INDUSTRIAL APPLICATIONS OF VIRTUAL REALITY IN ARCHITECTURE AND CONSTRUCTION

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某自行火炮指挥车训练仿真系统研究

某自行火炮指挥车训练仿真系统研究

Resear ch on the Tra i n in g Si m ula t ion System of the Self - pr opelled Ar t il ler y Comm and Veh icle
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软件包括两个线用户界面主线程和vega辅助线程将基于hla循环嵌入到vega主循环中较好地实现了二者的融合户界面主线程用来实现系统的总体控制开启vega线程利用mfc的ap函数和window消息函数对用户的各种操作做出响应实现软件主界面与用户的交互
Vol . 33, S up p lem ent A p ril, 2008
1 系统开发的软、 硬件环境
系统 以VC + + 610 建 模工具 C rea tor 构建虚 拟指挥车实 体, 利 用V ega 进行实时场景管理和驱动 。 采用HLA � RT I 的技术体 制仿真该武器系统的通信系统, 实现指挥车对整个炮兵分队 的指挥。 基于 VC + + � V ega 虚拟实 现环境中, 在 虚拟指 挥车平 台 上, 利 用 I mm er sion 公 司的赛伯 手套 (C ybe r Glo ve) 、 5DT 数据头盔以及位置跟踪器 T he F lock of B irds 等交互设备 可 以较好地实现指挥车内各乘员的虚拟操作训练。

虚拟现实技术用于建筑教学外文文献翻译2019

虚拟现实技术用于建筑教学外文文献翻译2019

虚拟现实技术用于建筑教学外文翻译2019英文The application of virtual reality technology in architectural pedagogy forbuilding constructionsAhmad Bashabsheh, Hussain Alzoubi, Mostafa Ali AbstractThe recent development in information technology has huge opportunities to improve the architectural education in terms of methodologies, strategies and tools. Building construction courses taught in the College of Architecture and Design at Jordan University of Science and Technology mainly depend on the traditional Teachercentered method of teaching. This research suggests a virtual environment technology as a tool to develop new educational approach for these courses.This study developed computer software for this purpose to deal with building construction using virtual reality technology (BC\VR software). This software is designed by the authors for research purpose and presents 4D model (3D model and time dimension) for certain building construction phases using VR technology to do immersive and non-immersive virtual reality experience for the users. This research aims at evaluating the (BC\VR Software) in architectural education of building construction courses as a case study at Jordan University of Science and Technology (JUST) in terms of three axes: providing students with thebuilding construction information, achieving enjoyment, and the integrating with other courses.The study sample was selected from the population of building construction students at Jordan University of Science and Technology (JUST). A structured questionnaire was designed and distributed to the students of the abovementioned classes.The results show that the VR software has the ability to achieve the three axes better than those of the traditional teaching method. As a conclusion, using the BC\VR software as a tool in building construction courses is very useful and effective for the students. The VR technology is also applicable on other architectural courses.Keywords: Building construction, Architectural education, Virtual reality, VR technology1. IntroductionWith the evolution of information and communication technology, change and improvement become very essential in many sectors. Education sector considers information and communication technology as one of the most important tools to develop learning process.Because of the great development in building construction industry, as well as the complexity of the projects design and forms, it is important to develop the architectural engineering education using multimedia such as, immersive virtual reality, videos, and simulation technologies.Virtual reality technology (VR) and interaction by 3D geometric model could bring an end to the passive learning which is followed in the traditional methodology of education. They also lead to beneficial communication between various participants in education process.Building construction (BC) courses offered in the academic curricula at architecture departments are still taught using the traditional ways; mainly, by teacher centered learning way. Basically, students rely on what teachers give or teach inside the classroom. This methodology of teaching makes understanding ideas so boring and less efficient for many students; especially for students who are not interested in building construction courses.With the evolution in information technology, multimedia, and the development in virtual environment give the opportunity for developing the educational process in building construction courses and using more effective ways and methods of teaching other than the traditional ones. This will make building construction and structural ideas more understandable.This research focuses on virtual environment to be a tool for new educational approach in architectural field; mainly, in building construction courses. It aims at evaluating the application of virtual reality technology in architectural education as a technique that supplies new teaching methodology, especially in building construction (BC)courses. The ultimate goal of this study is achieved by fulfilling the following objectives:1. Evaluating the ability of students to gain information by using VR technology compared with that of the traditional way of teaching.2. Evaluating the enjoyment level for students in learning by using VR technology compared with that of the traditional way of teaching.3. Evaluating the integration with other teaching courses by using VR technology compared with that of the traditional way of teaching.To test the abovementioned hypotheses; the authors designed and developed (BC/VR software) contains all phases of building construction of a selected building with a set of features for users showing all phases of building construction set in sequential steps with the ability to walk through each phase in virtual immersive and non-immersive environment. Each phase is attached to important documents and videos to explain the construction process in each phase. This software contains all architecture, structural, detailed drawings of the project.The BC/VR software has been experimented and used for testing the students of building construction courses Jordan University of Science and Technology (JUST) in the department of architecture as a case study.2. Educational thoughtsThis research presents the architectural pedagogy as a thorough understanding of teaching methods that reflect the advancement of newtechnology.Mortimer (1999) defines pedagogy as “any conscious activity by person to enhance the learning of another.” Pedagogy is a personal issue; it is the art of science of teaching which includes principles to improve learning.In general, educational science consists of methods, Teaching techniques, Educational environment-tool, and Educational Psychology-Multiple Intelligences.Educational methods are classified to “student-oriente d” and “teacher-oriented” which include narrating lecture, discussion, asking questions, Sample case, showing sample, problem solving.2.1. Learner-centered methodologyNorman and Spohrer (1996) distinguish between learner-centered and teacher-centered methods. In the first method, students are active participants in the learning process rather than passive recipients. In the second method, students are like empty vessels need to be filled. In this approach there is a focus on the importance of students in processing knowledge as co-constructors of knowledge.3. Virtual reality for educationVirtual Reality (VR) technology emerged in 1980s with the developing of system including Head Mounted Display (HMD) and data suit connected to a computer. These technologies imitated 3Denvironment surrounded by materialized or stereoscopic view.Although “The term VR was first used in 1980s”, the development of the VR started much earlier without any single specific date for its invention. However, there are major hallmarks in its development during the timeline from 1916 until now. In 1929 A simple mechanical flight simulator was developed by Edward Link for pilot training at a stationary. In 1956 Morton Heilig developed a multimodal experience display system called Sensorama and was patented in 1960.In the 1970s, computer graphics were greatly improved by Sutherland and his students who explored the rendering of 3D objects.The first interactive architectural walkthrough system was developed between 1970 and 1985”, at t he University of North Carolina (UNC) and this continued to be refined in a major research program (Brooks, 1986, 1992)”.In 1984, the NASA Aerospace Human Factors Research Division created the Virtual Interface Environment Workstation (VIEW) lab by Scott Fisher.Many VR companies such VPL, LEEP System received early funding to work with the VIEW lab. VPL created the Data Glove in 1985 and IPhones in which a head-mounted stereo displayed in 1989.Other head-based displays were designed for the VIEW project; for instance, the original BOOM head-based display designed in 1987 by JimHumphries, lead engineer for the NASA VIEW project.Howard Rheingold 1991 defines virtual reality (VR) as “an experience in which a person is surrounded by a three dimensional computer-generated representation, and is able to move around in the virtual world and see it from different angles, to reach into it, grab it, and reshape it.”. Bertol (1997) describes VR as “a computer-generated world involving one or more human senses and generated in real-time by the participant’s actions.”3.1. Virtual reality systemsVirtual reality systems support time and location and consist of computers, users, hardware and software. (Whyte) divided Virtual reality systems into two main categories: Immersive Virtual and Non immersive.3.1.1. Immersive systemsImmersive systems totally surround the users, they do this through specific hardware and need high-end computing power. Immersive virtual reality systems is replaced with head mounted display unit.3.1.2. Non-immersive systemsIn this system, the viewers supposedly are not totally immersed using more generic hardware. It is as window-on-a-world systems in which the virtual reality can be seen through display screen.3.2. VR in educationVirtual learning environment integrates the traditional way ofeducation by bringing the real world into the classroom. According to the development in communication, simulation, and the way of presenting information, VR has been broadly used to train high risk occupation and disciplines such as pilot training. However, VR educational purposes in construction have been limited.Walker, 1990 suggested that putting users in a three dimensional experience makes them feel like they are inside a virtual world rather than just observing images. So, VR technology is a good tool for applying in constructivist approach in learning in which it provides users with real experience in any educational environment.4. Four dimensions (4D)The Use of 4D in Building Construction is a 3D model with time. The visualization of a project using 4D CAD gives the opportunity for construction planners to review and create more beneficial construction plans. In 4D Modeling Processes, Eastman, C. M., et al., 2008 presented variety of tools and processes to build 4D models:1)Manual method using 3D or 2D tools.2)Built - in 4D features in a 3D or BIM tool.Exporting 3D/BIM to 4D tool and importing schedule.5. Previous studiesA. Z. Sampaio and O. P. Martins (2014) showed examples of applied techniques of 3D modeling and VR to the development of models relatedto the construction process; these models are used in disciplines involving construction of bridges in civil engineering and building construction engineering courses. The first model presents cantilever method of bridge deck construction and the second model presents the incremental lunching method of bridge deck construction. These interactive applications show the physical development of construction, monitoring of construction sequence and the visualization of construction and the details of its components. The two models present new methods of teaching as a support for discussing new issues and complex sequence construction. In this case, students become active participants rather than just being passive recipients.A. Z. Sampaio and P. G. Henriques (2007) developed a didactic prototype in order to enable the visual simulation and visualization of the physical changes of the construction of a common external wall. The used techniques are geometric modeling and Virtual Reality. The model contains a set of elements; each of these elements shows one stage of the construction. The teacher and the student can monitor the progression of the physical process of the work and the construction activities.W. A. Abdelhameed (2013) found that Virtual Reality use is worthy in designing phase of structural system and it increases the designers' realization of the components assembly and structural properties of the structural system during design stage. Virtual Reality supports therelationship between architectural design and its structural system because it makes imagination easier. In details, the relationship between the structural system and the architectural design lies in how the architectural design and form are affected by the structural system.M. E. Haque (2006) developed an application to present 3D visualization, animations, virtual reality, and walkthrough to demonstrate the construction process of various structures in desktop virtual environm ent“. In addition, he made it accessible on the internet through HTML. As a result, students will have a positive impact as a self-learning mechanism. It could be suited for other similar domains.中文虚拟现实技术在建筑结构教学法中的应用摘要信息技术的最新发展在方法,策略和工具方面为改善建筑教育提供了巨大的机会。

