CN110033665B - Multi-person cooperation method and device for electric power VR simulation training - Google Patents

Multi-person cooperation method and device for electric power VR simulation training Download PDF

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CN110033665B
CN110033665B CN201910308930.6A CN201910308930A CN110033665B CN 110033665 B CN110033665 B CN 110033665B CN 201910308930 A CN201910308930 A CN 201910308930A CN 110033665 B CN110033665 B CN 110033665B
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client
virtual
behavior
played
interactive
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CN110033665A (en
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王普专
张春香
吴饰斐
李燕燕
陈颖芬
郭明杰
叶友泉
薛娴
徐海利
陈雪琨
赵凤梅
陈育欣
周磊
黄帮局
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Beijing Kedong Electric Power Control System Co Ltd
State Grid Fujian Electric Power Co Ltd
Quanzhou Electric Power Technology Institute of State Grid Fujian Electric Power Co Ltd
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Beijing Kedong Electric Power Control System Co Ltd
State Grid Fujian Electric Power Co Ltd
Quanzhou Electric Power Technology Institute of State Grid Fujian Electric Power Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/006Mixed reality
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
    • G09B9/00Simulators for teaching or training purposes

Abstract

The invention provides a multi-person cooperation method for electric power VR simulation training, which comprises the following steps: constructing an axis-to-axis bounding box, an interactive behavior table and a behavior state table; the client analyzes the behavioral instructions of the played virtual role and the operated virtual object information; the client determines other clients in the cooperative synchronization and determines whether an interactive behavior exists; synchronizing the clients with the interactive behaviors; and the server side verifies the synchronous information of the client side, judges whether the interaction behavior between the virtual role played by the client side and other virtual roles is matched or not, and performs data rollback if the interaction behavior is not matched. The invention further provides a multi-user cooperative device for the electric power VR simulation training. The method can reduce the problem of network delay, improve the synchronization efficiency, ensure that all participants have completely consistent views on the same simulation object at any time, ensure the consistency of time and space in the process of multi-person cooperation, and meet the requirement of cooperation among multiple stations in training.

Description

Multi-person cooperation method and device for electric power VR simulation training
Technical Field
The invention relates to a multi-person cooperation method and device for electric power VR simulation training.
Background
The electric power work often needs a plurality of personnel to complete in a coordinated manner, for example, business expansion is taken as an example, a customer manager, a transport inspection personnel, a metering personnel, a utilization inspection personnel and other members are generally required to work in a coordinated manner, and therefore, the requirements on professional quality and coordinated cooperation capability of related labor personnel are high. At present, VR simulation training has been widely applied to power skill training, but remains to provide only immersive three-dimensional scenes with presence and the function of interaction between roles and other virtual models in a fixed plot mode, and mostly adopts a single mode. For the collaboration among multiple posts required in training, due to the technical problems of equipment performance, network communication, a synchronization mechanism and the like, the conventional electric power VR simulation training system has the problems of slow interaction feedback, low synchronization efficiency and the like, and how to realize the cooperation of multiple colors to complete the same training task becomes a direction and a target to be solved urgently in the simulation field.
Disclosure of Invention
The invention aims to provide a multi-person cooperation method and device for power VR simulation training, which can reduce the problem of network delay, improve the synchronization efficiency, ensure that all participants have completely consistent views for the same simulation object at any time, ensure the consistency of time and space in the multi-person cooperation process and meet the requirement of cooperation among multiple stations in the training.
