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秦溥, 杨承磊, 李慧宇, 卞玉龙, 王秋晨, 刘娟, 王玉超, 孟祥旭. 采用MEMS传感器感知的虚拟现实射击识别设备与系统[J]. 计算机辅助设计与图形学学报, 2017, 29(11): 2083-2090.
引用本文: 秦溥, 杨承磊, 李慧宇, 卞玉龙, 王秋晨, 刘娟, 王玉超, 孟祥旭. 采用MEMS传感器感知的虚拟现实射击识别设备与系统[J]. 计算机辅助设计与图形学学报, 2017, 29(11): 2083-2090.
Qin Pu, Yang Chenglei, Li Huiyu, Bian Yulong, Wang Qiuchen, Liu Juan, Wang Yuchao, Meng Xiangxu. Virtual Reality Shooting Recognition Device and System Using MEMS Sensor[J]. Journal of Computer-Aided Design & Computer Graphics, 2017, 29(11): 2083-2090.
Citation: Qin Pu, Yang Chenglei, Li Huiyu, Bian Yulong, Wang Qiuchen, Liu Juan, Wang Yuchao, Meng Xiangxu. Virtual Reality Shooting Recognition Device and System Using MEMS Sensor[J]. Journal of Computer-Aided Design & Computer Graphics, 2017, 29(11): 2083-2090.

采用MEMS传感器感知的虚拟现实射击识别设备与系统

Virtual Reality Shooting Recognition Device and System Using MEMS Sensor

  • 摘要: 射击影院是虚拟现实影院最流行的一种形式,其核心组件之一是射击识别系统.为了解决现有虚拟现实影院射击识别系统成本高、交互范围受限等问题,设计了一种射击游戏枪,并提出一个将虚实枪融合的交互射击系统.首先采用3D打印技术设计制作基于微机电系统(MEMS)传感器的交互枪,通过MEMS传感器获取枪身的姿态,结合Kinect获取的枪身空间位置、建立的虚实空间坐标系和转换映射关系确定用户的射击位置,以及射击方向;然后利用Kinect获取的用户视点位置将虚拟场景进行基于视点的渲染,使用户看到虚拟枪图像与实体枪重叠,从而产生手握虚拟枪的错觉.结合文中设计的后坐力模拟装置,在游戏过程中根据虚拟枪的不同枪型调整实体枪的后坐力力度、射速以及屏幕准星抖动范围.配合场景特效及音效,让用户将注意力集中在游戏内容和虚拟枪上,体验身临其境的射击效果.实验和用户生理电数据采集分析表明,与已有系统相比,文中系统更容易被用户接受,用户体验更佳.

     

    Abstract: As the core component of shooting VR theaters,current shooting recognition systems have many shortcomings such as high cost,limited interaction scope,ect..In this paper we designed a system for simulation gun with MEMS sensor based on 3D printing.First,the system gets the attitude data of the gun from MEMS sensor and spatial location data from Kinect.Then it transforms these data to virtual scene by the mapping relationship proposed in this paper to get user’s aim point.Virtual scene will be rendered based on user’s view point,which is get from Kinect.Users will see the overlap of the virtual gun image and the actual gun and have an illusion that they are shooting with the virtual gun.We also designed a recoil component,which can imitate recoil strength,shooting speed and aiming range on the screen based on different types of virtual guns.Feedback component for recoil based on controlling the conduction time of electromagnet.With the help of the special effects and sound effects of the scene,user can focus on game contents and virtual guns more easily and thus have more realistic shooting experience.Moreover,physiological measurement data and flow experience theory are applied to evaluate user experience and immersion.Compared with existing systems,our system provides better immersion and user acceptance.

     

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