虚拟世界——virtual world双语的

虚拟世界——virtual  world双语的

The application of virtual reality technology in the aerospace industry
Since the 1980s, the U.S. Defense Advanced Research Projects Agency has been committed to the study referred to as SIMNET virtual battlefield systems, to provide tanks collaborative training practice, the system links more than 200 simulator. In addition to the use of VR technology, which can simulate the zero gravity environment, and to replace the now non-standard methods of underwater training astronauts.
由我世界
The application of virtual technology in the geographic
(虚拟技术在地理中的应用)
Using the virtual reality,we can let three-dimensional model of threedimensional terrain models, orthophotos, and city streets, buildings and municipal facilities together and reproduce urban architecture and neighborhood landscape, the user on the display can be very intuitive to see the vividthe urban streetscape, a series of operations such as query, measurement, roaming, flying browsing to meet the digital City by the twodimensional GIS to the development of 3D virtual reality visualization needs, urban planning, community services, property management, fire safety, tourism, transportation and other visualization of geographic information services.

Application of virtual reality technology in architectural design

Application of virtual reality technology in architectural design

Application of virtual reality technology inarchitectural designAbstract—with the development of science and technology,the construction industry has high speed development,in the modern construction industry,a variety of advanced technology has been applied to the construction of construction engineering.Virtual reality technology in the modern architectural design is a wider and more complex design method,using virtual reality technology to building design can effectively reduce the working strength of architectural design personnel, and to reduce design time and improve the quality of engineering design also plays an important role.This article through to analysis with a better understanding of the virtual reality technology,the application of virtual reality technology in architecture design in detail,and the concrete design scheme of virtual reality,for peer discussion.Key words:computer;virtual reality technology;building designINTRODUCTIONIn modern architecture design,application of computer technology to the architectural design process has been more mature,to use a computer aided architecture design,the designer can put main energy to the creation and design of buildings,avoid in dealing with the architectural design of the tedious work of calculation,drawing,data storage,which can effectively improve the design efficiency of architects and design quality.Design of computer design,can use electronic display,or other graphics device full display design,and designers can to reasonable plan for review and modification.So using virtual reality technology in architecture design can make the architect has a feeling of immersive.I.Virtual realityVirtual reality technology is the so-called real and virtual environments,in the modern information technology,virtual reality technology has a good application.The use of virtual reality technology can be objects or ideas through the visual,auditory, and other aspects for rendering,can let a person very intuitive understanding of object features and functions.The emergence of virtual reality technology,essentially changed the traditional way to pass information to the computer.In interactive virtual reality technology in computer application,imaginative and immersion.Along with society's continuous development,also began in the architectural design is applied to the virtual reality technology,virtual reality technology in the architectural design of construction projects can be the shape of the structure,construction process and so on presented in a more intuitive way.Must carry on the space image thinking in architectural design,and considering the user's experience as the core,is a series of innovation process,including planning,design,construction,maintenance,etc.Huge cost and irreversible executable program,can't appear too many errors,virtual realitycan create and reflect the virtual world of the computer system,the virtual world as a whole virtual environment or all objects of a given simulation,make full use of computer aided design and virtual reality,can reduce the labor intensity of designer, shorten the design cycle,improve the design quality and save investment.Virtual reality technology has been widely applied in architecture design.II.Display the structure of the whole informationAt this stage of two-dimensional,three-dimensional form of expression,can only transfer building part attribute information,and can only provide a single scale building information,using virtual reality technology can show a living virtual building,make the person produces the feeling of immersive,design is not just a matter of designers,households,management department can have the effect of aid decision making.III.Remote viewingDesigner to design the building and project units can communicate with each other, achieve remote browsing through the world wide web,also can develop in computer language and virtual reality modelling language integration,virtual reality used in Internet network to improve the universality and practicability.IV.Real time and multi scheme comparisonIn the construction engineering design,design usually draw up several meet the design demand differences in the design scheme,using virtual reality technology can be these programs at any time to switch and corresponding contrast,which can select the preferred.In the contrast to the choice of architectural plan,the virtual reality technology will be the building of the visual presentation can be architectural features and deficiencies of the architectural plan,so that designers further decision-making. In the actual use of virtual reality technology for architectural design,not only to a detailed comparison of the design scheme,but also according to the designer's requirements for the appropriate modifications.V.Special man-machine interfaceMan-machine interface is the bridge of communication between user and computer,it is on behalf of the user intent conversion and computer program execution,the establishment of good man-machine interface,can reduce the time to users on the system of learning and enhance the efficiency of the system.In the design of virtual reality technology,there must be a specific man-machine interface mode:a. user ers direct access to virtual reality,carries on the observation and interactive operation,in the first person way of observation,and immersion of virtual reality observation,hidden interface,only when in use appeared;b.agent mode.In virtual reality,often due to immersion and reality environment perception gap, resulting in lost in space phenomenon,so that the user is unable to grasp the state of virtual reality,in order to provide virtual environment information space of the agent, in the first and second person way of observation,observation in virtual environment;c.monitor ers'to the third person,monitoring all real state in the virtual reality,and the surveillance and control of the virtual property,and the generation of interface and virtual reality are,there is no absolute relationship;d.immersion mode of operation.The control interface of virtual reality,virtual reality,for the simulation of operation simulation,users in the first person mode of operation,control of the virtual property.There are two kinds of virtual reality system:model and image..To model type virtual reality,virtual reality modeling language(VRML)as the main description language,making architectural design available computer three-dimensional modeling, using renderings and3D drawings and database,and the use of virtual reality technology to link to the database as a real-time simulation operation.Virtual reality modeling language can be used to make to in an interactive3D space easily be expressed in World Wide Web(3w)in definition and more information associated with the three-dimensional world,the layout and content.When the virtual reality modelling language browser starts,it will be the geometry information in the virtual reality modelling language interpretation into virtual reality modelling language of space in the description of buildings.Once the VRML space is interpreted by the user's browser,it will provide real-time display,a second can be displayed repeatedly, so that the user's machine will have an activity of the scene.VI.Application examplesVirtual reality technology in Holland starts quickly.Calibre Institute of the University of Eindoven has virtual reality technology in design and consulting,they developed the software package consists of a set of CAD function,called for CAAD software for the building structure of the creation,modification and Visualization Toolkit.It supports the input and output of CADDXF Auto file,and can be used to increase the dynamic behavior of animation and object in virtual environment..The system has been used to model a small city,the specific goal is to design a museum on the island in the river.The city consists of hundreds of buildings,located on the river slopes,overlooking the island.First,digitizing the city map,create a basic Auto CAD model;secondly,according to the real3D location arrangement of each building,and consideration of the slope contour;thirdly,plus the construction details,such as door and window frame design to standard performance the aesthetic characteristics of the city.The application instance makes people understand the field and the results they have achieved.In the process of the production of modern society,virtual reality technology is applied to all walks of life,because of the potential of virtual technology and application in architectural engineering design have higher development prospects. However,the use of virtual reality technology,the need for hardware and software investment,and repeatability is not high.VII.ConclusionWith the development of society,the application of virtual reality technology in various fields is becoming more and more extensive..At present,because of the rapiddevelopment of computer information technology,virtual reality technology can be processed by computer to deal with objects quickly.In the field of modern architecture,architectural design is a complex process,but with the application of virtual reality technology matures,the designers in architecture can be drawing,data storage and other work done by computer,so as to effectively improve the efficiency of the designers work.All in all,with the development of science and technology,the use of virtual reality technology will be more frequent,and technology will gradually improve.REFERENCES[1]F.Z.Bai,L.Zhang,Qualitative simulation Introduction.Hefei,China:Press of University of Science and Technology of China,1998.[2]K.C.Di,The theory and method of spatial data mining and knowledge discovery.Wuhan: Wuhan University of Science and Technology of Surveying and Mapping,1999.[3]D.Y.Li,Y.Du,Artificial Intelligence with Uncertainty.Beijing,China:National defense industry press.[4]C.X.Shao,F.Z.Bai,“Technology of Qualitative Simulation and Its Application,”Journal of System Simulation,vol.16,pp.202-209,Feb.2004.[5]S.Fan,B.H.Li,X.D.Chai,X.D.Huang,“Studies on Qualitative and Quantitative Integration Model Computing Technology,”Journal of System Simulation,vol.23,pp. 1980-1984,Sep.2011.[6]T.Li,B.H.Li,X.D.Chai,S.Fan,“Research on Knowledge Modeling and Joint Simulation Method of Complex Qualitative System,”Journal of System Simulation,vol.23,pp.1256-1260, Jun.2011.[7]B.J.Liu,C.H.Hu,H.L.Li,“Novel Approach of Semi-Quantitative Simulation Algorithm,”Journal of System Simulation,vol.19,pp.963-965,Mar.2007.[8]B.Hu,R.B.Xiao,“Qualitative Simulation for Complex Systems,”System Simulation Technology,vol.2,pp.1-11,Jan.2006.[9]B.J.Kuipers,“Qualitative Simulation,”Artificial Intelligence Journal,vol.29,pp.289-338, 1986.[10]B.J.Kuipers,D.Berleant,“Using Incomplete Quantitative Knowledge in Qualitative Reasoning,”in Proceedings AAAI-88,St.Paul.MN,USA,1998,pp.324-329.[11]D.Berleant,B.J.Kuipers,“Quantitative Simulation:Bridging the Gap,”Artificial Intelligence Journal,vol.95,pp.215-255,Feb.1997.[12]Q.Shen,R.Leitch,“Fuzzy Qualitative Simulation,”IEEE Transactions on System,Man, and Cybernetics,vol.23,pp.1038-1061,Jul/Aug.1993.[13]Y.L.Huang,Z.H.Chen,W.S.Gui,“Grey Qualitative Simulation,”Journal of Grey System, vol.16,pp.5-20,Jan.2004.。

