共查询到19条相似文献,搜索用时 109 毫秒
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金益 《河北软件职业技术学院学报》2011,13(2):55-57
作为2010年上海世博会的特色之一"虚拟世博馆"的建设将动漫游戏技术与虚拟现实技术相结合。"虚拟世博馆"中可口可乐馆的作品兼具创新性和艺术性,其三维场景构建、动画制作、场景交互漫游体现了动漫技术和虚拟现实技术的结合。 相似文献
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毕业设计作为高职院校实践教学的重要手段,是对学生在校所学专业知识的综合考核,通过实际操作,熟悉建筑虚拟漫游动画制作的一般流程。 相似文献
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姚嘉毅 《广东轻工职业技术学院学报》2009,8(2):73-77
通过广东轻工职业技术学院建筑漫游动画的制作流程去解读建筑漫游动画的制作方式、创作流程,使人们对建筑漫游动画的认知不仅仅停留在表层,能完整的、更深层次的了解建筑漫游动画。 相似文献
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基于VRML与Java的虚拟校园系统研究 总被引:1,自引:0,他引:1
通过对虚拟校园相关技术的分析与研究,指出构建虚拟校园系统设计流程,提出采用VRML与Java技术构建虚拟校园系统,并实现虚拟校园中自动导航与漫游,交互式漫游,信息查询等功能. 相似文献
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“虚拟教室漫游”是一个由微软提供的教学设计与教学案例制作模板,本文论述了虚拟教室漫游的信息模型、教学理念及其与教育技术能力的关系.提出了应用虚拟教室漫游开展教师教育技术培训的模式,最后结合两个实践项目探讨了其培训效果。 相似文献
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对计算机辅助教学和传统教学方式进行阐述,分析减速器在现有教学中存在的问题。在介绍Pro/ENGINEER动画模块的基础上,构建了减速器的三维参数化模型,利用Pro/ENGINEER的虚拟装拆动画技术,制作了减速器虚拟装拆动画。 相似文献
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《邢台职业技术学院学报》2017,(3):77-80
文章主要介绍在3Ds MAX中渲染序列作为素材,在Premiere剪辑制作室内外漫游动画中剪辑的常用技巧。总结出适合于室内外漫游动画的镜头运用,以及镜头组接的技巧运用,利用Premiere软件,可以制作出高效高质的室内外漫游动画。 相似文献
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虚拟现实场景的漫游技术及其应用 总被引:1,自引:1,他引:0
虚拟现实场景的漫游技术有真实建筑场景的虚拟漫游和虚拟建筑场景的虚拟漫游.其设计与实现方法有基于多边形的直接绘制法、场景模型导入法和基于图像的绘制方法.虚拟现实可应用于在城市规划、娱乐、艺术、教育等方面,也可以应用于工业仿真制作和工业仿真实验室、城市三维仿真漫游、建筑漫游、古建筑三维复原、院校虚拟现实实验室中. 相似文献
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导游技能实训是旅游专业培养合格导游的重要实践环节,利用3D与虚拟现实技术构建的导游实训系统可以有效地解决实地培训中的弊端,提高培训质量。文章在介绍虚拟现实技术及教育应用的基础上,以比干庙实训平台为例,阐述了导游实训平台在人机交互设计过程中的交互模块、视音频系统和交互界面(UI)的设计方法,以及交互实现过程中使用的三维建模、UV坐标与贴图绘制、三维场景漫游、多媒体嵌入和摄像机动画等关键技术。 相似文献
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潘晓宁 《深圳信息职业技术学院学报》2011,9(1):72-78
单片机虚拟实训项目的开发,综合运用了单片机系统设计、3DS max、Virtools技术,创建了模拟真实环境和流程的交互式虚拟实训场景,对于在Virtools中进行符合项目流程实训行为模块的开发关键技术,如USB上电的动画设置、开发板的跳线设置、按键控制及互锁、摄像机设置及碰撞检测和如何在虚拟场景中播放教学片等,进行了详细的介绍,开发的作品已用于实际的教学中,并取得了初步的成效,在项目教学的实践演示、交互自主的探究性学习使用中起到了重要的辅助作用。 相似文献
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The perceptual and cognitive processing demands involved in comprehending complex animations can pose considerable challenges to learners. There is a tendency for learners to extract information that is highly perceptually salient but neglect less conspicuous information of crucial relevance to the building of a quality mental model. This study investigated the effectiveness of self-generated drawing for learning from an animation illustrating a scientific phenomenon, the so-called “Newton’s Cradle.” Participants were 199 students in grade seven, randomly assigned to three experimental conditions: self-generated drawing, traced/copied drawing, and no drawing. All participants were asked to produce an explanation of the animation for both immediate and delayed posttests. The results revealed the superiority of self-generated drawing in supporting animation comprehension at both testing times compared to the other two conditions, which did not differ from each other. In addition, comprehension of the animation was related to the quality of self-generated drawings. Specifically, the depiction of information characterized by low perceptual salience but high conceptual relevance to the phenomenon predicted comprehension and retention over time. 相似文献
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Charles E. Baukal Jr. Lynna J. Ausburn 《European Journal of Engineering Education》2016,41(5):482-503
Many have argued for the importance of continuing engineering education (CEE), but relatively few recommendations were found in the literature for how to use multimedia technologies to deliver it most effectively. The study reported here addressed this gap by investigating the multimedia category preferences of working engineers. Four categories of multimedia, with two types in each category, were studied: verbal (text and narration), static graphics (drawing and photograph), dynamic non-interactive graphics (animation and video), and dynamic interactive graphics (simulated virtual reality (VR) and photo-real VR). The results showed that working engineers strongly preferred text over narration and somewhat preferred drawing over photograph, animation over video, and simulated VR over photo-real VR. These results suggest that a variety of multimedia types should be used in the instructional design of CEE content. 相似文献
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Because drawing is a highly successful strategy in learning from text, it has recently been investigated whether drawing can also improve learning from animation. Several theoretical and practical arguments, however, make drawing a questionable strategy for learning from animation. In an experimental study, we investigated the effectiveness of drawing for learning from animation. One group of 26 students had to draw what they had observed in the animation. A second group of 26 students had to reflect on what they had observed in the animation. After learning, all students had to demonstrate their understanding by making use of a physical model. The students' demonstrations were assessed by means of an event unit analysis. More extensive spatiotemporal structures were significantly less recognized by students who drew than by students who reflected. The results suggest that drawing might not be an adequate strategy for learning from visuospatially and spatiotemporally complex animations. 相似文献
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A novel approach to realistic collision-free animation of the upper limb was proposed.According to the obstacle-avoidance strategy of human hand,the movement trajectory was computed by manipulability model and minimum-jerk based interpolation.In each key frame,an improved in~verse kinematics method was adopted to obtain a believable posture of the upper limb.By comparing with the real movement data obtained from the motion capture device,the resultant animation was testified to be natural.This method can be performed in interactive time,and therefore is applicable in animation edit and control of virtual humans. 相似文献
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以虚拟仪器为依托,运用电子测量、三维建模、三维动画制作和VB编程等相关技术,开发出具有实用性的多媒体电子技术虚拟实验系统。该系统具有实际操作所需要的仪器、仪表及各种元器件,生动逼真,并可与因特网连接,实现远程操作,对开放教学具有重要意义。 相似文献