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MEMS-based Virtual Reality Shooting Recognition Device And System

Posted on:2018-06-17Degree:MasterType:Thesis
Country:ChinaCandidate:P QinFull Text:PDF
GTID:2348330512490273Subject:Software engineering
Abstract/Summary:PDF Full Text Request
In recent days,virtual reality theater comes into reality along with the rapid development of virtual reality technology,one of which is the VR shooting theater.The current popular virtual shooting theater supports multi-users sitting on innervation seats,wearing 3D glasses,and shooting the targets on the large screen display using tangible game gun.This kind of shooting theater can make the users have a strong sense of immersion.Moreover,compared with collaborative shooting game mode with HMD,it will provide with more sense of co-existence.The shooting recognition system is the core of the virtual shooting theater.At current,most of the current shooting recognition systems adopt computer vision technology.Such systems have many general drawbacks such as lack of coordination among more than one,the limitation of interaction scope and so on.In recent years,due to the rapid development of sensor technology,the variety of sensor type is becoming more and more with much cheaper price and more accuracy.Many interactive devices and methods based on MEMS appears,including some shooting interactive devices.Compared to the method based on computer vision,such methods have the advantages of no restriction of camera-related parameters,low cost and so on.Therefore,the method has gained more applications.However,this type of equipment belongs to the type of mouse device,thus,the player's real shooting experience has not been fully taken into consideration.A well-designed shooting system requires effective integration of the visual,tactile,auditory and other multi-channel senses.Thereby,lack of focus on this problem leads to the poor user experience for most of the systems.From this perspective,this paper proposed a MEMS-based interactive gun for shooting theater,and a method for the fusion of the virtual gun and the tangible gun,with the support of view-dependent stereoscopic projection on the rendering and display technology to provide users with more comfortable and more immersive interactive shooting experience.Based on the user's position relative to the screen and the pointing direction of the interactive gun,the virtual scene is rendered and projected,which allow users to have more experience of participation and immersion by playing shooting games with arbitrary moving in a certain range.Finally,to make the analysis more objective,based on the theory of flow-experience,this paper explores the flow-experience by combining the methodologies of distributing subjective questionnaires and collecting user's physiological data.The conclusion is proved by comparison that the method proposed by this paper has significantly improved user's immersion and enhanced user's experience.The main work and contribution of this paper are summarized as follows:1.MEMS-based interactive gun is designed.With reference to the QBZ-95 assault rifle,the appearance of the interactive gun is designed and the gun's body is made of ABS plastic for a ratioof 1:1 by 3D printing and painted with black.To reduce the complexity of the operation and make players focus more on the game,the design retains the bolt and removes the clip.The hardware part of the interactive gun includes MPU9150 attitude sensor chip,AVR microcontroller,with nRF24L01 + chip communication chip,force feedback drive circuit and electromagnet.To make the system work well,the internal layout design has considered the electromagnetic interference issue.2.An interactive fusion method of virtual and tangible gun is proposed.Based on the data of MEMS sensor,combined with the human skeleton node data detected by Kinect,the shooting interaction is consistent with the three-point line shooting principle,and the view-dependent stereoscopic rendering and the modified oblique projection matrix make the user realize the illusion of virtual gun and simulation gun overlap,improve the user's interactive shooting experience.3.An evaluation model based on user's physiological data is established.In the system assessment test,the user's electro dermal activity(EDA),heart rate(HR),and respiratory rate(RR)are measured.Combined with the subjective assessment results,the user flow-experience are evaluated and analyzed,for which the conclusion explored of this paper is considered more objective and therefore the limitations of the traditional assessment system that based on the subjective assumptions are eliminated.
Keywords/Search Tags:MEMS, virtual reality, human computer interaction, force feedback, shooting theatre
PDF Full Text Request
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