英语作文-艺术表演场馆的虚拟现实技术应用

英语作文-艺术表演场馆的虚拟现实技术应用

英语作文-艺术表演场馆的虚拟现实技术应用Virtual Reality (VR) technology has revolutionized various sectors, and its application in performing arts venues is no exception. This cutting-edge technology enhances the audience's experience by immersing them in a virtual environment where they can interact with performances in unprecedented ways.One of the most compelling applications of VR in art venues is its ability to transport audiences into different worlds and scenarios. Imagine attending a theater performance where instead of being confined to your seat, you can don a VR headset and find yourself amidst the actors on stage or exploring the set from various angles. This immersive experience breaks down the traditional barriers between the audience and the performance, fostering a deeper engagement with the artistic content.Furthermore, VR enables art venues to expand their reach beyond physical limitations. Through live-streaming VR experiences, performances can be broadcasted globally, allowing audiences from different parts of the world to participate in real-time. This not only increases the accessibility of the arts but also promotes cultural exchange on a global scale.In addition to enhancing the audience experience, VR technology offers significant benefits to performers and creators. Rehearsals can be conducted virtually, allowing actors and directors to experiment with different staging concepts and visual effects without the need for physical props or sets. This flexibility not only saves time and resources but also encourages innovation in artistic expression.Moreover, VR opens up new possibilities for collaborative projects among artists and technologists. By combining artistic vision with technical expertise, interdisciplinary teams can create interactive experiences that blur the lines between performance, visual art, and digital media. For example, dance performances can be enhanced with interactive visuals that respond to the dancers' movements, creating a dynamic and immersive spectacle.From a business perspective, integrating VR into art venues can attract a tech-savvy audience and differentiate the venue in a competitive market. By offering unique and innovative experiences, venues can increase ticket sales and attract sponsors interested in supporting cutting-edge cultural initiatives.Despite these advancements, challenges remain, such as the cost of VR equipment and the need for technical expertise to create high-quality virtual experiences. However, as technology continues to evolve and become more affordable, these barriers are expected to diminish, making VR an increasingly viable option for art venues looking to innovate and engage audiences in new and exciting ways.In conclusion, the application of VR technology in art performance venues represents a paradigm shift in how audiences experience and interact with the arts. By leveraging VR's immersive capabilities, venues can create transformative experiences that inspire creativity, foster cultural exchange, and redefine the boundaries of traditional performance art. As VR technology continues to evolve, its potential to reshape the future of the performing arts remains limitless, promising a new era of innovation and accessibility for artists and audiences alike.。

虚拟仿真技术在高职畜牧兽医专业群动物解剖生理教学中的应用——以广东茂名农林科技职业学院为例

虚拟仿真技术在高职畜牧兽医专业群动物解剖生理教学中的应用——以广东茂名农林科技职业学院为例

教育与教学168 ·2023.100 引言经过多年的实践探索,信息化技术在教育层面上的影响已初步呈现,但与新时代的要求仍存在较大差距。

我国虚拟仿真教学相比于国外起步较晚,2013年才正式收稿日期:2023-05-22基金项目:教育部科技发展中心《虚拟仿真技术在职业教育教学中的创新应用》专项课题“基于虚拟仿真技术的畜牧兽医专业群职业技能培训考核与竞赛研究”(ZJXF2022117);广东茂名农林科技职业学院2021年质量工程教育教学改革研究与实践项目课题“畜牧兽医信息化产教融合创新平台的搭建与实践”(2021GMNJXGG05)作者简介:植婵萍(1990-),女,汉族,硕士研究生,讲师,主要从事畜牧兽医、动物医学专业教科研工作。

*通信作者简介:周汉柱(1968-),男,汉族,副教授,主要从事畜牧兽医、动物医学专业教科研工作。

植婵萍,吴祖雄,周汉柱.虚拟仿真技术在高职畜牧兽医专业群动物解剖生理教学中的应用:以广东茂名农林科技职业学院为例[J].现代畜牧科技,2023,101(10):168-170. doi:10.19369/ki.2095-9737.2023.10.045. ZHI Chanping ,WU Zuxiong ,ZHOU Hanzhu .Teaching Application of Virtual Simulation Technology in Animal Anatomy and Physiology of Animal Husbandry and Veterinary Medicine Professional Group in Higher Vocational Education :Taking GuangDong MaoMing Agriculture&Forestry Technical College as an Example[J].Modern Animal Husbandry Science & Technology ,2023,101(10):168-170.虚拟仿真技术在高职畜牧兽医专业群动物解剖生理教学中的应用——以广东茂名农林科技职业学院为例植婵萍,吴祖雄,周汉柱*(广东茂名农林科技职业学院,广东 茂名 525000)摘要:动物解剖生理是高职畜牧兽医类专业的核心基础课程,具备承上启下的重要作用。

虚拟现实技术应用求职信英语作文

虚拟现实技术应用求职信英语作文

虚拟现实技术应用求职信英语作文英文回答:Dear [Hiring Manager name],。

I am writing to express my interest in the Virtual Reality Technician position at [Company name]. With my extensive experience in virtual reality (VR) development and application, I am confident that I have the skills and expertise to excel in this role.Throughout my career, I have been involved in various VR projects, ranging from creating immersive gaming experiences to developing training simulations for the healthcare industry. I am proficient in using industry-leading VR development tools such as Unity and Unreal Engine. My strong understanding of VR hardware and software enables me to optimize VR experiences for optimal performance and user enjoyment.In my previous role at [Previous company name], I was responsible for developing and maintaining a VR-based training platform for medical students. I worked closely with subject matter experts to design engaging and interactive VR simulations that enhanced the students' understanding of complex medical concepts. The platform received positive feedback from both students and instructors, and it was instrumental in improving the overall training outcomes.Furthermore, I am passionate about the transformative potential of VR technology. I believe that VR has theability to revolutionize various industries, including healthcare, education, and entertainment. I am eager to contribute my skills and expertise to the advancement of VR technology and its applications.I am a highly motivated and results-oriented individual with a strong work ethic and a proven ability to deliver high-quality results. I am confident that I can make a significant contribution to your team and help [Company name] continue to lead the industry in VR innovation.Thank you for your time and consideration. I look forward to discussing my qualifications further and demonstrating how I can add value to your organization.Sincerely,。

Weibull分布的若干性质

Weibull分布的若干性质

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2ln E2 [ lnY ] = C ov [ lnY, ln2Y ] + 2ln D [ lnY ] =
m- 3 [ -
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2 + 13m
ln
2 ].
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on the den sity cu rve
2 W eibull分布的性质
下面以定理形式给出关于 W eibull分布的性质 并加以证明. 2. 1 W e ibu ll分布常用的性质
1
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证 明 X ~ W ( 1, 1), 即 F ( x ) = 1- e- x 是指数 分布 (当 m = 1时 W e ibu ll分布是指数分布 ), 因此对 任何 t > 0有
第 22卷 第 4期 2010年 12月
河南工程学院学报 (自然科学版 ) JOURNA L O F HENAN IN ST ITUTE OF ENG IN EER ING

英语作文-虚拟现实技术应用于文化创意产业-打造沉浸式体验

英语作文-虚拟现实技术应用于文化创意产业-打造沉浸式体验

英语作文-虚拟现实技术应用于文化创意产业,打造沉浸式体验Virtual reality (VR) technology has been making waves in various industries, andone area where it has the potential to revolutionize is the cultural and creative industry.By leveraging VR technology, cultural and creative organizations can create immersive experiences that engage audiences in new and exciting ways.One of the key advantages of using VR in the cultural and creative industry is theability to transport audiences to different places and times without leaving their physical location. For example, museums can use VR to recreate historical events or ancient civilizations, allowing visitors to explore and interact with these environments firsthand. This not only enhances the educational value of cultural institutions but also provides a unique and memorable experience for visitors.Furthermore, VR technology can be used to enhance storytelling in the cultural and creative industry. By creating immersive narratives that unfold in a virtual environment, artists and creators can captivate audiences and evoke powerful emotions. Whether it's a virtual tour of an art gallery or a 360-degree video performance, VR allows for a more engaging and interactive storytelling experience.In addition, VR technology can also be used to democratize access to cultural and creative content. By making virtual experiences accessible online, organizations canreach a wider audience beyond their physical location. This can be particularly beneficialfor smaller cultural institutions or independent artists who may not have the resources to reach a global audience through traditional means.Moreover, VR technology can be a powerful tool for collaboration in the cultural and creative industry. Artists, designers, and creators from different parts of the world cancome together in a virtual space to collaborate on projects, share ideas, and create innovative works of art. This not only breaks down geographical barriers but also fostersa sense of community and creativity among individuals in the industry.Overall, the application of VR technology in the cultural and creative industry has the potential to transform the way we experience and engage with art, history, and storytelling. By creating immersive and interactive experiences, cultural organizations can attract new audiences, enhance educational opportunities, and foster collaboration among artists and creators. As VR technology continues to evolve, we can expect to see even more innovative uses of this technology in the cultural and creative industry, shaping the future of how we experience and appreciate art and culture.。

英语作文-虚拟现实技术在建筑设计行业的应用前景分析

英语作文-虚拟现实技术在建筑设计行业的应用前景分析

英语作文-虚拟现实技术在建筑设计行业的应用前景分析The advent of virtual reality (VR) technology has opened up new frontiers in various industries, with architecture and design being no exception. The immersive and interactive nature of VR has the potential to revolutionize the way architects design, visualize, and communicate their projects. This essay explores the promising future of VR technology in the field of architectural design.The Current State of VR in Architecture。

