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虚拟现实技术是用现代计算机技术创建的一种酷似客观环境又超越客观时空的和谐人机环境,它是现代仿真领域的一个重要发展方向。虚拟现实技术中的虚拟场景建模工作是研究的核心问题。目前解决这个问题主要基于几何造型的建模和基于图像的建模两种方法。本文研究了虚拟现实技术的特点及其存在问题,围绕当今热的虚拟场景建模技术进行了深入探讨,详细分析比较了现今两种虚拟场景的构建技术。 相似文献
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工程施工计划是一项复杂的工作,不断增长的复杂因素决定了工程管理人员需要采取新的、从未被用过、检测过的工程施工方法。缺乏便于工程策划人员进行评估和确认施工计划是否合理的工具,会在工程施工阶段造成许多重复性工作,造成成本浪费。虚拟现实技术为解决上述问题提供了一个很好的方法,会生成虚拟环境,允许项目决策人员在施工之前合理优化和选择施工方案,资源优化,降低成本,从而获得更好的投资效益。利用群体支持系统建立与工程施工计划相呼应的模型,工程数据作为其处理问题与人机交互的依据,辅助人员决策,进行项目的预算和分析,提高工程项目的价值管理。 相似文献
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Essi Pöyry Petri Parvinen Osmo Mattila Jani Holopainen 《Journal of Marketing Management》2020,36(3-4):334-360
ABSTRACT Using new technologies in customer interactions is a popular way of trying to increase customer engagement. It is, however, unknown how such efforts by marketers’ affect engagement, and particularly to what that engagement relates to. By analysing interview and observation data, the engagement manifestations of customers of a B2B company using virtual-reality technology were studied. The results show that customer engagement can be targeted at not only brands or firms but also the service the firm offers or the technology that enables the service. It is argued that the different objects of engagement can coexist and support each other but engagement with the firm is less susceptible to fluctuations. Marketers should be aware of what triggers customer engagement and what it is targeted at. 相似文献
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物流实验室是物流专业教学活动的一个重要组成部分.传统的物流实验室存在项目投资大,设备更新困难等现实问题,难以大量应用。采用虚拟现实技术建设的物流实验室具有建设成本低,无机械故障,维护成本少等优点,值得大规模推广应用。 相似文献
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本文主要以建构主义教学理论为指导,以虚拟现实技术为支撑,并以任务教学法为切入视角,构建师生平等合作关系为基础的动态教学激活体系。旨在培养学生的语言运用能力,使学生完成从接受性学习向产出性学习的转化。 相似文献
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‘Howzat’—how do artefacts without matter,matter? The case of decision review systems in professional cricket
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It has been argued that the social and material worlds are increasingly entangled as they become mediated by and experienced through virtual representations of live events. Virtual decision review systems in professional sport provide an albeit unusual case study example of such developments where virtual (re‐)representations of events are increasingly used in match play to inform adjudicator decisions concerning ‘what really happened’. This has prompted an ongoing debate in many sports over both the accuracy and appropriateness of these technologies for representing events which are often fast moving and difficult to judge with the human eye. We explore these issues using a sociomaterial practice lens and indicate the broader relevance of the case for basing judgements and decisions on virtual views of reality. 相似文献
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本文主要针对三维试衣系统中三维人体的创建以及三维人体数据的获取方式进行总结,进而得出目前三维试衣系统的局限与未来发展的展望:深度融合虚拟现实技术,让消费者可以自由游走与交流,从视觉、触觉、味觉等全方位感受服装的特性。 相似文献
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