The invention is realized by the following technical scheme:
a multi-person cooperation method for electric power VR simulation training comprises the following steps:
A. constructing an axis alignment bounding box of each virtual character, an interactive behavior table of a training task and a behavior state table of each virtual character in a VR scene, and storing data in a client;
B. a client receives operation content from VR equipment through a VR acquisition unit and analyzes and acquires a behavior instruction of a played virtual role and operated virtual object information;
C. the client calculates a synchronization area through an area judgment unit to determine other clients needing cooperative synchronization, judges whether interaction behaviors exist between the played virtual role and the virtual roles played by other clients through a contact detection unit, if not, enters a step D, and if so, enters a step E;
D. the client synchronizes the behavior state of the client and the operated virtual object information obtained by analyzing in the step B through a data synchronization unit, encapsulates the behavior state into execution information, sends other clients needing cooperative synchronization, synchronizes the state action of the virtual role played by the client to the virtual role of other clients, and sends the virtual role to a server for backup;
E. the client side takes the interactive behavior as a condition, searches the interactive behavior table constructed in the step A, and enters the step F if a record exists; otherwise, entering the step K;
F. the client acquires the content of a prediction feedback result in the interactive behavior table record, analyzes the content through the action analysis unit to generate a behavior instruction corresponding to the content and operated virtual object information, synchronizes the behavior state of the client through the data synchronization unit, packages the behavior state into execution information, and sends the execution information to the server and other clients needing cooperative synchronization;
G. the server side verifies the execution message sent by the client side through the synchronous correction unit, judges whether the interaction behaviors between the virtual role played by the client side and other virtual roles are matched or not, if so, enters a step H, otherwise, enters a step I;
H. the server side sends a correct mark to the client side, and the client side does not carry out any processing after receiving the correct mark and finishes the processing;
I. the server side sends the behavior instructions of other virtual roles and the operated virtual object information to the client side as an actual interaction feedback result, the client side sends a rollback signal to the client side and the synchronous client side through the data synchronization unit, so that the executed prediction feedback result is rolled back by the virtual roles played by the client side and the other virtual roles, and the step J is carried out after the data is rolled back;
J. the client synchronizes the behavior state of the client through the received actual interactive feedback result by the data synchronization unit, packages the actual interactive feedback result into an execution message, sends the execution message to other clients needing cooperative synchronization, and finishes the process;
K. the client sends the behavior instruction of the played virtual role and the operated virtual object information to the server, the server sends the behavior instruction of other virtual roles with interactive behavior and the operated virtual object information to the client as an actual interactive feedback result through the synchronous correction unit, and the step J is carried out.
Further, in the step a, an axis alignment bounding box P of each virtual character is constructed by a formula: p { (X, Y, Z) | Xmin≤X≤xmax,ymin≤Y≤ymax,zmin≤Z≤zmaxWhere X, Y, Z denotes the coordinates of the axis-aligned bounding box, (x)min,ymin,zmin) And (x)max,ymax,zmax) Respectively representing a minimum fixed point and a maximum fixed point in a three-dimensional model of the virtual character; the interactive behavior table is a key for interactive behaviors among various workers according to the standardized operation flow of the power grid companyA table formed by extracting information; the behavior state table includes key information: role objects, operational behaviors, and operational objects.
Further, the step C includes the steps of:
c1, dividing the VR scene ground into equally large cells by the area judgment unit of the client;
c2, the area judgment unit defines the visual distance radius of the virtual role played by the client, and calculates the minimum cube of the visual field circle corresponding to the visual distance radius;
c3, judging, by the area judgment unit, whether projection intervals of axis alignment bounding boxes of virtual characters of other clients in the VR scene on the X, Y axis are located in cells contained in the smallest cube, if so, the corresponding client is a client that the client needs to cooperate and synchronize, otherwise, the corresponding client is a client that does not need to cooperate and synchronize;
c4, the contact detection unit of the client judges whether there is contact action between the played virtual role and other virtual roles, if yes, there is interaction action between the played virtual role and other virtual roles, go to step E, otherwise, there is no interaction action, go to step D.
Further, the synchronizing the behavior state of the data synchronization unit specifically includes: and updating the behavior state table of the corresponding virtual role.
Further, the step F includes the steps of:
f1, analyzing the content of the prediction feedback result by the action analysis unit of the client through a forward maximum matching algorithm to generate a behavior command and operated virtual object information corresponding to the behavior command;
f2, the data synchronization unit updates the behavior state table of the played virtual role according to the behavior command and the operated virtual object information obtained by analysis, and the data synchronization unit uses the time before updating as a time stamp to become a rollback mark;
f3, the data synchronization unit packages the analyzed behavior instruction and the operated virtual object information, and sends the behavior instruction and the operated virtual object information to the server and other clients needing cooperative synchronization;
f4, after receiving the execution message, the other clients update the behavior state table of the virtual role they currently play through their own data synchronization unit.