At present, VR is primarily used in architecture for visualization purposes. It allows architects and clients to step into a computer-generated 3D environment and experience a building design in a way that is impossible with traditional 2D drawings or even 3D models. This immersive experience provides a better understanding of spatial relationships, scale, and materiality, which can lead to more informed decisions and fewer costly changes during the construction phase.Enhancing Collaboration and Communication。

虚拟现实技术的应用高中英语作文

虚拟现实技术的应用高中英语作文

虚拟现实技术的应用高中英语作文Title: The Application of Virtual Reality TechnologyVirtual reality (VR) has become a buzzword in today's technological landscape, offering a promising future in various fields.This essay aims to explore the applications of virtual reality technology and its potential impact on our lives.First and foremost, virtual reality has made significant strides in the field of entertainment.VR gaming and virtual tourism have gained immense popularity, allowing users to immerse themselves in alternative realities.With the help of VR headsets, individuals can experience lifelike scenarios, making gaming more engaging and realistic.Moreover, virtual tourism enables people to explore different parts of the world without leaving the comfort of their homes, bridging the gap between dreams and reality.In addition to entertainment, VR technology has found its way into the realm of education.It provides an innovative approach to learning, offering an immersive and interactive experience.Students can explore historical events, scientific concepts, or complex structures in a virtual environment, making learning more engaging and effective.For instance, medical students can practice surgical procedures in a virtual operating room, enhancing their skills and confidence without risking the lives of patients.Furthermore, virtual reality has immense potential in the field of business.It allows companies to create realistic training programs, simulating real-life scenarios to improve employee performance.For example, airlines can use VR technology to train pilots in a virtual cockpit, providing a safe and cost-effective alternative to flight simulations.Additionally, VR can be utilized in marketing to create immersive product experiences, enticing customers and influencing their purchasing decisions.Virtual reality technology also holds great promise in the field of healthcare.It can be used to alleviate the symptoms of phobias and post-traumatic stress disorder (PTSD) by exposing patients to controlled virtual environments.By gradually exposing individuals to their fears in a virtual setting, therapists can help them overcome their anxieties and develop coping mechanisms.Moreover, VR can assist surgeons in performing complex procedures by providing enhanced visualization and guidance, leading to better surgical outcomes.In conclusion, the applications of virtual reality technology are diverse and far-reaching.From entertainment to education, business to healthcare, VR has the potential to revolutionize various industries.As the technology continues to evolve, we can expect even more innovative uses for virtual reality in the future, enriching our lives and redefining the way we interact with the world around us.。

虚拟现实技术在工业设计中的应用策略

虚拟现实技术在工业设计中的应用策略

FRONTIER DISCUSSION | 前沿探讨虚拟现实技术在工业设计中的应用策略潘铀良郑州工业应用技术学院 河南省新郑市 451150摘 要: 在当今工业领域的不断发展中,越来越多的先进技术也开始被应用到工业设计中。

其中,虚拟现实技术就是目前工业设计领域中所应用到的一种先进科学技术。

该技术的应用对于工业设计质量的提升与工业领域的发展都有着十分积极的促进作用。

因此,为实现虚拟现实技术在工业设计领域中的良好应用,发挥出该技术的充分优势,本文对其具体的应用策略进行分析,以此来为其应用提供指导与帮助。

关键词:工业领域 工业设计 虚拟现实技术1 引言在当今的数字化、信息化时代中,工业领域的发展十分迅速。

尤其是自虚拟现实技术在工业设计中的应用以来,工业领域更是实现了突破性的发展。

通过该技术的应用,不仅进一步提升了工业设计的现代化与智能化,同时也为工业设计过程中各个部门的良好沟通交流提供了更多便利。

因此在工业设计中,技术人员与设计人员应充分注重虚拟现实技术的合理应用,以此来提升设计质量,满足工业领域发展需求。

2 虚拟现实技术阐述虚拟现实技术是以计算机信息技术为基础所发展的一种新兴技术,该技术和信息技术的联系十分紧密。

就实际应用来看,虚拟现实技术就是借助于计算机信息技术来进行三维空间形式虚拟世界的模拟,并将其和应用者的感官建立起密切联系,以此来为使用者营造一种置身于虚拟环境的应用体验,使其可以对这个虚拟化三维空间中的各种事物进行近距离、全方位观察[1]。

同时,这种观察也不会受到时间和空间所限制,让人机交互的魅力发挥到极致。

通过这样的方式,就可以让使用者的体验感得到大幅度提升。

因此,在工业设计中,虚拟现实技术的应用可以实现产品的二次创新,以此来实现企业竞争力的进一步提升。

3 虚拟现实技术在工业设计中的应用意义分析就传统的工业设计而言,设计师通常都借助于平面操作的形式,在设计图纸上呈现出自己想象的工业产品轮廓,但是这种二维空间的设计难免存在一定的局限性,进而导致设计师的很多想法都难以得到充分体现。

特殊应用英文作文高中作文

特殊应用英文作文高中作文

特殊应用英文作文高中作文1. Virtual Reality。

Virtual reality is a technology that allows users to enter a simulated environment through a headset or other device. It has a wide range of applications, from gaming and entertainment to education and training. With virtual reality, users can interact with a virtual world in a way that feels real, making it a powerful tool for immersive experiences.2. Augmented Reality。

Augmented reality is a technology that overlays digital information onto the real world. It can be used for a variety of purposes, such as enhancing a museum exhibit or providing real-time information about a product. Augmented reality has the potential to revolutionize the way we interact with the world around us, making it more engaging and informative.3. 3D Printing。

3D printing is a technology that allows users to create physical objects from digital designs. It has a wide range of applications, from manufacturing and prototyping to art and design. With 3D printing, users can quickly and easily create custom objects with a high degree of precision, making it a valuable tool for innovation and creativity.4. Artificial Intelligence。

英语作文-电子乐器制造业的发展机遇:虚拟现实和增强现实技术的应用

英语作文-电子乐器制造业的发展机遇:虚拟现实和增强现实技术的应用

英语作文-电子乐器制造业的发展机遇:虚拟现实和增强现实技术的应用The advent of virtual reality (VR) and augmented reality (AR) technologies has opened up a new frontier for the electronic musical instrument industry. These cutting-edge technologies are not just transforming the way we interact with digital environments but are also reshaping the landscape of music production, performance, and education.In the realm of music production, VR and AR tools are enabling producers and musicians to interact with their equipment and instruments in a three-dimensional space. This immersive experience allows for a more intuitive and natural workflow, as producers can manipulate virtual knobs and sliders with gestures and movements that mirror real-life actions. The tactile feedback provided by VR controllers further enhances this interaction, making the virtual environment an extension of the musician's physical space.Performance-wise, VR and AR are revolutionizing the way artists engage with their audience. Musicians can now create elaborate virtual stages and interactive experiences that were previously impossible or prohibitively expensive. For instance, an artist could perform a live concert in a virtual space that audience members from around the globe can attend, transcending geographical limitations and bringing people together in a shared musical experience.Education in music is also benefiting from VR and AR technologies. These tools provide students with virtual instruments and studio setups, allowing them to practice and learn without the need for physical equipment. This democratizes music education, making it accessible to a wider audience who may not have the resources to invest in expensive instruments or studio time.Moreover, VR and AR are fostering innovation within the instrument manufacturing industry itself. Designers can prototype and test new instruments in a virtual environment before committing to physical production. This not only saves time and resources but alsoencourages experimentation with designs that push the boundaries of traditional instrument form factors and functionalities.The integration of VR and AR in electronic musical instruments is not without its challenges. There are concerns about the accessibility of these technologies, as they require specialized hardware and software that may not be readily available to all. Additionally, there is a learning curve associated with adopting these new tools, both for the creators and the consumers.Despite these challenges, the potential of VR and AR in the electronic musical instrument industry is immense. As technology continues to advance, we can expect to see more innovative applications that will enhance the way we create, perform, and learn music. The fusion of digital and physical realms promises a future where the limitations of the material world no longer bind the expressive power of music, and the opportunities for growth and development in this industry are boundless. The key to success lies in the industry's ability to adapt and embrace these technologies, ensuring they are accessible and user-friendly, thus paving the way for a new era of musical expression. 。

英语作文-电子乐器制造业的发展机遇:VR和AR技术的应用

英语作文-电子乐器制造业的发展机遇:VR和AR技术的应用

英语作文-电子乐器制造业的发展机遇:VR和AR技术的应用The development of the electronic musical instrument manufacturing industry has been greatly accelerated by the integration of Virtual Reality (VR) and Augmented Reality (AR) technologies. These innovative tools have unlocked a myriad of opportunities for advancement within the industry, reshaping the way instruments are designed, produced, and experienced. 。

One of the most significant contributions of VR and AR to the electronic music instrument manufacturing industry is in the realm of product design and prototyping. Traditionally, designers relied on physical prototypes, which were not only time-consuming to produce but also limited in terms of experimentation. However, with VR and AR technologies, designers can now create virtual prototypes with incredible precision and detail, allowing for faster iterations and more creative exploration.Moreover, VR and AR have revolutionized the way musicians interact with electronic instruments. Through immersive virtual environments, musicians can simulate the experience of playing different instruments, experiment with various sounds and effects, and even collaborate with other musicians in virtual spaces. This not only enhances the creative process but also opens up new possibilities for performance and expression.Furthermore, VR and AR technologies have streamlined the manufacturing process of electronic musical instruments. By digitizing workflows and integrating virtual simulations, manufacturers can identify and address potential issues early on, resulting in fewer errors and faster production cycles. Additionally, AR-assisted assembly instructions enable workers to assemble complex instruments with greater efficiency and accuracy.Another area where VR and AR have had a profound impact is in marketing and sales. Through immersive experiences and interactive demonstrations, manufacturers can showcase their products in a way that engages and captivates customers. Whether it's allowing customers to virtually try out different instruments or providing in-depth tutorials on instrument features and functionalities, VR and AR enhance the overall shopping experience, driving sales and brand loyalty.Looking ahead, the integration of VR and AR technologies is poised to continue reshaping the electronic music instrument manufacturing industry. As these technologies become more advanced and accessible, we can expect to see even greater innovation in product design, manufacturing processes, and customer engagement. By embracing these technologies, manufacturers can stay ahead of the curve and capitalize on the countless opportunities they present.。

