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Virtual Reality emerged as a new frontier of engineering during the 1990s. The development of the Cave Automatic Virtual Environment (CAVE) and large display systems changed the landscape of many areas of product development, including design of products, visualization of assemblies, and simulation of manufacturing systems and factories. Early applications of such virtual reality systems utilized 3D visualization using stereoscopy and user input devices such as the data glove and wand for interaction. However, it was realized very early during the development of such systems that a key ability lacking in such interactive systems was the lack of sensation of touch-an area that has come to be known as haptics.rnWhile haptics as a science has been investigated and researched from the days of telerobotic systems, it emerged as a new paradigm for interacting with human computer systems only since the mid-1990s. The advent of commercially available haptic devices in 1995, such as the PHANToM? brought forth an easy to integrate hardware-software system. As a result, haptics became a readily available form of interface for numerous applications. Over the past ten years, haptics and tactile systems have entered the mainstream of commercial products in the form of force feedback gaming interfaces and touch sensitive telephones and mobile devices.
机译:虚拟现实在1990年代成为工程领域的一个新领域。洞穴自动虚拟环境(CAVE)和大型显示系统的开发改变了产品开发的许多领域,包括产品设计,装配可视化以及制造系统和工厂的仿真。这种虚拟现实系统的早期应用利用立体视觉和用户输入设备(例如数据手套和棒)进行交互的3D可视化。但是,在这种系统的开发过程中很早就意识到,这种交互式系统缺乏的一项关键能力就是缺乏触觉感,这一领域被人们称为触觉技术。从远程机器人系统时代开始进行的研究,直到1990年代中期,它才成为与人机系统交互的新范例。 1995年,诸如PHANToM?等市售触觉设备的问世。提出了一种易于集成的软硬件系统。结果,触觉已成为许多应用程序易于使用的界面形式。在过去的十年中,触觉和触觉系统已经以力反馈游戏界面,触敏电话和移动设备的形式进入了商业产品的主流。

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