The paper describes the feasibility and method of the application of virtual reality technology to grinding process, and introduces the modeling method of object entity in the environment of virtual reality. The simul...The paper describes the feasibility and method of the application of virtual reality technology to grinding process, and introduces the modeling method of object entity in the environment of virtual reality. The simulation process of grinding wheels and ground surface roughness is discussed, and the computation program system of numerical simulation is compiled with Visual C++ programming language. At the same time, the three-dimensional simulation models of grinding wheels and ground surface roughness are made with OpenGL tool. The choice of grinding wheels, the forecast of ground surface quality and some simulation results can be realized by interactively inputting grinding parameters. The paper applies virtual reality technology to grinding process,makes the model of virtual grinding wheel and simulates the grinding process. The roughness of ground surface is showed in three-dimensional images, and therefore the grinding technology is studied. Computer simulation can not only be used as a shortcut to analyze and research the grinding process, but also increase the research scope and content. The virtual reality technology used in the paper is an advanced visualized simulation with interaction. The surface roughness Ra on simulated ground workpiece can be calculated by the arithmetic average of contour warp absolute value in sampling length of simulated ground workpiece. The parameters of virtual wheel and simulated grinding process can be changed by interaction input, so the simulated results in the desired grinding condition are gained. The effect of each parameter to ground surface can be analyzed by comparing the grinding results in different condition.展开更多
Long-time driving and monotonous visual environment increase the safety risk of driving in an extra-long tunnel.Driving fatigue can be effectively relieved by setting the visual fatigue relief zone in the tunnel.Howev...Long-time driving and monotonous visual environment increase the safety risk of driving in an extra-long tunnel.Driving fatigue can be effectively relieved by setting the visual fatigue relief zone in the tunnel.However,the setting form of visual fatigue relief zone,such as its length and location,is difficult to be designed and quantified.By integrating virtual reality(VR)apparatus with wearable electroencephalogram(EEG)-based devices,a hybrid method was proposed in this study to assist analyzers to formulate the layout of visual fatigue relief zone in the extra-long tunnel.The virtual environment of this study was based on an 11.5 km extra-long tunnel located in Yunnan Province in China.The results indicated that the use of natural landscape decoration inside the tunnel could improve driving fatigue with the growth rate of attention of the driver increased by more than 20%.The accumulation of driving fatigue had a negative effect on the fatigue relief.The results demonstrated that the optimal location of the fatigue relief zone was at the place where driving fatigue had just occurred rather than at the place where a certain amount of driving fatigue had accumulated.展开更多
The pincipl of a 6 DOF (degress of freedom) input device using ultrasonic distance measurement is presented in this paper. The system employs the method of measuring the time of flight. In addition, some techniques, i...The pincipl of a 6 DOF (degress of freedom) input device using ultrasonic distance measurement is presented in this paper. The system employs the method of measuring the time of flight. In addition, some techniques, including automatic gain control, self-adaptive variable threshold and temperature compensation, are also used to improve precision. Then, the positions and orientation of the input device can be calculated by the method of spatial analytic geometry. Meanwhile, commands from the 3-D input device are detected and carried out. The validity and precision of the input device are verified by the experiment in a robot system. The proposed device not only can be used for end effector position and orientation measurement in telerobotics, but also can be an interactive device in virtual reality systems, such as helmet tracking, viewpoint navigation and object manipulation.展开更多
Immersive virtual product development is a new desi gn , developing and evaluation method of integrated product and processing tragedie s, which using VR, multi-discipline simulation and scientific visualization tec h...Immersive virtual product development is a new desi gn , developing and evaluation method of integrated product and processing tragedie s, which using VR, multi-discipline simulation and scientific visualization tec hnologies. Users may have the experiences of being part of a cyberspace environm ent with the ability to navigate and manipulate objects which have properties an d behaviors that correspond to those of the real world objects. We present a fra mework and prototype system of an immerse VPD (IVPD) which enables users to navi gate and interact with 3D peripherals with the display system. The framework of IVPD which we have defined can meet these requirements. In the immersive virtual environment, design will include four main parts: 3D CAD/modeler, multidiscipli ne simulations, CAM and discrete system simulation. 3D CAD/modeler can create 3D geometric objects and import models from other commercial softwares such as UG, CATIA etc. It can also store all kinds of models into databases with hierarchy which will provide geometric models with simulations and evaluations in later pr ocedures. Multidiscipline simulations can integrate many simulations such as FEA , CFD, Noisy and etc. Each kind of these simulation softwares will reflect a cer tain aspect of product or component’s performances. CAM, as a successor of prod uct development, mainly simulates the manufacturing procedures in the computer. Discrete system simulation will able to see the layout problems for a factory. I t is very useful for production management. Participants may actively view the v irtual world revolving around them while others control navigation and simul ations, and may interact with other members such as pass an object from one embo died manikin to another.展开更多