虚拟现实技术应用求职信英语作文

虚拟现实技术应用求职信英语作文

虚拟现实技术应用求职信英语作文English:I am writing to express my interest in the application of virtual reality technology in the field of job hunting. As a recent graduate with a degree in computer science, I am fascinated by the advancements in VR technology and its potential to revolutionize how we approach job interviews, training programs, and remote work. I believe that VR can provide a more immersive and engaging experience for job seekers, allowing them to demonstrate their skills and qualifications in a more dynamic and interactive way. Additionally, VR can offer a more cost-effective and efficient solution for companies to screen and evaluate candidates, especially in remote hiring situations. I am eager to contribute my technical skills and knowledge to further develop and implement VR solutions for the job market, and I am excited about the possibilities this technology holds for enhancing the recruitment process and overall job search experience.Translated content:我写信表达我对虚拟现实技术在求职领域的应用感兴趣。

Virtual Reality Advances and Applications

Virtual Reality Advances and Applications

Virtual Reality Advances and Applications Virtual reality (VR) technology has made significant advances in recent years, revolutionizing the way we interact with digital environments and opening up a wide range of applications across various industries. From entertainment and gaming to healthcare and education, VR has the potential to transform the way we experience the world around us. This essay will explore the recent advances in VR technology and its applications, as well as the potential challenges and ethical considerations associated with its widespread adoption.One of the most significant advances in VR technology is the development of more immersive and realistic virtual environments. With the use of advanced graphics, motion tracking, and haptic feedback systems, VR experiences have become more lifelike and engaging than ever before. This has led to a surge in the popularity of VR gaming, with players able to fully immerse themselves in virtual worlds and interact with them in ways that were previously unimaginable. In addition to gaming, VR technology has also been used to create virtual tours of real-world locations, allowing users to explore distant places and historical sites from the comfort of their own homes.Beyond entertainment, VR has also found applications in healthcare, where it is being used for medical training, therapy, and pain management. Medical students can now practice surgical procedures in a safe and realistic virtual environment, while patients undergoing painful treatments can use VR to distract themselves and alleviate their discomfort. In the field of mental health, VR has shown promise as a tool for treating phobias and anxiety disorders, allowing patients to confront their fears in a controlled and supportive environment.In the realm of education, VR has the potential to revolutionize the way students learn and engage with course material. By creating immersive educational experiences, educators can make learning more interactive and engaging, allowing students to explore complex concepts in a hands-on manner. For example, students studying history could use VR to virtually visit important historical events, gaining a deeper understanding of the past by experiencing it firsthand. Similarly, VR can be used to create virtual science labs, allowing students to conduct experiments in a safe and cost-effective manner.While the potential applications of VR technology are vast, its widespread adoption also raises a number of challenges and ethical considerations. One of the primary concerns is the potential for VR to further isolate individuals from the real world, leading to increased feelings of loneliness and detachment. As VR experiences become more immersive and compelling, there is a risk that some individuals may become so engrossed in virtual worlds that they neglect their real-world relationships and responsibilities. Additionally, there are concerns about the potential psychological impact of spending extended periods of time in virtual environments, particularly for young children whose brains are still developing.Another ethical consideration is the potential for VR technology to be used for malicious purposes, such as creating hyper-realistic simulations of violent or disturbing scenarios. As VR technology becomes more advanced, there is a risk that it could be used to create highly realistic and immersive experiences that could be psychologically damaging to users. This raises important questions about the regulation of VR content and the responsibility of developers to ensure that their creations do not have harmful effects on users.In conclusion, the recent advances in VR technology have opened up a wide range of exciting possibilities across various industries. From entertainment and gaming to healthcare and education, VR has the potential to revolutionize the way we experience the world around us. However, its widespread adoption also raises important ethical considerations and challenges that must be carefully considered as the technology continues to evolve. As we move forward, it will be crucial to strike a balance between harnessing the potential of VR technology and ensuring that it is used in a responsible and ethical manner.。

