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简要介绍了虚拟校园的本质特征和国内外的发展研究。结合泸州职业技术学院的虚拟校园漫游系统设计介绍了虚拟校园的意义和作用、虚拟校园的设计目标、采用的技术和解决的问题,给出了泸州职业技术学院虚拟校园漫游系统设计的具体方法和步骤。 相似文献
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基于3d max和VRP—Builder平台的数字校园虚拟漫游系统的设计与实现 总被引:1,自引:0,他引:1
虚拟现实技术,越来越多地融入了我们的日常生活.本文以制作数字校园虚拟漫游系统项目为例,介绍了基于3d max和VRP-Builder平台配合实现数字校园虚拟漫游系统的思路与方法,并且实现了这个项目. 相似文献
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介绍了视景仿真技术,建立虚拟校园场景,在计算机中构造出一个形象逼真的模型。人与该模型可以进行交互,并产生与真实世界中相同的反馈信息,使人们获得和真实场景中一样的感受并产生逼真感和浸沉感。利用虚拟现实技术,构造出虚拟校园场景,实现了自动漫游、手动漫游、各种实体的动态效果。同时根据视景仿真系统的特点,在自动漫游和手动漫游过程中,以现有场景为基础,通过视频、图片、音乐对虚拟现实系统做了补充。总之,通过各种各样的感觉,使我们能够与客观真实世界交互(交流),使我们浸沉于和真实世界一样的环境中。该系统具有真实性、交互性、简单和易实现等特点。这种虚拟漫游可以使人们足不出户就能了解真实的场景,实现异地漫游,感受到真实世界的状态。 相似文献
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实验是教学中的一个重要环节。在计算机组装实验中,多次拆装容易对计算机部件造成损坏。利用VRML技术可以构造虚拟场景并实现用户与虚拟场景的互动,对虚拟场景进行全方位的浏览和交互。采用虚拟现实技术对计算机组装实验进行仿真设计,可以很好地解决这些问题。本文介绍了基于VRML技术建立的虚拟计算机组装实验的设计和实现,并进一步叙述了优化应用的常用技巧。设计具有交互性好、实验沉浸感强的特点,达到了教学的目标。 相似文献
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This study examines the creation of innovation-related knowledge in virtual communities visited mainly by lead users. Such communities enable firms to access a large number of lead users in a cost-efficient way. A propositional framework relates lead users’ characteristics to unique virtual community features to examine their potential impact on the development of valuable innovation knowledge. The authors empirically validate this framework by analyzing online contributions of lead users for mobile service innovation projects. The findings indicate that the value of their contributions stems from their ability to suggest solutions instead of simply describing problems or stating customer needs. Lead users’ technical expertise also makes them particularly well-suited to develop new functionalities, but less so for design and usability improvements. The digital context favors the creation of explicit knowledge that can be easily integrated into the development of new products. Finally, contributions given by lead users in a proactive way contain more novel insights than reactive contributions such as answers to community members’ questions. The findings should help managers stimulate, identify, and improve the use of lead users’ input in virtual communities. 相似文献
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随着经济的发展和技术的进步,个性化定制的经济模式越来越受企业重视,然而就目前来说,个性化定制还不是很成熟,存在着一定的问题。虚拟现实技术开创了人机交互技术新领域,为设计探索提供了新方式。本文在现有的个性化定制模式基础上,结合虚拟现实技术,探讨了基于虚拟现实技术的个性化定制,包括用户个性需求收集、需求转化、虚拟设计、原型测试、迭代设计和虚拟制造一系列环节,希望通过虚拟现实技术来解决个性化定制过程中出现的互动性差、实时性不强、效率低以及成本高等方面的问题。 相似文献
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Internet and social media offer firms novel ways of managing their marketing strategy and gain competitive advantage. The groups of users expressing themselves on the Internet about a particular topic, product, or brand are frequently called a virtual tribe or E-tribe. However, there are no automatic tools for identifying and studying the characteristics of these virtual tribes. Towards this aim, this paper presents Tribefinder, a system to reveal Twitter users’ tribal affiliations, by analyzing their tweets and language use. To show the potential of this instrument, we provide an example considering three specific tribal macro-categories: alternative realities, lifestyle, and recreation. In addition, we discuss the different characteristics of each identified tribe, in terms of use of language and social interaction metrics. Tribefinder illustrates the importance of adopting a new lens for studying virtual tribes, which is crucial for firms to properly design their marketing strategy, and for scholars to extend prior marketing research. 相似文献
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Spending real money on virtual goods and services has become a popular form of online consumer behavior, particularly among teenagers. This study builds on the Unified Theory of Acceptance and Use of Technology (UTAUT) to examine the role of motivation, social influence, measured with perceived network size as well as user interface and facilitating conditions in predicting the intention to engage in purchasing in social virtual worlds. The research model is tested with data from 1045 users of Habbo Hotel, world's most popular virtual world for teenagers. The results underscore the role of perceived network size and motivational factors in explaining in-world purchase decisions. The study shows that virtual purchasing behavior is substantially influenced by the factors driving usage behavior. Hence, virtual purchasing can be understood as a means to enhance the user experience. For virtual world operators, reinforcing the sense of presence of user's social network offers a means to promote virtual purchasing. 相似文献
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计算机已普遍应用到各行各业的各个角落,而计算机文件的存储方式多种多样,但传统的加密方式无法很好满足计算机用户组织及个人资料保密的需要。文章以开发虚拟硬盘软件WinDiskXP为例提供一种可加密的存储方法帮助用户解决个人信息保密的困扰。 相似文献
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Matti Mäntymäki Jani Merikivi Tibert Verhagen Frans Feldberg Risto Rajala 《International Journal of Information Management》2014
Academics and business practitioners are intrigued by the factors that foster continued user engagement in virtual worlds (VWs). It is unclear how, and to what extent, existing theories can explain their continued use. As young people constitute the majority of VW users, understanding the reasons for their continued use intentions is important. Taking the distinctive features of VW services into account, such as the visibility of users’ actions to other users, we contextualize the Theory of Planned Behavior and investigate the role of teenagers’ attitudes, social influences and perceived behavioral control as the determinants of their continued intention to use VW. We then apply a set of constructs from prior Information Systems (IS) literature to decompose these constructs. By analyzing primary data collected from 923 users of Habbo Hotel, a leading virtual world for teenagers, this study confirms the role of users’ intrinsic motivation, interpersonal influence and self-efficacy as key constituents of sustained user engagement in VWs. In addition, we demonstrate that decomposing these three established constructs can capture many of the key contextual characteristics of VWs. The study contributes to the literature by showing that IS theories and constructs are appropriate for the VW setting and teenage users. 相似文献
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