Application of virtual reality technology and Kinect development--based on coalbed methane simulation training System

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Author: User

This is a computer system simulation/virtual reality category of high-quality pre-sale recommendation " Application of virtual reality technology and Kinect development--based on CBM simulation training system.


Editor's recommendation

This book is novel and clear, and it is suitable for professionals who engage in relevant theoretical research and application, as well as for reference by university teachers and students.


Content Introduction

This book relies on the National science and Technology major special project-coal seam gas field ground gathering and transportation information integration and deep development technology (2011ZX05039-004-02), with the help of virtual reality technology, developed a set of simulation training system specially applied in the safe operation of coalbed methane gathering and transporting system. This book introduces the virtual reality technology and coalbed methane industry research situation, the application and demand analysis of CBM simulation training system, then introduces the development platform, the overall design, the system model construction of the CBM simulation training system, the system demonstration mode, the wizard mode and the human-computer interaction, Finally, the research and application of data glove in system and the development and application of Kinect are introduced.


Catalog section

Chapter 1th Overview 1
1.1 Virtual reality concept and research status 1
1.1.1 Concept of virtual reality technology 1
1.1.2 The formation of Virtual reality research field 2
1.1.3 Research Status of virtual reality technology in foreign countries 5
1.1.4 Research Status of virtual reality technology in China 7
1.1.5 Application Field of virtual reality technology 8
1.2 Characteristics and classification of virtual reality technology
3I features of 1.2.1 virtual reality
Classification of 1.2.2 Virtual reality system
1.3 Hardware devices for virtual reality systems
1.3.1 Stereoscopic Display Equipment
1.3.2 Man-Machine interaction equipment
1.3.3 Position Tracking device
1.3.4 Sound Output device
1.4 Related technologies of virtual reality
1.4.1 Virtual Reality Modeling Technology
1.4.2 Virtual Reality Man-machine interaction technology
1.5 development status of coalbed methane industry
1.5.1 Development status of coal-bed methane industry in foreign countries