增强现实技术在化学实验教学中的应用:一种虚拟化学实验系统说明书

增强现实技术在化学实验教学中的应用:一种虚拟化学实验系统说明书

Application of Augmented Reality Technology in Chemistry Experiment TeachingYan WangSchool of Architecture Harbin Institute of TechnologyHarbin, ChinaNan ChenSchool of Architecture Harbin Institute of TechnologyHarbin, ChinaAbstract—Chemistry experiment is an important part of chemistry teaching. Using augmented reality technology to design virtual chemistry experiment is a new way to effectively solve the problem of traditional chemistry experiment teaching. The system takes mobile terminal as its platform, takes mobility and openness, three-dimensional simulation scene, natural interaction and instant feedback as its design principles, and takes Unity3D and augmented reality technology as its development means. Augmented reality virtual chemistry experiment system has three functional modules: learning knowledge, doing experiments and measuring learning effect. The system transforms the traditional chemical experiment teaching into a mobile natural interactive virtual experiment form, which will greatly enhance the students' sense of autonomy and participation, and bring new changes to the chemical experiment teaching.Keywords—augmented reality; virtual chemical experiment; natural interaction; mobile learningI.I NTRODUCTIONChemistry experiment is an important part of chemistry teaching. The experiment process can train students' practical ability, thinking ability, knowledge understanding ability andinnovation ability. However, at present, there are many problems in chemical experiment teaching, such as too many demonstration experiments, limited experimental teaching time, space and manpower [1], insufficient experimental equipment, poor maneuverability, potential safety hazards, and test-oriented Experiment-Assisted teaching materials.II.A PPLICATION B ACKGROUND OF A UGMENTEDR EALITY T ECHNOLOGY IN C HEMISTRY E XPERIMENTT EACHINGUsing new technology to design virtual chemistry experiment is a new way to effectively solve the problem of traditional chemistry experiment teaching. For example, the University of Colorado in the United States has designed interactive virtual experiments. The system can provide close to real simulation results, and students can use it to explore learning. In China, Jinhuake Company has designed a simulation laboratory. Chemistry teachers can set up the experimental process and steps according to their needs and students can carry out virtual experiments according to the teachers' settings [2]. Zhang Xuejun used FLASH 3D technology to develop a three-dimensional simulationexperiment system, which realized the whole processmanagement of submitting and reviewing the experiment report online, including assistant teaching, independentexperiment and experiment report [3]. These virtual experiments have greatly improved the traditional chemical experiment teaching, but at present, the common problems existing in the existing virtual experiment systems are that they are not cross-platform, the interface design is not friendly enough, the interaction form is single, and there is a gap with the real experimental perception.The maturity of augmented reality technology provides anew solution to the above problems. A technical means of integrating virtual with reality, augmented reality technology has been widely used in educational products in recent years. In English teaching, students scan the English words on the cards, and then they can see the relevant three-dimensional model display, which promotes students' interest in learning [4]. In physics teaching, physical concepts such as electric field and magnetic field are not easy to observe directly. Using augmented reality technology and somatosensory technology, students can visually observe and interact with the magnetic field [5]. In chemistry teaching, there are also some chemicals that cannot be observed directly: such as atoms, molecular structures, etc. Scholars have designed a virtual system of material structure by using augmented reality technology. Students can observe three-dimensional crystal structure more intuitively and naturally [6]. This design idea is also applicable to chemical experiment teaching, that is, using augmented reality technology to display and operate three-dimensional chemical experiment equipment which is inconvenient to use at any time in reality. Augmented reality can provide new technical support for virtual chemistry experiment, provide more simulation experimental equipment, more natural interaction mode, more real experimental experience for students, and bring new changes to chemical experiment teaching.III.D ESIGN C REATIVITY AND P RINCIPLES OFA UGMENTED R EALITY V IRTUAL C HEMISTRY E XPERIMENTS YSTEMThe design of augmented reality virtual chemical experiment system aims to enable students to conduct virtualchemical experiments at any time and place. It can not only 5th International Conference on Economics, Management, Law and Education (EMLE 2019)Copyright © 2019 The Authors. Published by Atlantis Press SARL.observe three-dimensional experimental instruments directly, but also conduct experimental operations in the form of natural interaction, so as to obtain the same real chemical experiment experience. At the same time, we should improve the virtual experiment system and add the test module in the experiment system so that students can check the learning results at any time after they complete the experiment operation. This is not only a virtual chemical experiment, but also an interactive experiment teaching aided material which is portable and visually intuitive for students. The design principles of augmented reality virtual experiment are as follows:A. Mobility and OpennessThe virtual experiment system can be installed in the mobile terminal. Students can learn at anytime and anywhere without the limitation of the time and place of traditional chemical experiment. Another advantage of virtual experiment is that it can share resources with the help of the Internet, update the system anytime, anywhere, and has a strong openness.B. Three-dimensional Simulation SceneCompared with most two-dimensional virtual experiments, the three-dimensional simulation system canmore accurately simulate the chemical experiment process, so as to obtain more realistic experimental experience. C. Natural InteractionThe traditional man-machine interface is more computer-centered, and even requires users to think in a computer way. Interaction also tends to be keyboard, mouse, or touch screen. Natural interaction refers to the interaction between human beings and systems in a way more similar to that of real experiments. Students can interact with the system on the basis of their own experimental knowledge and skills, without violating the experimental operation habits and daily behavior, and ultimately complete the experimental tasks simply, clearly and naturally.D. Real-time FeedbackReal-time feedback is a natural process in the real experiment. When students use the virtual chemistry experiment system of augmented reality, they can get instant feedback between the experimental steps. The feedback form includes interface information and voice prompt, which canhelp students adjust and optimize quickly.Fig. 1. Structural diagram of augmented reality virtual experiment module.IV. D ESIGN , I MPLEMENTATION AND A PPLICATION OF A UGMENTED R EALITY V IRTUAL C HEMICAL E XPERIMENTS YSTEM A. Module Structure Design of Augmented Reality Virtual Chemical Experiment System"Learning Knowledge" module: Students learn experimental knowledge before the experiment, understand the objectives, methods and principles of the experiment, andhave a conceptual understanding of the basic knowledge of the experiment. (as can be seen from "Fig. 1")"Doing experiments" module: Students need to choose the right experimental equipment and materials according to the knowledge module. According to the experimental steps of the system, the assembly of experimental equipment, weighing of experimental materials, experimental operation, observation of experimental phenomena, disassembly of experimental equipment and other operations are completedin turn. (as can be seen from "Fig. 1")"Measuring learning effect" module: By reviewing the main points of the experimental system, checking exercises, expanding and extending functions, students' ability to learn and use in daily life is improved. (as can be seen from "Fig. 1")B.Realization Scheme of Augmented Reality VirtualChemical Experiment SystemIn the early stage of system development, first of all, it is necessary to collate the experimental knowledge and design the experimental steps. According to the module structure of virtual chemistry experiment system of augmented reality, in the module of "learning knowledge" and " measuring learning effect ", it is necessary to collate the relevant pictures, texts, audio and video data of each experiment for subsequent development and display. In the "doing experiments" module, we need to sort out the equipment and materials needed for the experiment, and design the experimental steps to clarify the objectives, operation methods and operation results of each step. For example, if the goal of a step is to absorb a solution, then the operation mode is to move the three-dimensional virtual model of the rubber head dropper and insert it into the solution bottle. The operation result is that the head of the rubber head dropper absorbs the solution.The modules of "learning knowledge" and "measuring learning effect" mainly use Unity 3D software to realize the virtual chemical experiment system based on mobile terminal. The system uses C# language to develop the interface at all levels, and introduces and tests the experimental knowledge. Mobile terminals need to present complex content in a smaller interface. Therefore, in the design of digital content, we should display complex information with graphics, audio and video as far as possible. The presentation of information should be hierarchical and easy for students to understand.The "doing experiment" module is the core of the system. In the early stage, the materials and steps required for the experiment have been clearly defined. This part develops and realizes the experimental process. This system uses Vuforia SDK to realize the augmented reality function. By scanning the two-dimensional recognition map with the mobile camera, we can see the three-dimensional virtual experimental equipment from the mobile screen. Firstly, two-dimensional identification maps of each piece of experimental equipment need to be made import them into Qualcomm Vuforia official website and print them as cards for reserve. Then we need to use MAYA to model the experimental equipment, import the three-dimensional model into Unity3D, and import Qualcomm's Vuforia SDK. The function that needs to be developed is to display the three-dimensional virtual experimental equipment model on the recognition card when the recognition map is detected. The students move the recognition map by hand, and the virtual experimental equipment will move along with it. According to the specific requirements of the experimental steps, the system needs to acquire the position of the equipment in real time, use the collision detection system of Unity 3D to judge whether the experimental operation of students is standardized, and give real-time text and voice prompts.C.Application Example of Augmented Reality VirtualChemical Experiment SystemThe first module of Augmented Reality Virtual Chemistry Experiment System is to learn experimental knowledge. Students can choose experiments they are interested in, and then study the experimental principles, contents, steps and precautions.After having a basic understanding of the experiment, students can enter the experimental module. Students need to choose experimental equipment according to their understanding of the experiment, and identify the experimental equipment card under the mobile camera. After the system recognizes correctly, it will display the three-dimensional model of the equipment and introduce the information of the equipment by voice. The experiment can be started after the students correctly select all the equipment needed for the experiment. In the experiment, each step will have corresponding prompts, students will move the recognition card, and the three-dimensional model of the experimental equipment will move along with it. Therefore, students can move the experimental equipment naturally with their hands, just like real experiments. Then through the interaction between the experimental equipment, each step of the experiment is carried out in turn. According to the specific requirements of the experimental steps, the system will judge whether the experimental operation conforms to the specifications, and give students real-time feedback in the form of text, voice prompts, etc.After the completion of the experiment module, students can enter the test effect module, which includes the summary and review of the experimental points, the test of experimental exercises and the analysis of the results, and the expansion and extension of the experiment. In the part of Exercise, students need to recall the experiment process and complete relevant exercises. The system will analyze and give guidance to the students' answers. So far, the students have completed a complete virtual chemistry experiment of augmented reality.V.C ONCLUSIONChemistry experiment teaching is a highly professional field. Traditional experiments require well-equipped laboratories and special instructors. Some dangerous experimental requirements need professional protective facilities. The virtual experiment software of augmented reality based on mobile terminal can give full play to students' subjective initiative to a large extent, and is not limited by time, place, experimental equipment and other restrictions. Teachers can real-time detect students' experimental status through the virtual experiment software, and prompt and guide students in time. At the same time, because it is a virtual experiment, students can move three-dimensional experimental equipment in the virtual environment, boldly and carefully carry out dangerousexperiments without worrying about the occurrence of healthrisks. Most importantly, augmented reality technology enables students to simulate chemical experiments in a natural way. Of course, one of the problems of augmented reality virtual experiment is that users always need a handheld mobile phone. In the future, virtual chemistry experiment can also use wearable devices, such as direct observation from AR glasses, so users can use both hands to experiment. Intelligent voice interaction technology can also be used for software interface switching, so that the interactive experience of virtual experiment will be more natural.To sum up, augmented reality virtual chemistry experiment pays attention to students' enthusiasm and sense of participation. It enables students to repeat and complete a closed loop of chemical experiment learning many times in a novel interactive way, which is conducive to improving the learning and teaching effect of chemical experiment. It is a useful exploration of mobile learning mode.R EFERENCES[1]Wei Dejing. Problems and Solutions in Senior High SchoolChemistry Experiment Teaching under the New Curriculum Standard [J]. China Extracurricular Education, 2013 (8): 80. (in Chinese) [2]Wang Weiguo, Hu Jinhong, Liu Hong. Current situation anddevelopment of virtual simulation experiment teaching in foreign universities [J]. Laboratory research and exploration, 2015 (5): 216-219. (in Chinese)[3]Zhang Xuejun, Tang Jiuli, Wei Jiangming. Design andimplementation of a virtual experiment platform for middle school chemistry based on Flash3D [J]. Research on audio-visual education, 2014 (1): 79-84. (in Chinese)[4]He J , Ren J , Zhu G , et al. Mobile-Based AR Application Helps toPromote EFL Children's Vocabulary Study [C]// IEEE International Conference on Advanced Learning Technologies. IEEE, 2014.[5]Cai S, Chiang F K, Wang X. Using the augmented reality 3Dtechnique for a convex imaging experiment in a physics course [J].International Journal of Engineering Education, 2013, 29(4):856-865.[6]Wang Cunyou, Cheng Tong. Overview of the Research onAugmented Reality Educational Applied Products [J]. Modern Educational Technology, 2016, 26 (5): 95-101. (in Chinese)。

英语作文-虚拟康复技术在政府健康事务管理服务行业中的应用前景探讨

英语作文-虚拟康复技术在政府健康事务管理服务行业中的应用前景探讨

英语作文-虚拟康复技术在政府健康事务管理服务行业中的应用前景探讨Virtual rehabilitation technology has been gaining traction in recent years, especially in the field of government health affairs management services. This innovative technology has the potential to revolutionize the way healthcare services are delivered and managed, offering a wide range of benefits for both patients and healthcare providers.One of the key advantages of virtual rehabilitation technology is its ability to provide personalized and convenient care to patients. Through virtual platforms, patients can access rehabilitation services from the comfort of their own homes, eliminating the need for frequent visits to healthcare facilities. This not only saves time and money for patients but also reduces the burden on healthcare providers by streamlining the delivery of care.Furthermore, virtual rehabilitation technology enables healthcare providers to monitor and track patients' progress more effectively. By using remote monitoring devices and sensors, providers can collect real-time data on patients' physical activities, movements, and vital signs. This data can then be analyzed to assess patients' progress, adjust treatment plans, and provide timely interventions when needed. This level of monitoring and feedback is crucial for ensuring the effectiveness of rehabilitation programs and improving patient outcomes.In addition, virtual rehabilitation technology can help to improve access to care for underserved populations. In many rural or remote areas, access to rehabilitation services may be limited or nonexistent. Virtual platforms can bridge this gap by connecting patients with healthcare providers from anywhere in the world. This not only expands access to care for those in need but also reduces disparities in healthcare delivery and outcomes.Moreover, virtual rehabilitation technology has the potential to enhance collaboration and communication among healthcare providers. Through virtual platforms, providers can easily share patient information, collaborate on treatment plans, and consult withspecialists from different locations. This interdisciplinary approach can lead to more comprehensive and effective care for patients, especially those with complex rehabilitation needs.Overall, the application of virtual rehabilitation technology in government health affairs management services holds great promise for improving the quality, efficiency, and accessibility of healthcare services. By leveraging the benefits of virtual platforms, healthcare providers can deliver more personalized, convenient, and effective care to patients, ultimately leading to better outcomes and increased patient satisfaction. As technology continues to advance, the potential for virtual rehabilitation to transform the healthcare landscape is truly limitless.。