Flatness pattern recognition is the key of the flatness control. The accuracy of the present flatness pattern recognition is limited and the shape defects cannot be reflected intuitively. In order to improve it, a nov...Flatness pattern recognition is the key of the flatness control. The accuracy of the present flatness pattern recognition is limited and the shape defects cannot be reflected intuitively. In order to improve it, a novel method via T-S cloud inference network optimized by genetic algorithm(GA) is proposed. T-S cloud inference network is constructed with T-S fuzzy neural network and the cloud model. So, the rapid of fuzzy logic and the uncertainty of cloud model for processing data are both taken into account. What's more, GA possesses good parallel design structure and global optimization characteristics. Compared with the simulation recognition results of traditional BP Algorithm, GA is more accurate and effective. Moreover, virtual reality technology is introduced into the field of shape control by Lab VIEW, MATLAB mixed programming. And virtual flatness pattern recognition interface is designed.Therefore, the data of engineering analysis and the actual model are combined with each other, and the shape defects could be seen more lively and intuitively.展开更多
This paper presents the results of a concept capability demonstration pilot study, the aim of which was to investigate how inexpensive gaming software and hardware technologies could be exploited in the development an...This paper presents the results of a concept capability demonstration pilot study, the aim of which was to investigate how inexpensive gaming software and hardware technologies could be exploited in the development and evaluation of a simulator prototype for training Royal Navy mine clearance divers, specifically focusing on the detection and accurate reporting of the location and condition of underwater ordnance. The simulator was constructed using the Blender open source 3D modelling toolkit and game engine, and featured not only an interactive 3D editor for underwater scenario generation by instructors, but also a real-time, 3D After Action Review(AAR) system for formative assessment and feedback.The simulated scenarios and AAR architecture were based on early human factors observations and briefings conducted at the UK's Defence Diving School(DDS), an organisation that provides basic military diving training for all Royal Navy and Army(Royal Engineers) divers. An experimental pilot study was undertaken to determine whether or not basic navigational and mine detection components of diver performance could be improved as a result of exposing participants to the AAR system, delivered between simulated diving scenarios. The results suggest that the provision of AAR was accompanied by significant performance improvements in the positive identification of simulated underwater ordnance(in contrast to non-ordnance objects) and on participants' description of their location, their immediate in-water or seabed context and their structural condition. Only marginal improvements were found with participants' navigational performance in terms of their deviation accuracies from a pre-programmed expert search path. Overall, this project contributes to the growing corpus of evidence supporting the development of simulators that demonstrate the value of exploiting open source gaming software and the significance of adopting established games design techniques in delivering highly engaging scenarios to defence training communities.展开更多
文摘The paper describes the feasibility and method of the application of virtual reality technology to grinding process, and introduces the modeling method of object entity in the environment of virtual reality. The simulation process of grinding wheels and ground surface roughness is discussed, and the computation program system of numerical simulation is compiled with Visual C++ programming language. At the same time, the three-dimensional simulation models of grinding wheels and ground surface roughness are made with OpenGL tool. The choice of grinding wheels, the forecast of ground surface quality and some simulation results can be realized by interactively inputting grinding parameters. The paper applies virtual reality technology to grinding process,makes the model of virtual grinding wheel and simulates the grinding process. The roughness of ground surface is showed in three-dimensional images, and therefore the grinding technology is studied. Computer simulation can not only be used as a shortcut to analyze and research the grinding process, but also increase the research scope and content. The virtual reality technology used in the paper is an advanced visualized simulation with interaction. The surface roughness Ra on simulated ground workpiece can be calculated by the arithmetic average of contour warp absolute value in sampling length of simulated ground workpiece. The parameters of virtual wheel and simulated grinding process can be changed by interaction input, so the simulated results in the desired grinding condition are gained. The effect of each parameter to ground surface can be analyzed by comparing the grinding results in different condition.
基金Project(2018YFB2101000) supported by the National Key R&D Program of ChinaProject(20YF1451400) supported by Shanghai Sailing Program,ChinaProject(SLDRCE19-A-14) supported by the Research Fund of State Key Laboratory for Disaster Reduction in Civil Engineering,China。
文摘Long-time driving and monotonous visual environment increase the safety risk of driving in an extra-long tunnel.Driving fatigue can be effectively relieved by setting the visual fatigue relief zone in the tunnel.However,the setting form of visual fatigue relief zone,such as its length and location,is difficult to be designed and quantified.By integrating virtual reality(VR)apparatus with wearable electroencephalogram(EEG)-based devices,a hybrid method was proposed in this study to assist analyzers to formulate the layout of visual fatigue relief zone in the extra-long tunnel.The virtual environment of this study was based on an 11.5 km extra-long tunnel located in Yunnan Province in China.The results indicated that the use of natural landscape decoration inside the tunnel could improve driving fatigue with the growth rate of attention of the driver increased by more than 20%.The accumulation of driving fatigue had a negative effect on the fatigue relief.The results demonstrated that the optimal location of the fatigue relief zone was at the place where driving fatigue had just occurred rather than at the place where a certain amount of driving fatigue had accumulated.
