Posted on Categories:Virtual Reality, 电子代写, 虚拟现实

# 电子代写|虚拟现实代写Virtual Reality代考|MDIA2223 VR reference model

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## 电子代写|虚拟现实代写Virtual Reality代考|VR reference model

The considerations on the cognitive processes related to behavioural interfacing given earlier are not enough to establish a method to design a virtual reality device. For this purpose, we would like to offer a general model for virtual reality that defines three levels of immersion and interaction with their own characteristics. As explained earlier, as far as the physical level is concerned, we talk about sensorimotor immersion and interaction as the computer is physically connected to the person through his senses and motor responses. This level of immersion and interaction can be quantified with respect to the characteristics of the senses and motor responses used. As explained in the triadic diagram (Figure 2.7), the user must be mentally immersed in the virtual world, the “lower” level of immersion and sensorimotor interaction in front of him must be mentally invisible (transparent). In this case, we talk about cognitive immersion and interaction. The cognitive processes of interfacing (schemas, metaphors, substitutions) are located at this level. At the third level, the objective is to attempt to immerse the person in a given task (or a functionality) and not a mere mental immersion in that virtual world. In this case, we talk about functional immersion and interaction ${ }^4$. We can compare this three-level division to a similar representation by M. Fréjus: sensory model (instead of sensorimotor model), cognitive model and operative model (Fréjus \& Drouin, 1996). This division helps us to better clarify different problems faced in immersion and interaction of a subject. They are closely related and not opposite. To better understand their connection, imagine that you are grasping an object. We can use the schema of gripping (cognitive $\mathrm{I}^2$ ) using a six-degrees-of-freedom tracker and good quality (long response time between action with the tracker and the feeling of movement on the screen), the schema of gripping cannot be used. On the other hand, if the interfaces do not use the schema of gripping, the cognitive $I^2$ will fail even with the interfaces functioning accurately.

The foundation of our approach is based on this hierarchical 3-level model and also on a diagonal division between the subject and the virtual world: Parallel to various levels of sensorimotor and cognitive $\mathrm{I}^2$ for the person, we have two levels of software functioning for the virtual world. The computer should manage the software part in real time (real-time hub and drivers for hardware interfaces) symmetrically to the sensorimotor $\mathrm{I}^2$, to physically create the virtual world. This includes simulation based on physical laws (mechanical, optical, biomechanical, etc.) acting on the objects and living things.

## 电子代写|虚拟现实代写Virtual Reality代考|Virtual behavioural primitives

We will now explain what we mean by “Virtual Behavioural Primitives” (VBPs). When a subject is in a virtual environment, he has to perform one or more activities. These activities can be divided into elementary activities, sensorimotor activities and cognitive activities, which we call the VBPs. After careful consideration, we found that these can be grouped under four categories in the virtual environment:

• Observing the virtual world;
• Moving in the virtual world;
• Acting on the virtual world and
• Communicating with others or with the application.
In the first category (observation), the subject is almost always “technically” passive in the virtual environment, though we know that human perception is not a passive activity and is often connected to a motor activity like the ocular movement of the eyes observing a screen. The subject is “technically” passive in the sense where he does not use the hardware device to search the sensory information in the virtual environment: very few applications use, for example, an eye tracker to determine the motor activity during eye movements. Tactile observation of a virtual object is rarely done using a touch-sensitive interface and an interface that detects the movement of the user’s hand.

## 电子代写|虚拟现实代写Virtual Reality代考|Virtual behavioural primitives

.虚拟行为原语

• 观察虚拟世界;
• 在虚拟世界中移动;
• 在虚拟世界上行动和
• 与他人或应用程序通信。在第一类(观察)中，主体在虚拟环境中几乎总是“技术上”被动的，尽管我们知道人类的知觉不是一种被动活动，而且经常与运动活动有关，如眼睛观察屏幕时的眼部运动。从“技术上”的意义上说，受试者是被动的，因为他不使用硬件设备在虚拟环境中搜索感官信息:很少有应用程序使用，例如，在眼球运动中使用眼动仪来确定运动活动。虚拟物体的触觉观察很少使用触摸敏感界面和检测用户手部运动的界面。

## MATLAB代写

MATLAB 是一种用于技术计算的高性能语言。它将计算、可视化和编程集成在一个易于使用的环境中，其中问题和解决方案以熟悉的数学符号表示。典型用途包括：数学和计算算法开发建模、仿真和原型制作数据分析、探索和可视化科学和工程图形应用程序开发，包括图形用户界面构建MATLAB 是一个交互式系统，其基本数据元素是一个不需要维度的数组。这使您可以解决许多技术计算问题，尤其是那些具有矩阵和向量公式的问题，而只需用 C 或 Fortran 等标量非交互式语言编写程序所需的时间的一小部分。MATLAB 名称代表矩阵实验室。MATLAB 最初的编写目的是提供对由 LINPACK 和 EISPACK 项目开发的矩阵软件的轻松访问，这两个项目共同代表了矩阵计算软件的最新技术。MATLAB 经过多年的发展，得到了许多用户的投入。在大学环境中，它是数学、工程和科学入门和高级课程的标准教学工具。在工业领域，MATLAB 是高效研究、开发和分析的首选工具。MATLAB 具有一系列称为工具箱的特定于应用程序的解决方案。对于大多数 MATLAB 用户来说非常重要，工具箱允许您学习应用专业技术。工具箱是 MATLAB 函数（M 文件）的综合集合，可扩展 MATLAB 环境以解决特定类别的问题。可用工具箱的领域包括信号处理、控制系统、神经网络、模糊逻辑、小波、仿真等。