Further, the step G specifically includes: and the server compares and verifies the execution message of the prediction feedback result of the virtual role played by the client and the synchronous message of the prediction feedback result of the virtual role of other clients with interactive behaviors through a synchronous correction unit, if the verification is passed, the interactive behaviors between the virtual role played by the client and the other virtual roles are judged to be matched, and if not, the mismatching is judged.
Further, in step I, the client performs data rollback through the rollback flag in step F2.
Further, the forward maximum matching algorithm in step F1 includes the following steps:
f11, aiming at the character description of the prediction feedback result, a plurality of characters to be divided from left to right are used as matching fields;
f12, searching a predefined data dictionary and matching;
f13, if matching is successful, segmenting the matching field as a word, and labeling a subject, a predicate and an object;
f14, if the matching is unsuccessful, removing the last character of the matching field, using the rest character string as a new matching field, and matching again until all the words are cut out.
The invention is also realized by the following technical scheme:
the utility model provides a many people of electric power VR emulation training device in coordination, including server and a plurality of customer ends, the customer end includes VR equipment, the VR acquisition unit that the input is connected with VR equipment, the input acquires the action analytic unit of unit connection output with the VR respectively, regional judgement unit and contact detection unit, and the input respectively with the data synchronization unit that action analytic unit output and contact detection unit output are connected, the server includes synchronous correction unit, the data synchronization unit interconnect of each customer end, the data synchronization unit of each customer end is connected with the synchronous correction unit of server respectively.
Further, VR equipment includes external head-mounted device, portable head display device or integral type head-mounted device.
The invention has the following beneficial effects:
the method calculates the synchronous area through the area judgment unit, dynamically determines other clients needing cooperative synchronization, and performs information interaction between the synchronized clients, so that the problem of network delay can be reduced, the full-range broadcasting of a VR scene is avoided, the synchronization efficiency of multi-user cooperation in the VR scene is greatly improved, a predictive synchronization mechanism is adopted, if the clients meet established conditions, the clients preferentially execute feedback results in a conventional process, the server then performs verification judgment, and if deviation occurs, rollback correction is performed, so that the execution efficiency of multi-user cooperation in the VR scene is greatly improved, all participants have completely consistent views on the same simulation object at any time, the consistency of time and space in the multi-user cooperation process is ensured, and the requirement of multi-post cooperation in training is met.
Drawings
The present invention will be described in further detail with reference to the accompanying drawings.
FIG. 1 is a flow chart of the method of the present invention.
FIG. 2 is a block diagram of the apparatus of the present invention.
FIG. 3 is a schematic diagram of the smallest square surrounding the view circle of the method of the present invention.
FIG. 4 is a schematic view of an axis aligned bounding box and field of view circle for the method of the present invention.
Wherein, 1, a client; 11. a VR device; 12. a VR acquisition unit; 13. an action analysis unit; 14. an area judgment unit; 15. a contact detection unit; 16. a data synchronization unit; 2. a server side; 21. a synchronization correction unit.
Detailed Description
As shown in fig. 1 and fig. 2, the multi-user cooperative device for electric power VR simulation training includes a server and a plurality of clients, each client includes a VR device, a VR acquisition unit with an input end connected to the VR device, an action analysis unit with an input end connected to an output end of the VR acquisition unit, an area determination unit and a contact detection unit, and a data synchronization unit with an input end connected to an output end of the action analysis unit and an output end of the contact detection unit, each client includes a synchronization correction unit, the data synchronization units of the clients are connected to each other, and the data synchronization units of the clients are connected to the synchronization correction unit of the server, wherein the VR device includes an external headset, a mobile headset or an integrated headset.