文摘The pincipl of a 6 DOF (degress of freedom) input device using ultrasonic distance measurement is presented in this paper. The system employs the method of measuring the time of flight. In addition, some techniques, including automatic gain control, self-adaptive variable threshold and temperature compensation, are also used to improve precision. Then, the positions and orientation of the input device can be calculated by the method of spatial analytic geometry. Meanwhile, commands from the 3-D input device are detected and carried out. The validity and precision of the input device are verified by the experiment in a robot system. The proposed device not only can be used for end effector position and orientation measurement in telerobotics, but also can be an interactive device in virtual reality systems, such as helmet tracking, viewpoint navigation and object manipulation.
文摘Immersive virtual product development is a new desi gn , developing and evaluation method of integrated product and processing tragedie s, which using VR, multi-discipline simulation and scientific visualization tec hnologies. Users may have the experiences of being part of a cyberspace environm ent with the ability to navigate and manipulate objects which have properties an d behaviors that correspond to those of the real world objects. We present a fra mework and prototype system of an immerse VPD (IVPD) which enables users to navi gate and interact with 3D peripherals with the display system. The framework of IVPD which we have defined can meet these requirements. In the immersive virtual environment, design will include four main parts: 3D CAD/modeler, multidiscipli ne simulations, CAM and discrete system simulation. 3D CAD/modeler can create 3D geometric objects and import models from other commercial softwares such as UG, CATIA etc. It can also store all kinds of models into databases with hierarchy which will provide geometric models with simulations and evaluations in later pr ocedures. Multidiscipline simulations can integrate many simulations such as FEA , CFD, Noisy and etc. Each kind of these simulation softwares will reflect a cer tain aspect of product or component’s performances. CAM, as a successor of prod uct development, mainly simulates the manufacturing procedures in the computer. Discrete system simulation will able to see the layout problems for a factory. I t is very useful for production management. Participants may actively view the v irtual world revolving around them while others control navigation and simul ations, and may interact with other members such as pass an object from one embo died manikin to another.
基金Project(LJRC013)supported by the University Innovation Team of Hebei Province Leading Talent Cultivation,China
文摘Flatness pattern recognition is the key of the flatness control. The accuracy of the present flatness pattern recognition is limited and the shape defects cannot be reflected intuitively. In order to improve it, a novel method via T-S cloud inference network optimized by genetic algorithm(GA) is proposed. T-S cloud inference network is constructed with T-S fuzzy neural network and the cloud model. So, the rapid of fuzzy logic and the uncertainty of cloud model for processing data are both taken into account. What's more, GA possesses good parallel design structure and global optimization characteristics. Compared with the simulation recognition results of traditional BP Algorithm, GA is more accurate and effective. Moreover, virtual reality technology is introduced into the field of shape control by Lab VIEW, MATLAB mixed programming. And virtual flatness pattern recognition interface is designed.Therefore, the data of engineering analysis and the actual model are combined with each other, and the shape defects could be seen more lively and intuitively.
基金undertaken as part of a University of Birmingham Year 4(MEng)Final Year Project,with funding made available from internal resources at the University of Birmingham’s School of Electronic,Electrical&Systems Engineering
文摘This paper presents the results of a concept capability demonstration pilot study, the aim of which was to investigate how inexpensive gaming software and hardware technologies could be exploited in the development and evaluation of a simulator prototype for training Royal Navy mine clearance divers, specifically focusing on the detection and accurate reporting of the location and condition of underwater ordnance. The simulator was constructed using the Blender open source 3D modelling toolkit and game engine, and featured not only an interactive 3D editor for underwater scenario generation by instructors, but also a real-time, 3D After Action Review(AAR) system for formative assessment and feedback.The simulated scenarios and AAR architecture were based on early human factors observations and briefings conducted at the UK's Defence Diving School(DDS), an organisation that provides basic military diving training for all Royal Navy and Army(Royal Engineers) divers. An experimental pilot study was undertaken to determine whether or not basic navigational and mine detection components of diver performance could be improved as a result of exposing participants to the AAR system, delivered between simulated diving scenarios. The results suggest that the provision of AAR was accompanied by significant performance improvements in the positive identification of simulated underwater ordnance(in contrast to non-ordnance objects) and on participants' description of their location, their immediate in-water or seabed context and their structural condition. Only marginal improvements were found with participants' navigational performance in terms of their deviation accuracies from a pre-programmed expert search path. Overall, this project contributes to the growing corpus of evidence supporting the development of simulators that demonstrate the value of exploiting open source gaming software and the significance of adopting established games design techniques in delivering highly engaging scenarios to defence training communities.