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INDUSTRIAL APPLICATIONS OF VIRTUAL REALITY IN ARCHITECTURE AND CONSTRUCTIONSUBMITTED: July 2002REVISED: May 2003PUBLISHED: May 2003 at /2003/4EDITOR: Kalle KahkonenJennifer Whyte, Research Fellow,Innovation Studies Centre, Business School, Imperial College London, South Kensington Campus,email: Whyte@SUMMARY: This paper reports on a study of industrial applications of virtual reality in USA and UK construction. A multiple case study approach is taken and eleven organizations that are lead users of the technology are studied. Their strategies and business drivers for the use of virtual reality are identified and emerging patterns of use are explored.The study finds early adopters focusing on the use of virtual reality for either systems integration, supporting the customer interface or developing new markets. The business drivers for implementing and using virtual reality include demonstrating technical competence, design review, simulating dynamic operation, co-ordinating detail design, scheduling construction and marketing. Those organizations using virtual reality in the architectural design and construction of the physical built environment sharply differentiate models created for professional use within the project team and supply chain and those for wider interactions. The size of their projects and the extent to which design is re-used may affect strategies for implementing and using virtual reality and the business benefits obtained.In previous work, virtual reality is seen as a universal interface to all construction applications. However the findings of this study suggest a more complex story, with a range of strategies and business drivers potentially leading to competing design families.KEYWORDS: virtual reality, industrial applications, strategies, business drivers, technological families1. INTRODUCTIONThere has been little empirical study of the use of virtual reality (VR) applications in architecture and construction. Academics collaborate with industry in the development of conceptual designs and prototypes (e.g. Aouad et al., 1997b; Koo and Fischer, 2000) but the role of lead users and the emerging trends in usage have not previously been critically considered and empirically studied.Construction is often perceived as a backward industry and the need for change is highlighted in government reports and initiatives (such as the Egan and Latham reports in the UK). Recent surveys of IT use have suggested an increase in computer literacy in the late 1990s and 2000s, with the majority of organizations now using some forms of IT and many business processes now completely computerised (Doherty, 1997; CICA, 1999; Rivard, 2000; Samuelson, 2002).The ‘pioneers’ of virtual reality expected architecture to be a major application: walkthrough systems were developed (Brooks, 1986); Autodesk collaborated with the VR hardware company VPL (Hayward, 1993) and the trade press described potential applications (e.g. Evans, 1992). However, virtual reality is an emergent and unstable technology, which lacks a dominant design (Swann and Watts, 2002), and has had initially very slow diffusion into the sector (Bouchlaghem, et al. 1996).Research on virtual reality in architecture and construction has been focused on developing and refining leading-edge tools. Researchers have developed software to improve construction scheduling (Fischer and Kunz, 1995b, 1995a; Op den Bosch and Baker, 1995; Retik, 1996); construction integration (Alshawi, 1995; Aouad et al., 1997b); and design (Mandeville et al., 1995; Kurmann et al., 1997). Working within an analytic research paradigm, these researchers have sought to develop conceptual designs and prototypes with the ultimate goal of demonstrating improved performance by artefacts created in the research process.Studies of wider technological innovation have focused on the empirical study of industrial use, arguing that early adopters or ‘lead users’ have a significant role to play in the introduction of new products and in their diffusion across communities of users (Rogers, 1962; Gardiner and Rothwell, 1985; von Hippel, 1988). According to von Hippel, lead users are those organizations which face needs that will be general in a marketplace – but face them months or years before the bulk of that marketplace encounters them and thus are positioned to benefit significantly by obtaining a solution to those needs. Lead users are active in the reinvention or re-innovation of new products, building upon early success but improving the next generation product with revised and refined features (Gardiner and Rothwell, 1985).This paper reports on an empirical study of the lead users of virtual reality in construction. The aim is to explore the industrial applications of VR and the objectives are to:• Identify the business drivers for the use of VR in the construction sector;• Characterise the corporate strategies for the use of VR; and• Establish whether VR can be described as a generic technology or whether different families of tools may emerge for different specialist activities.The work is informed by the firm-level analyses of technological innovation and the role of lead users conducted in the innovation studies research tradition (Rogers, 1962; Gardiner and Rothwell, 1985; von Hippel, 1986). However, in a process such as construction – which is characterised by fragmentation and diversity (Gann, 2000) – the concept of a typical user organization is insufficient. The construction process involves many disparate organizations working together on project-specific tasks (Gann, 2000). Organizations work across a range of projects, which vary in size from large projects to produce capital goods such as complex buildings and infrastructure to the relatively small, such as housing. Organizations also vary in the extent to which they re-use design across projects. Market success of any new technology depends on segmentation of users and markets (Estók, 2001) and it seems that further characterisation of users of virtual reality in architectural and construction is required.2. METHODIn this work, virtual reality is defined as a technology that provides an interactive, spatial, real-time medium. Virtual reality enables real-time viewing of, and interaction with, spatial information. Other words are used to describe use of the same or overlapping groups of technologies, and similar concepts include virtual environments, visualization, interactive 3D (i3D), digital prototypes, (urban or visual) simulation and 4D-CAD. Rather than considering a cross-section of all companies, a multiple case study approach is taken to understand implementation and use of virtual reality in eleven organizations that are early adopters of virtual reality. The user companies studies included Kohn Pederson and Fox; Asymptote Architecture; Little and Associates (Skyscraper Digital); Disney Imagineering; Laing Construction; WS Atkins; and Bechtel. These organizations were identified as lead users through their participation in industry fora on virtual reality, or through virtual reality software suppliers’ and other users’ recommendations. Bechtel, for example, won the 2001 British Computer Society Award for its work using virtual reality on the Thameslink project. Collectively, the user organizations include architects, construction managers, contractors and consultant engineers and are located in the USA and the UK (as shown in Table 1).Table 1:The types of user companies interviewedType of company Role of interviewee(s) Location of interview (s)1 Architect Head of IT UK2 Architect Partner USA3 Architect CAD Manager UK4 Architect Visualization Manager USA5 Major Real Estate Owner Head of R&D; Visualization Specialist USA6 Housing Developer Group CAD Manager UK7 Construction Contractor Senior CAD Consultant; CAD Consultant UK8 Construction Contractor Head of Integrated Design; Visualization Manager UK9 Consultant Engineer R&D Engineer (UK); Project Leader (UK)Visualization Manager (USA); Visualization Specialist (USA)USA & UK10 Consultant Engineer R&D Engineer; IT Manager UK11 Consultant Engineer Visualization Manager (USA); Group Supervisor (USA); VisualizationManager (UK)USA & UKEmpirical data was collected through semi-structured interviews with the user organisations (in 2000/01) and used in conjunction with supporting company documentation. Wherever possible, interviews were taped and transcribed, and in other cases extensive notes were taken. This work is also reported in Whyte (2002).More cases were added to the study until the anomalous features discovered in the early cases could be satisfactorily explained. The early case studies with architects revealed particularly surprising results, so more architectural practices were studied than other organizations. The architects studied included a large established commercial practice, a multi-disciplinary design practice, an internationally award-winning young practice, and a regionally based mid-sized architectural practice. This range of practices was studied to ensure that the cases chosen were not anomalous or unrepresentative of lead users and to deepen understanding of the phenomena observed.Detailed case studies with lead users are used rather than a wide survey, however the approach does have some limitations. The specific focus on the motivations of the early adopters of virtual reality leads to a pro-innovation bias in the work. The small sample size (though it includes major lead users of virtual reality) also means that the findings should be seen as preliminary. The phenomena being studied are dynamic and it is to be expected that organizational strategies and business drivers will develop as use of the technology becomes more established.3. PATTERNS OF USEThe findings of each individual case study are summarised below in Table 2 and are explored in more detail in the following subsections. There was not one single approach to VR use across the different companies, but rather a set of related strategies, drivers and models. However, patterns of use are emerging and some commonalities exist.Table 2: Summary of the business drivers and strategic focus found in the companies studied Type of company Strategic focus of VR use Business drivers1 Architect Customer Interface Marketing (low use)2 Architect New Markets * – (design of virtual space)3 Architect Customer Interface Design review, marketing (low use)4 Architect New Markets * – (Marketing, creation of city models forclients)5 Major Real Estate Owner Systems Integration Scheduling construction6 Housing Developer Customer Interface Design review, marketing, demonstratingtechnical competence7 Construction Contractor Systems Integration Co-ordination of detail design, demonstratingtechnical competence8 Construction Contractor Systems Integration Co-ordination of detail design, marketing9 Consultant Engineer Systems Integration Simulating dynamic operation, co-ordinationof detail design, demonstration of technicalcompetence and design review10 Consultant Engineer Systems Integration Simulating dynamic operation, co-ordinationof detail design11 Consultant Engineer Systems Integration Simulating dynamic operation, design review* these companies are not using virtual reality in their processes for designing, producing and managing the built environment3.1 Strategic focusThe organizations using virtual reality in the architectural design and construction of the built environment make a major distinction between models created for professional uses within the project team and supply chain, and those for wider interactions:1. Within the project team and supply chain, models are being created and used by consultant engineers,contractors, sub-contractors and suppliers. They may be used internally within one organization, or in conjunction with other professional organizations involved in the same project; and2. Outside the project team, models are being used for wider interactions with end-users, clients, managers,funding institutions and planners. These models may be quite different from those used by professionals working on the project.Those organizations with the largest investments in virtual reality were consultant engineers, contractors and real estate owners. These lead users were using virtual reality within the project team and supply chain and employing specialist modellers to create and maintain virtual reality models for systems integration. A wider group of organizations were using virtual reality for interactions with end-users, clients, managers, funding institutions and planners. Some organizations were focused on the use of virtual reality at the customer interface, whilst others were re-using models used for other purposes.A surprising finding of the work is the low use of virtual reality amongst the architectural practices that are seen as lead users by their peers. On small unique projects architects and designers are not able to benefit from the economies of scope associated with re-using VR models. One architect argued that:‘If your client tells you to use it, then obviously you would do, but in terms of the businessbenefits of choosing to use it with a client, that is “all rubbish” – when you are with a client youare telling the client a story and the story is very carefully choreographed.’Reservations about the use of virtual reality in the design of the built environment included concern that virtual reality may limit the scope for designers to be creative and use their architectural imagination and concern that the medium does not provide the narrative structure required for external presentation of ideas. Two of the architectural practices that were studied were extremely enthusiastic about their use of virtual reality, but were found to be using to enter new markets outside their processes of design of the built environment. They were interested in design within a virtual or alternative reality and saw themselves exploring conceptions of space rather than more utilitarian issues associated with physical buildings.Three different strategies for the use of VR can be characterised:1. Systems integration – prototyping the product and simulating the processes of its construction andoperation. Re-using the model at different stages of the process;2. Customer interface – offering the customer a greater understanding of the design and a limited designchoice from a palate of options. Re-using models across many different projects; and3. New markets – using VR to diversify rather than to obtain business benefit in the building design process.Marketing expertise in spatial design and competing with web-designers, human-computer interaction experts and programmers in the design of new media ‘places’.3.2 Business driversThe companies studied were asked about their motivation for using virtual reality in the architectural design and construction of the physical built environment.Virtual reality is being used within the professional project team and supply chain, to visualize and manage increasingly complex engineering and design data. Models were most frequently used in this manner in construction contractors and consultant engineering companies, particularly on large and complex building and infrastructure projects such as railways, airports, shopping malls and theme parks.The lead users do not see virtual reality as a subject of interest in itself. Instead they are concerned with reducing risk, increasing technological innovation and improving business processes. Visualization is seen as a means rather than an end. One manager said ‘It’s not about a pretty picture.’The major business drivers for the use of virtual reality within the project team and supply chain are: • simulating dynamic operation – One of the engineering consultancies using virtual reality for simulation of dynamic operation, had had an early interest in the use of virtual reality tounderstand people flow. The organization had experimented with off-the-shelf commercial VRprogrammes and having found that they did not do what they wanted, they decided to developtheir own software. They have developed a PC-based programme to analyse fire egress and peopleflow and have been able to market and sell its specialist expertise in crowd simulation.