The Display and Free Rotation of 3D Model in Virtual Assembly System Based on ACT

2012 ◽  
Vol 588-589 ◽  
pp. 1178-1183 ◽  
Author(s):  
Du Jiang ◽  
Kai Qiang Ji

We proposed a theory of assembly constraint transformation (ACT), and achieved the display and free rotation of 3D model using OpenGL graphics standard as interface, VC+ + 6.0 as the development tool, and ArcBall algorithms as the basic application, making it easy to accomplish Human-Computer Interaction through the mouse control in virtual assembly.

2018 ◽  
Vol 60 (2) ◽  
pp. 113-117
Author(s):  
Stefanie Mueller

AbstractPersonal fabrication tools, such as 3D printers, are on the way of enabling a future in which non-technical users will be able to create custom objects. While the hardware is now affordable and the number of people who own a 3D printer is increasing, only few create new 3D models. Most users download models from a 3D model database and after downloading fabricate them on their 3D printers. At most, users adjust a few parameters of the model, such as changing its color or browsing between predetermined shape options.I argue that personal fabrication has the potential for more: Instead of only consuming existing content, I envision a future in which non-technical users will create objects only trained experts can create today. While there are many open challenges for human-computer interaction, such as abstracting away the necessarydomainandmachineknowledge, I focus on improving theinteraction modelunderlying current personal fabrication devices.In this article, I illustrate why today’s interaction model for personal fabrication tools is not suitable for non-technical users. For this, I draw an analogy to the development of the user interface in personal computing and show how solutions developed by human-computer interaction researchers over the last decades can be applied to this new domain. I analyze the challenges when creating interactive systems for personal fabrication and describe six research prototypes I built to overcome these challenges. I discuss the limitations of these systems and conclude with an overview of recent advancements in personal fabrication that will allow us to go beyond what is possible today.


2011 ◽  
Vol 338 ◽  
pp. 369-372
Author(s):  
Yu Chun Kuang ◽  
Qin Wang ◽  
Yong Xing Wu ◽  
Yue Hua Hu

This paper develops a set of tri-cone bit CAD system based on UG platform relying on using parametric design idea; studies the systematic structure and development principle of the cone bit CAD system; molds the cone, tooth and tooth slot by using the basic theory of parametric design and feature modeling corresponding to the example, and realizes the assembly of cone and tooth and virtual assembly of three cones. This system interface is simple, intuitive, easy to operate, and has good human-computer interaction and scalability and portability. This paper provides a research base for the developing a more perfect tri-cone bit CAD system on UG.


2011 ◽  
Vol 474-476 ◽  
pp. 709-715
Author(s):  
Mei Yu Lv ◽  
Wen Jun Hou ◽  
Yu Jin

The structure of virtual assembly environment and the pattern of response message was represented based on the Multi-Agent theory; the context perception mechanism in virtual assembly environment was analyzed, and a perception algorithm was put forward. The result showed that cognitive burden of human had been shared by virtual assembly environment in reason; the efficiency of assembly manipulation in virtual assembly environment had been increased; the level of human-computer interaction had been improved.


2018 ◽  
Vol 246 ◽  
pp. 03038
Author(s):  
Shu Wang ◽  
Qing Wang ◽  
Hong Chen

Generally, human-computer interaction is an interaction and operation between users and machine hardware. The user submits instructions to the machine, and the machine outputs the processed data and results to the user after receiving the instructions from the user. Mouse, keyboard, etc. are common input channels. With the maturity of eye tracking technology and the development of equipment miniaturization, turning eye movements into human-computer interaction input channels has become a hot spot in the field of human-computer interaction. Therefore, this paper analysed the physiological characteristics of eye movement, proposed the design principles and framework of eye movement interaction, and designed three kinds of eye movement recognition algorithms of fixation, saccade and blink. On this basis, using Unity 3D cross-platform development engine as a development tool, a children’s attention training game application based on eye movement interaction is designed. The game is designed to combine eye movement interaction technology with attention training mode, simplify the control mode of the game, get attention feedback at the first time, achieve better training effect and improve the efficiency of human-computer interaction.


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