motion and implemented with Unity. Based on the two core technology philosophy of Leap Motion, i.e., virtual reality technology and body sense of interactive technology, the design implementation of each sub module of the system and Leap Motion game algorithm are thoroughly addressed. This paper has certain significance for future application of Leap Motion in film, television, and interactive games. 展开更多
关键词 virtual reality technology unity3D game engine Leap Motion UI design
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Influences of Network Delay on Quality of Experience for Soft Objects in Networked Real-Time Game with Haptic Sense
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作者 Mya Sithu Yutaka Ishibashi +1 位作者 Pingguo Huang Norishige Fukushima 《International Journal of Communications, Network and System Sciences》 2015年第11期440-445,共6页
In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-tim... In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-time game subjectively and objectively. We handle a networked balloon bursting game in which two players burst balloons (i.e., soft objects) in a 3D virtual space by using haptic interface devices, and the players compete for the number of burst balloons. As a result, we find that the operability depends on the network delay from the local terminal to the other terminal, and the fairness is mainly dependent on the difference in network delay between the players’ terminals. We confirm that there exists a trade-off relationship between the operability and the fairness. We also see that the contribution of the fairness is larger than that of the operability to the comprehensive quality (i.e., the weighted sum of the operability and fairness). Assessment results further show that the output timing of terminals should be adjusted to the terminal which has the latest output timing to maintain the fairness when the difference in network delay between the terminals is large. In this way, the comprehensive quality at each terminal can be maintained as high as possible. 展开更多
关键词 NETWORKED REAL-TIME game virtual Environment Balloon BURSTING game HAPTIC Interface Devices Network Delay Quality of Experience OPERABILITY Fairness
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Modeling and game strategy analysis of suppressing IADS for multiple fighters' cooperation
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作者 LI Qiuni YANG Rennong +2 位作者 LI Haoliang ZHANG Huan FENG Chao 《Journal of Systems Engineering and Electronics》 SCIE EI CSCD 2018年第2期296-304,共9页
This paper addresses the problem of suppression of the integrated air defense system(IADS) by multiple fighters’ cooperation. Considering the dynamic changing of the number of the nodes in the operational process, a ... This paper addresses the problem of suppression of the integrated air defense system(IADS) by multiple fighters’ cooperation. Considering the dynamic changing of the number of the nodes in the operational process, a profit model for the influence of the mission’s cost for the whole system is developed for both offense and defensive sides. The scenario analysis is given for the process of suppressing the IADS by multiple fighters. Based on this scenario analysis, the modeling method and the specific expression for the payoff function are proposed in four cases for each node. Moreover, a distributed virtual learning algorithm is designed for the n-person and n-strategy game, and the mixed strategy Nash equilibrium(MSNE) of this game can be solved from the n × m × 3-dimensional profit space. Finally, the simulation examples are provided to demonstrate the effectiveness of the proposed model and the game algorithm. 展开更多
关键词 cooperative suppression non-cooperative game Nash equilibrium virtual learning
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Application of the Green Revolution Game
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作者 Maria Bostenaru Dan 《Open Journal of Ecology》 2015年第6期274-286,共13页
The Green Revolution Game is employed in teaching in various universities. Here we review employment in two universities: the Karlsruhe University in Germany and the Ohio University in the US. The game is used not onl... The Green Revolution Game is employed in teaching in various universities. Here we review employment in two universities: the Karlsruhe University in Germany and the Ohio University in the US. The game is used not only as simulation, but also as basis to generate data for study projects. In this context, several aspects will be followed: the analysis of education approaches (including between real and virtual), the analysis of the employability of game theory for simulating hazards connected to water scarcity in the cultivation of rice, and the connection to real life situations, targeting at the transferability of this game thought for India for the situation in Italy where high yield rice and turning towards (urban) agriculture came decades later. The site considered in Italy is the one making 95% of production, Pavia. Rice fields are artificial wetlands, and consideration is given to which kind of agriculture can conserve biodiversity and lead to sustainability. 展开更多