The multi-person cooperation method for power VR simulation training comprises the following steps:
A. constructing an axis alignment bounding box of each virtual character, an interactive behavior table of a training task and a behavior state table of each virtual character in a VR scene, and storing data in a client; the method specifically comprises the following steps:
and (3) constructing an axis alignment bounding box P of each virtual character through a formula: p { (X, Y, Z) | Xmin≤X≤xmax,ymin≤Y≤ymax,zmin≤Z≤zmaxWhere X, Y, Z denotes the coordinates of the axis-aligned bounding box, (x)min,ymin,zmin) And (x)max,ymax,zmax) Respectively representing a minimum fixed point and a maximum fixed point in a three-dimensional model of the virtual character;
the interactive behavior table is formed by extracting key information of interactive behaviors among various workers according to a standardized operation process of a power grid company, and the key information comprises: the number, the training task, the work step, the initiator, the acceptor, the interaction behavior, the operation object, the feedback result and the remark, and the definition of the table is shown in the table 1:
TABLE 1
Name of field Description of the invention
ID Numbering
TASK Training task
STEP Working procedure
OPERATOR Initiator
INTERACTOR A recipient
ACTION Interaction behavior
OBJECT Operation object
RESULT Feedback of results
REMARK Remarks for note
Taking the interaction behavior of the inspection personnel in signing the words in the 'industry expansion project startup power transmission notice' for meter installation and power connection as an example, the stored content of the interaction behavior table is shown in table 2:
TABLE 2
Figure GDA0002893801360000071
Figure GDA0002893801360000081
The behavior state table includes key information: role objects, operation behaviors and operation objects, the definition of the table is shown in table 3:
TABLE 3
Name of field Description of the invention
ROLE Character object
OPERATE Operational behavior
OBJECT Operation object
B. A client receives operation content from a VR device through a VR acquisition unit, and analyzes and acquires a behavior instruction of a played virtual role and operated virtual object information, specifically:
firstly, a VR obtaining unit obtains a controller type (through class objects such as GazeTracker, LaserPointer and TraceddController), an interaction event (through interface functions such as OnGazeOn, OnGazeOff, TriggerClicked and TriggerUncinclosure) and an interaction object (through instance objects such as target. gapObject) of a VR device by using a SteamVR development toolkit of Valve company;
secondly, the VR acquisition unit identifies the controller type and the interaction event and analyzes the controller type and the interaction event into an instruction of the specific behavior of the virtual character;
finally, the VR acquisition unit identifies the interactive object and analyzes the interactive object into an operated virtual object;
for example, when a customer manager in a VR scene submits a 'business expansion project startup power transmission notice' to a user inspector, the controller types of the client-side receiving VR devices are GazeTracker and trackcon, the responding interaction events are OnGazeOn and triggerclicker, the interaction object is a startup power transmission notice three-dimensional model, the analyzed operation behaviors are a1 (gaze notice) and C1 (grasping notice), and the operated virtual object is a notice;
the main mapping is shown in table 4:
TABLE 4
Controller Interactive events Operation instruction
GazeTracker OnGazeOn A1 (head staring at a virtual object)
GazeTracker OnGazeOff A2 (head stop gazing at certain virtual object)
LaserPointer OnPointerIn B1 (Upper limb pointing to a virtual object)
LaserPointer OnPointerOut B2 (Upper limb stopping pointing to a virtual object)
TrackedController OnTriggerClicked C1 (holding a virtual object by hand)
TrackedController OnTriggerUnclicked C2 (virtual object with hands free)
C. The client calculates a synchronization area through an area judgment unit to determine other clients needing cooperative synchronization, judges whether interaction behaviors exist between the played virtual role and the virtual roles played by other clients through a contact detection unit, if not, enters a step D, and if so, enters a step E; the method specifically comprises the following steps:
c1, dividing the VR scene ground into equally large cells by the area judgment unit of the client;
c2, the area judgment unit defines the visual distance radius of the virtual role played by the client, and calculates the minimum cube of the visual field circle corresponding to the visual distance radius;
c3, judging, by the area judgment unit, whether projection intervals of axis alignment bounding boxes of virtual characters of other clients in the VR scene on the X, Y axis are located in cells contained in the smallest cube, if so, the corresponding client is a client that the client needs to cooperate and synchronize, otherwise, the corresponding client is a client that does not need to cooperate and synchronize;
c4, judging whether contact behaviors exist between the played virtual role and other virtual roles by a contact detection unit of the client, if so, realizing that the played virtual role and other virtual roles have interaction behaviors, and entering a step E, otherwise, having no interaction behaviors, and entering a step D, wherein the contact detection unit is realized by using a collision device component (Collider) of a SteamVR development kit, and the collision device component provides collision devices in various shapes such as a box, a sphere and a capsule, and trigger event functions such as OnTriggerEnter, OnTriggerExit and OnTriggerStay, and can conveniently construct a contact detection judgment logic;