• co-ordination of detail design – A construction contractor interested in the co-ordination of detail design championed the idea of a single project model to manage all of the data relating to aproject. This organization felt that construction contractors are being made increasinglyresponsible for spatial co-ordination of detail design. Identifying errors and clashes early in theprocess was an important motivation for their use of virtual reality as they may be responsible forany rework that is necessary on site due to incompatibility problems.• scheduling construction – Virtual reality is being used to improve the product and reduce waste in the process. One large organization that designs, builds, owns and operates a vast amount of realestate across the globe, felt that by investing capital they could save in construction costs.• Virtual reality was also used for a range of tasks to support interactions with clients, managers and end-users. The major business drivers for these uses of virtual reality are:• demonstrating technical competence - with clients before a project starts as a part of the proposal, competition entry or project bid. It is being used to show previous or proposed projects and tomarket the design skills of the organization. One consultant engineering organization found thesemodels and visualizations useful when bidding for the construction of a new overseas facility.• design review (and value engineering) - with clients and end-users on a number of complex project systems, such as airports and hospitals. It is seen as particularly important for value engineering,where costs need to be reduced and decisions need to be made about obtaining value for moneywithout compromising design quality. One visualization specialist argued that clients makedifferent choices when they can see the impact of their decisions. They often reject the least costsolution when they can visualize it, as they can see the quality difference between proposals.• marketing (and client’s marketing) - housing developers often have no known buyer at the start of the process. Being able to sell from plan is a major advantage as it reduces the risk of developmentand the housing developer has used virtual reality to get press coverage and sell from plan. One ofthe architects studied had worked with two major banks to develop models of their newheadquarters. They were able to see what it was going to look like on the skyline, from differentparts of downtown, the airport and the highway. As well as using the model for zoning boardapprovals, town hall meetings and to communicate the plans and get approvals, the banks haveused the model to raise the profile of the development, obtaining television coverage on newsbulletins.3.3 Strategies, business drivers and technological requirementsThe different strategies and business drivers suggest that lead users have different technological requirements for virtual reality tools. Table 3 summarizes the different business drivers associated with models created for professional use within the project team and supply chain and those created for interactions with clients, managers and end-users.Table 3: Business drivers associated with models created for professional use within the project team and supply chain, and those created for interactions with clients, managers and end-usersUse within the professional project team Interactions with non-professionalsSimulating dynamic operation Demonstrating technical competenceCo-ordinating detail design Design review (and value engineering)Scheduling construction Marketing (and client’s marketing)It was clear from the study that for different tasks, companies used different types of models and organised the use of virtual reality in different ways.• For professional tasks, the model could be quite abstract, and the ability to interact with the model was more important than the quality of the images.• For tasks that involve interaction with people who are not construction professionals, such as design review with clients, the quality of images and the ability to move through the model in real-time were more important.These different uses were seen as distinct. However, organizations with a strategic focus on system integration were more likely to re-use models. On one project, a company created two separate VR models from the CAD data. One was used for design review (communication with non-professionals) and the other was used for co-ordination of detail design (professional use). The first model, for presentation of design, showed surface finishes and details; and the second, for improving co-ordination of design showed the HVAC, steel, floors and stairway design required for clash detection and engineering.4. DISCUSSIONThe different professional roles and responsibilities lead different players within the sector to use virtual reality in different ways. It is proposed that the extent of design re-use and size of projects may contribute to the formation of these diverse strategies. It appears that those with large unique projects are focusing on the use of VR for systems integration, whilst those with small projects with design re-use are using VR at the customer interface. Virtual reality was not found to be widely used on small unique projects and this could be due to the costs involved in obtaining software and creating and maintaining models.Virtual reality being usedon these types of projectsin the architecturaldesign and constructionof the built environmentFIG. 1: The extent of design re-use and the size of the projectCompanies that work on large complex projects have major business drivers for the use of virtual reality within the project team and supply chain. On these large complex projects, professionals, such as consultant engineers and construction managers, are using virtual reality to visualise and understand engineering problems and hence to reduce risk and uncertainty. Many of these firms are interested in virtual reality as an integrated interface (Aouad et al., 1997a; Issa, 1999). Budgets for hardware and software may be relatively large and there may be a greater investment of time in model building. Modelling and visualization staff may be seconded to work on the project full-time and models may become a focus for design and a repository of design knowledge. These models may be returned to over an extended period and used for integration of different subsystems and design checking.Companies that work on small projects have gained benefit from using virtual reality at the customer interface when they have been able to reduce the resource input by re-using models on many projects. Virtual reality has been used successfully on such small projects, though budgets for hardware and software are low and few hours can be invested in model building on individual projects. Less functionality is required and a library of forms approach to model creation is suitable.Suppliers begin to develop and customise VR applications to the needs of construction sector users; as competitors begin to use VR and as regulators and customers begin to demand or expect the use of VR. As the cost of hardware, software and modelling time associated with the use of VR fall, the cost effectiveness of using VR on small unique projects (such as those designed by architects) may increase (as shown by the arrow in Figure 1).5. CONCLUSIONSThough architectural applications of virtual reality have been discussed for more than ten years, industrial application is still in its early stages. There is not one typical user of virtual reality in the construction sector. Early adopters have different strategies and business drivers for implementing and using virtual reality in their businesses. Strategies can be characterised as systems integration; supporting the customer interface; and exploiting new market opportunities. It is consultant engineers, construction contractors and real estate owners rather than architects that have made the largest investment in virtual reality for the architectural design and construction of the built environment.Virtual reality is being used by groups of professionals working together in the project team, and also by building professionals working with clients, managers and end-users. Major business drivers identified by lead users are: demonstrating technical competence; design review; simulating dynamic operation; co-ordinatingdetail design; scheduling construction; and marketing. The approach that different organizations take may be affected by the extent of design re-use between projects and the size of the projects on which they work.These findings suggest that lead users within architecture and construction have different priorities for the technological development of the virtual reality tools that they use. Though the focus in much of the academic literature is on the longer-term integration of packages that will be usable by everyone, different business drivers and corporate strategies suggest that one generic technology will not satisfy all user groups, but that overlapping families of technological solutions may be developed. Further work is required to test the conclusions of this work and to further explore the emerging patterns of use in construction and across other sectors of the economy.6. REFERENCESAlshawi, M. (1995) Integrating CAD and virtual reality in construction. Conference on VR and Rapid Prototyping in Engineering, Salford, EPSRC.Aouad, G., Child, T., Marir, F. and Brandon, P. (1997a) Developing a virtual reality interface for an integrated project database environment. Proceedings of the IEEE International Conference on InformationVisualization (IV'97), London.Aouad, G., Child, T., Marir, F. and Brandon, P. (1997b) Open systems for construction (OSCON). Final Report, (DOE Funded Project). Salford: University of Salford. /siene/osconpdf.pdf.Bouchlaghem, N.M., Thorpe, A. and Liyanage, I.G. (1996) Virtual Reality Applications in the UK's Construction Industry, Construction on the Information Highway, CIB W78 Working Commission onInformation Technology in Construction, Bled (Slovenia), Turk, Z. (Ed), University of Ljublajana.Brooks, F.P., Jr. (1986). Walkthrough: A Dynamic Graphics System for Simulating Virtual Buildings. In Proceedings of the 1986 Workshop on Interactive 3D Graphics. Pizer, S. and Crow, F. (Eds.). New York, NY: ACM. (pp. 9-21)CICA (1999) IT usage in the construction team: A major survey report on the project based use of IT, Construction Industry Computing Association (CICA) report.Doherty, J.M. (1997) A Survey of Computer Use in the New Zealand Building and Construction Industry, Electronic Journal of Information Technology in Construction, Vol 2.Eisenhardt, K.M. (1989) Building theories from case study research. Academy of Management Review, 14, (4) 532-550.Estók, É. (2001) Lead users as a clue for successful product and process innovation, Summer Academy on Technology Studies: Technology and the Public, July 7-13, Deutschlandsberg, Austria.Evans, B. (1992) Designing Castles in the air, Architects Journal, 196, (15) 57-60.Fischer, M. and Kunz, J. (1995a) The circle: architecture for integrating software. Journal of Computing in Civil Engineering, 9, (2) 122-133.Fischer, M. and Kunz, J. (1995b) Data sharing and control in AEC software integration. The International Journal of Construction Information Technology, 3, (2) 77-90.Gann, D.M. (2000) Building innovation: complex constructs in a changing world. Thomas Telford.Gann, D.M. and Salter, A.J. (2000) Innovation in project-based, service-enhanced firms: the construction of complex products and systems. Research Policy, 29 955-972.Gardiner, P. and Rothwell, R. (1985) Tough customers: good designs. Design Studies, 6, (1) 7-17.Hayward, P. (1993) Situating Cyberspace: The Popularisation of Virtual Reality In Future Visions: New Technologies of the Screen, Hayward, P. and Wollen, T. (eds.), (London: British Film Institute, 1993): 180-204Issa, R. (1999) Virtual reality in construction - state of the art report. TG24 Final Report./tg24/final/.Koo, B. and Fischer, M. (2000) Feasibility study of 4D CAD in commercial construction. Journal of Construction Engineering and Management, 126, (4) 251-260.。

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