关键词 RICE game Theory Education Pavia virtual MOBILITY URBAN AGRICULTURE DROUGHT Water
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The Influence of Memetic Primers in Online Comments in Video Game Blogs
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作者 Ibrahim Yucel 《Advances in Internet of Things》 2012年第3期63-73,共11页
Through investigating a particular blog, several factors were found which have significant influence on reader actions. This study uses the term “memetic primers” for those styles that most often cause readers to ta... Through investigating a particular blog, several factors were found which have significant influence on reader actions. This study uses the term “memetic primers” for those styles that most often cause readers to take notice of a particular comment, remember information included in it, and take action. The memetic primers were derived in a discourse analysis. The study discovered the memetic primers using logic-of-inquire approach to the online comments. While evidence indicated that the usefulness of some primers was low, it emerged those negatively written comments where the most common impact on a comment’s volume. 展开更多
关键词 Computer-Mediated Communication Social Networking Site Design and Use virtual Worlds/Avatars/Proxies Community Analysis and Support virtual or Physical Entertainment/games
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Integrating Virtual Reality and Energy Analysis with BIM to Optimize Window-to-Wall Ratio and Building’s Orientation for Age-in-Place Design at the Conceptual Stage
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作者 Vafa Rostamiasl Ahmad Jrade 《Open Journal of Civil Engineering》 2024年第3期305-333,共29页
This study unfolds an innovative approach aiming to address the critical role of building design in global energy consumption, focusing on optimizing the Window-to-Wall Ratio (WWR), since buildings account for approxi... This study unfolds an innovative approach aiming to address the critical role of building design in global energy consumption, focusing on optimizing the Window-to-Wall Ratio (WWR), since buildings account for approximately 30% of total energy consumed worldwide. The greatest contributors to energy expenditure in buildings are internal artificial lighting and heating and cooling systems. The WWR, determined by the proportion of the building’s glazed area to its wall area, is a significant factor influencing energy efficiency and minimizing energy load. This study introduces the development of a semi-automated computer model designed to offer a real-time, interactive simulation environment, fostering improving communication and engagement between designers and owners. The said model serves to optimize both the WWR and building orientation to align with occupants’ needs and expectations, subsequently reducing annual energy consumption and enhancing the overall building energy performance. The integrated model incorporates Building Information Modeling (BIM), Virtual Reality (VR), and Energy Analysis tools deployed at the conceptual design stage, allowing for the amalgamation of owners’ inputs in the design process and facilitating the creation of more realistic and effective design strategies. 展开更多
关键词 Building Information Modeling (BIM) virtual Reality (VR) game Engine Energy Analysis Window-to-Wall Ratio Building Orientation Computer Integration and Automation
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基于双欧算法的虚拟现实游戏动作轨迹识别方法
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作者 李岚 《兰州文理学院学报(自然科学版)》 2025年第4期36-42,共7页
针对虚拟现实游戏动作姿态角的求解方法过于繁杂,导致动作轨迹识别率较低的问题,提出一种结合双欧算法的新型虚拟现实游戏动作轨迹识别方法.首先,采用三维计算机视觉技术进行图像采集,获取虚拟现实游戏动作轨迹图像;然后,通过差分处理... 针对虚拟现实游戏动作姿态角的求解方法过于繁杂,导致动作轨迹识别率较低的问题,提出一种结合双欧算法的新型虚拟现实游戏动作轨迹识别方法.首先,采用三维计算机视觉技术进行图像采集,获取虚拟现实游戏动作轨迹图像;然后,通过差分处理提取出前景图像,完成虚拟现实游戏动作轨迹图像分割处理,针对提取的前景区域构建虚拟现实游戏动作空间,得到关节点空间坐标系,再确定关节点空间坐标系;最后,采用双欧算法对动作轨迹图像进行计算,得出虚拟现实游戏动作轨迹姿态角.结合隐马尔可夫模型进行动作建模,推算每个轨迹子基元的姿态角,得出动作轨迹识别结果.实验结果表明:本文方法对游戏动作轨迹的识别率均达到0.9以上,AUC值高达0.96,动作轨迹识别时长最高为0.57 s,证明该方法有一定的应用价值. 展开更多
关键词 双欧算法 虚拟现实游戏 动作轨迹识别 关节点 坐标系
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游戏引擎赋能下虚拟演唱会视觉效果对比分析
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作者 宗晓萌 朱明月 《广东水利电力职业技术学院学报》 2025年第2期19-23,共5页
虚拟演唱会作为音乐文化传播新形式,其依托虚拟引擎生成交互式三维环境,视觉效果相较传统实景演唱会更丰富多彩。以游戏平台举行的虚拟演唱会为研究对象,通过文献分析、问卷调查和统计学方法,分析影响虚拟演唱会视觉效果的因素,并通过... 虚拟演唱会作为音乐文化传播新形式,其依托虚拟引擎生成交互式三维环境,视觉效果相较传统实景演唱会更丰富多彩。以游戏平台举行的虚拟演唱会为研究对象,通过文献分析、问卷调查和统计学方法,分析影响虚拟演唱会视觉效果的因素,并通过国内外虚拟演唱会案例对比分析优势与问题,提出优化建议。研究认为虚拟演唱会能够创造独特的视觉风格和沉浸体验,满足用户多元化的需求,为改进虚拟演唱会的视觉效果提供参考。 展开更多
关键词 游戏引擎 虚拟演唱会 视觉效果 统计学方法 对比研究
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