for example, the signature of "business expansion project startup power transmission notice" with meter installation and power connection is obtained by taking the visual distance R of a customer manager as a radius, taking the smallest cube K of a visual field circle as shown by the shadow in FIG. 3, and assuming that the axis of a person to be inspected is aligned with an bounding box Q and the projection of the center point on the X axis is CqHalf of the projection length on the X axis is M, and the projection of the center point of the cube K on the X axis is CkAs shown in FIG. 4, if | Cq-CkIf | M is less than or equal to R, the staff is in the visual field of the customer manager and is a synchronous object of the customer manager, and if | Cq-CkIf | + M > R, the user leaves the visual field range of the client manager, and the state action of the client manager is not synchronized;
D. the client synchronizes the behavior state of the client through the data synchronization unit and encapsulates the behavior state into execution information, and sends other clients needing cooperative synchronization to synchronize the state action of the virtual role played by the client to the virtual roles of other clients and simultaneously sends the state action to the server for backup, wherein the data synchronization unit realizes synchronization of the behavior state of the client by updating the behavior state of the corresponding virtual role; after receiving the execution message sent by the client, other clients serving as synchronization objects update the behavior state table of the virtual role played by the other clients to synchronously display the state actions of the other virtual roles in the own visual field;
E. the client side takes the interactive behavior as a condition, searches the interactive behavior table constructed in the step A, and enters the step F if a record exists; otherwise, entering the step K; the retrieval process specifically comprises the following steps: the client acquires the behavior state table of the virtual role played by the client and other virtual roles with which the client has interactive behaviors, extracts data to form a retrieval condition, and retrieves the interactive behavior table, wherein the retrieval condition is shown in table 5, and the conditions are in a parallel relation:
TABLE 5
Figure GDA0002893801360000111
F. The client acquires the content of a prediction feedback result in the interactive behavior table record, analyzes the content through the action analysis unit to generate a behavior instruction corresponding to the content and operated virtual object information, synchronizes the behavior state of the client through the data synchronization unit, packages the behavior state into execution information, and sends the execution information to the server and other clients needing cooperative synchronization; the method specifically comprises the following steps:
f1, analyzing the content of the prediction feedback result by the action analysis unit of the client through a forward maximum matching algorithm to generate a behavior command and operated virtual object information corresponding to the behavior command; the positive maximum matching algorithm includes the steps of:
f11, aiming at the character description of the prediction feedback result, a plurality of characters to be divided from left to right are used as matching fields;
f12, searching a predefined data dictionary and matching;
f13, if matching is successful, segmenting the matching field as a word, and labeling a subject, a predicate and an object;
f14, if the matching is unsuccessful, removing the last character of the matching field, taking the rest character string as a new matching field, and matching again until all the words are cut out;
f2, the data synchronization unit updates the behavior state table of the played virtual role according to the behavior command and the operated virtual object information obtained by analysis, and the data synchronization unit uses the time before updating as a time stamp to become a rollback mark;
f3, the data synchronization unit packages the analyzed behavior instruction and the operated virtual object information, and sends the behavior instruction and the operated virtual object information to the server and other clients needing cooperative synchronization;
f4, after receiving the execution message, other clients update the behavior state table of the virtual role played by the client through the data synchronization unit of the client to synchronously display the interaction feedback result of other virtual roles in the visual field of the client;
G. the server side verifies the execution message sent by the client side through the synchronous correction unit, judges whether the interaction behaviors between the virtual role played by the client side and other virtual roles are matched or not, if so, enters a step H, otherwise, enters a step I; specifically, the server compares and verifies the execution message of the prediction feedback result of the virtual role played by the client and the synchronization message of the prediction feedback result of the virtual role of other clients with interactive behaviors through a synchronization correction unit, if the execution message passes the verification, the interactive behaviors between the virtual role played by the client and the other virtual roles are judged to be matched, otherwise, the execution message is judged to be not matched;
