基于VRP的交互漫游系统研究毕业论文外文翻译.doc
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1、本科毕业设计(论文)外文翻译论文题目:基于VRP的交互漫游系统研究Research on interactive roaming System VRP-based第一篇:Virtual Reality CyberspaceInterface DesignEric Van Hensbergen(airwicknick.csh.rit.edu)January 30, 1993Computer Science HouseCPU 86125 Andrews Memorial DriveRochester, New York14623716-475-3305cshousenick.csh.rit.edu
2、Rochester Institute of TechnologyOne Lomb Memorial DriveRochester, NY14623(716) 475-2400ABSTRACT Virtual Reality as a concept essentially deals with convincing the participant thatshe/he is actually in another place, by replacing the normal sensory input received by the participant with information
3、produced by a computer. Cyberspace, a visualization of the computer environment, is a practical application of Virtual Reality, providing amore natural interface between the user and the computer. Designing virtual worlds is a challenging departure from traditional interfacedesign. This document con
4、tains information on the basic concepts behind Cyberspacevisualization and interaction techniques.1. Introduction: Defining Interface & Cyberspace Cyberspace: A new universe, a parallel universe created and sustained by the worlds computers and communication lines. A world in which the global traffi
5、c of knowledge, secrets, measurements, indicators, entertainments, and alter-human agency takes on form: sights,sounds, presences never seen on the surface of earth blossoming in a vast electronic night. Cyberspace is a consensual hallucination that these people have created. Its like, with this equ
6、ipment, you can agree to share the same hallucinations. In effect, theyre creating a world. Its not really a place, its not really space. Its notional space. Cyberspace represents one of the most potent and impressive visualization tools ever created.Now, entire universes, whether they be of our des
7、ign or others, not only lay at our fingertips, but surround and envelop us as well. It represents the next generation in the evolution of the human-computer interface medium. Virtual reality allows a more naturalized interface with the computer, that goes far beyond the Graphics User Interface (GUI)
8、, point & click window environments that are so popular now. With virtual reality, the user is surrounded by his environment, and an interface can be established not through the conventional keyboard or mouse, but through more complex tracking systems that keep record of hand and head orientation. T
9、he concept of the Virtual Reality terminal was introduced by Gibson, along with his concept of Cyberspace. The progression of distributed system access has progressed from the text terminal to the X window workstation, and Virtual Reality is the next step in interactive access to multi-user computer
10、 systems. As the evolution from the text terminal to the X workstation brought about advancement in both visualization and problem solving, the giant leap into Cyberspace will radically transform the way we interact with computers. The transformation of data into geometric representations will allow
11、 us to view complex systems as simplified shapes from afar, or as a complex matrix of networked modules from an interior view. The possibilities that cyberspace represents cannot even begin to reveal themselves until the first prototype systems have been implemented. It is such an new concept, one w
12、hich represents a whole new medium of existence, that we have no frame of reference to make predictions on its usefulness. An interface is a surface forming a boundary between two regions. Virtual Reality allows the user to break through the interface barrier to interact directly with various inform
13、ation forms in an inclusive environment.2. Design Considerations Since virtual reality transcends the two dimensional existence we have been forced into through the use of convensional computer monitors, it also makes most traditional theories of interface design obsolete. Operating within an inclus
14、ive three dimensional environment requires special physical and psychological considerations. An important design consideration stemming from inclusion is that while we interact within a virtual world, we are simutaneously inhabiting the physical world. People are functionally attuned to the earths
15、gravity and to vertical position. Perceptual conflicts between the virtual and physical worlds cause physical discomfort and feelings of disorientation that can last well beyond the period of inclusion. In order to overcome these natural conflicts it becomes necessary to introduce several types of r
16、eference points. The most common so far is the extended ground plane which forms an artificial horizon to be used in order to gain personal orientation. However, this causes conflicts with information from the inner ear. Another personal point of refrence would be virtual body parts (ie. the virtual
17、 hand). Self representations have proven to be one of the most engaging parts of the primative virtual realities that exist today. The virtual hand provides a focus point, removing senses of vertigo and disorientation. System performance plays a part in design considerations. A slow system or networ
18、k can cause dizziness; the lag is especially noticeable when tracking systems are part of the environment. For example,a lag between when you turn your head and when the screen updates is quite disturbing. Another possibility which is introduced with Cyberspace is sensory overload. Individual learni
19、ng and preformance styles differ greatly, and without proper calibration an immersive experience can be confusing and even disturbing. According to Bricken, there are four general categories of VR behavior that have to be considered when designing the interface:Relocation - simple movementManipulati
20、on - modification of environmentConstruction - creation of environmentNavigation - long range location and movement In order to be immersive there can be no menu bar, no list of icons. Without the keyboard there is no hot-keys. All traditional methods of interface are not possible inside the virutal
21、 world. New methods of interaction for the above four catagories must be designed - that is the challenge of cyberspace interface design.3. Process Visualization3.1. Surface Activation Most current views of Cyberspace seem to point towards a polygon-based environment. Therefore,in order to keep the
22、experience immersive, no menus can magically pop-up. Instead, the polygons themselves must be used as an interface method. Since a single shape may have more than one function, it is therefore logical to assign function activation to the surfaces of the object. Each surface then, has to check for co
23、llision, and then decide how to react as another object approaches it. This could mean that while youre evaluating a certain button, it would also be evaluating you. To make the interface more friendly, surfaces could announce (through text messages or perhaps digitized sound) what their function is
24、. It also follows, that the surface would highlight itself in order to indicate to the user that it is about to be activated, or has been activated. For example, picture a text editor as a box. To edit the file within it you would approach the top, to check the spelling you would approach another si
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