1.5.2 development status of domestic coal-bed methane industry 27
Application of 1.5.3 Virtual reality technology in coalbed methane industry 28
1.6 Application and demand analysis of coalbed methane simulation training System 29
Application of 1.6.1 coalbed Methane simulation training System 29
Core system of 1.6.2 coalbed methane simulation training System 29
Features of 1.6.3 coalbed Methane simulation training System 31
1.7 Summary of this chapter 33
2nd development Platform of the system 34
2.1 UML 34
2.1.1 UML Overview 35
2.1.2 Application of UML 35
2.2 C # programming language 36
2.2.1 C # Overview 36
2.2.2 Visual Studio 2010 Development Environment 37
2.3 Unity3d Development Platform 38
2.3.1 Unity3d Overview 38
Application of 2.3.2 Unity3d in the simulation training system of coalbed methane 42
2.4 3ds Max Virtual modeling tool 43
2.4.1 3ds Max Overview 43
Application of 2.4.2 3ds Max 45
2.5 Summary of this chapter 48
The 3rd chapter of the overall design of the system 49
3.1 System Positioning 49
3.2 System Design principles 50
3.3 System Module Design 50
3.3.1 Task System Module 50
3.3.2 Device operating System module 57
3.3.3 Simulation System Module 58
3.3.4 Process Demo System Module 60
3.3.5 text-to-speech system module 62
3.3.6 input/output system module 62
3.4 Summary of this chapter 63
The 4th chapter of system Model construction 64
4.1 Three-dimensional modeling Basics 64
4.1.1 Geometric Modeling 64
4.1.2 Image Modeling 66
4.1.3 Physical Modeling 66
4.1.4 Motion Modeling 67
4.1.5 Action Modeling 68
4.2 Building a solid model 68
4.2.1 Solid Modeling Software 69
The modeling method of 4.2.2 image and geometric combination 69
4.2.3 Device Modeling 70
4.3 Construction of the scene model 73
4.3.1 sub-scene and module design 74
4.3.2 Main Scene 74
4.3.3 Booster Station 74
4.3.4 Add gas station 75
4.3.5 Gas Collector Station 76
4.3.6 Electric submersible Pump single well 76
4.3.7 Kowtow Machine Single well 77
4.4 Model photorealistic Processing 77
4.4.1 Texture Mapping 77
4.4.2 Detail Level Technology 78
4.4.3 Illumination and coloring 78
4.5 User Interface 79
The necessity of 4.5.1 interface design 79
4.5.2 Task Tip Panel 80
4.5.3 operator interface variable icon 80
4.5.4 operator Interface Fixed icon 80
4.5.5 Solid Model Indicator 81
4.5.6 Text Description Box 81
4.6 Summary of this chapter 81
5th demonstration mode of the system 82
5.1 Introduction to Demo mode 82
5.2 Design Ideas for demo mode 83
5.3 Panorama Demo Mode 86
5.3.1 System Core Module Code 86
5.3.2 Click Operation and Button Operation Example 89
5.4 First Person View demo mode 90
5.4.1 System core Module Code 90
5.4.2 First Person View demo mode Operation Example 101
5.5 Implementation of demo mode in Unity3d 102
Configuration of 5.5.1 Panorama demo mode 102
5.5.2 configuration of the first person view demo mode 104
5.6 Summary of this chapter 107
6th Wizard mode of the system 108
6.1 Introduction to Wizard mode 108
6.2 Wizard-mode task Design 108
6.2.1 Mission System core Module Code 108
6.2.2 Old worker NPC control Code 117
6.2.3 Path Code 126
6.2.4 Avatar Follow NPC Code Implementation 127
6.3 Wizard-mode device operations 129
6.3.1 InteractiveObject 129
6.3.2 control script for Avatar 134
6.3.3 control scripts for interoperable objects 141
6.4 Wizard-Mode text-to-speech 151
6.4.1 Background Music Control 151
6.4.2 Voice System 152
6.4.3 Text System 153
6.5 Wizard-mode panel design 155
6.5.1 Msui 156
6.5.2 Uibuttonmessage 161
6.6 Summary of this chapter 164
Chapter 7th Human-Computer Interaction of the CBM simulation training System 165
7.1 Human-Machine Interaction Introduction 165
7.2 Man-Machine Interactive task Design 166
7.3 Device operation for human-machine interaction 172
Control script of interactive objects in single well scene of 7.3.1 pumping unit 173
7.3.2 Electric submersible pump control script for interactive objects in a single well base station scenario 176
7.3.3 control script for interactive objects in the scene of a pressurized station 185
7.4 Man-Machine interactive simulation System 198
7.5 Summary of this chapter 202
The 8th Chapter research and application of data glove related technology 203
8.1 Data Glove Introduction 203
8.2 Working principle and function of data glove 204
8.2.1 Data Glove Principle Overview 204
8.2.2 5DT Data Glove principle and function Introduction 204
8.3 Application of data glove in the system 206
8.3.1 Dataglovecontent 206
8.3.2 Dataglovesupport 215
8.4 Data Glove Collision Detection 221
8.4.1 Level bounding box 222
8.4.2 Dynamic Collision detection algorithm based on the motion direction of virtual hand 225
8.5 Summary of this chapter 230
The 9th chapter on Kinect 231
9.1 Kinect Hardware Device 232
9.1.1 Core Chip 234
9.1.2 Camera 234
9.1.3 Microphone Array 236
9.1.4 Drive Motor 236
9.1.5 Other parts 237
9.2 How Kinect works 239
9.2.1 Depth Image Imaging principle 239
9.2.2 Skeleton Tracking Principle 240
9.3 Kinect Low Layer development interface 242
9.3.1 Kinect SDK System Architecture 243
9.3.2 Data Stream Processing 244
9.3.3 Bone Tracking 248
9.3.4 Coordinate Transformation 252
9.4 Summary of this chapter 254
The 10th Chapter Kinect Development and application 255
10.1 Motion recognition development combined with Kinect and adaboost algorithm 255
10.1.1 system architecture for human motion recognition 255
The acquisition of 10.1.2 motion characteristic curve 257
10.1.3 action feature set and strong classifier acquisition 260
10.1.4 Motion Recognition and results analysis 262
10.2 Development of motion recognition based on the geometric angle of the Kinect skeleton space 264
10.2.1 to get bone data and skeleton topology based on Kinect 264
10.2.2 extracting bone joints of interest and defining skeleton vectors 265
10.2.3 extracting the direction cosine feature of a skeletal vector 266
10.2.4 using support vector machine (SVM) Training 267
10.2.5 Motion recognition Result Analysis 268
10.3 Development of motion recognition based on the space position of the Kinect skeleton joint point 271
Categories of 10.3.1 Actions 271
10.3.2 Single motion recognition algorithm 272
System implementation of 10.3.3 motion recognition 277
Application and development of 10.4 Kinect in coalbed methane simulation training System 284
10.4.1 Kinect Plugin Usage Instructions 284
10.4.2 Kinect Input System design ideas 285
10.4.3 Kinect input System specific design 286
10.4.4 Kinect User Operating Instructions 302
10.5 Summary of this chapter 303
Outlook 304
References 306

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Application of virtual reality technology and Kinect development--based on coalbed methane simulation training System

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