H. the server side sends a correct mark to the client side, and the client side does not carry out any processing after receiving the correct mark and finishes the processing;
I. the server side sends the behavior instructions of other virtual roles and the operated virtual object information to the client side as an actual interaction feedback result, the client side sends a rollback signal to the client side and the synchronization client side through the data synchronization unit, so that the executed prediction feedback result is rolled back by the virtual roles played by the client side and the other virtual roles according to the rollback mark in the step F2, and the step J is carried out after the data is rolled back;
J. the client synchronizes the behavior state of the client through the received actual interactive feedback result by the data synchronization unit, packages the actual interactive feedback result into an execution message, sends the execution message to other clients needing cooperative synchronization, and finishes the process;
K. the client sends the behavior instruction of the played virtual role and the operated virtual object information to the server, the server sends the behavior instruction of other virtual roles with interactive behavior and the operated virtual object information to the client as an actual interactive feedback result through the synchronous correction unit, and the step J is carried out.
The above description is only a preferred embodiment of the present invention, and therefore should not be taken as limiting the scope of the invention, which is defined by the appended claims and their equivalents and modifications within the scope of the description.

Claims (8)

1. A multi-person cooperation method for electric power VR simulation training is characterized in that: the method comprises the following steps:
A. constructing an axis alignment bounding box of each virtual character, an interactive behavior table of a training task and a behavior state table of each virtual character in a VR scene, and storing data in a client;
B. a client receives operation content from VR equipment through a VR acquisition unit and analyzes and acquires a behavior instruction of a played virtual role and operated virtual object information;
C. the client calculates a synchronization area through an area judgment unit to determine other clients needing cooperative synchronization, judges whether interaction behaviors exist between the played virtual role and the virtual roles played by other clients through a contact detection unit, if not, enters a step D, and if so, enters a step E;
D. the client synchronizes the behavior state of the client and the operated virtual object information obtained by analyzing in the step B through a data synchronization unit, encapsulates the behavior state into execution information, sends other clients needing cooperative synchronization, synchronizes the state action of the virtual role played by the client to the virtual role of other clients, and sends the virtual role to a server for backup;
E. the client side takes the interactive behavior as a condition, searches the interactive behavior table constructed in the step A, and enters the step F if a record exists; otherwise, entering the step K;
F. the client acquires the content of a prediction feedback result in the interactive behavior table record, analyzes the content through the action analysis unit to generate a behavior instruction corresponding to the content and operated virtual object information, synchronizes the behavior state of the client through the data synchronization unit, packages the behavior state into execution information, and sends the execution information to the server and other clients needing cooperative synchronization;
G. the server side verifies the execution message sent by the client side through the synchronous correction unit, judges whether the interaction behaviors between the virtual role played by the client side and other virtual roles are matched or not, if so, enters a step H, otherwise, enters a step I;
H. the server side sends a correct mark to the client side, and the client side does not carry out any processing after receiving the correct mark and finishes the processing;
I. the server side sends the behavior instructions of other virtual roles and the operated virtual object information to the client side as an actual interaction feedback result, the client side sends a rollback signal to the client side and the synchronous client side through the data synchronization unit, so that the executed prediction feedback result is rolled back by the virtual roles played by the client side and the other virtual roles, and the step J is carried out after the data is rolled back;
J. the client synchronizes the behavior state of the client through the received actual interactive feedback result by the data synchronization unit, packages the actual interactive feedback result into an execution message, sends the execution message to other clients needing cooperative synchronization, and finishes the process;
K. the client sends the behavior instruction of the played virtual role and the operated virtual object information to the server, the server sends the behavior instruction of other virtual roles with interactive behavior and the operated virtual object information to the client as an actual interactive feedback result through the synchronous correction unit, and the step J is carried out.
2. The multi-person coordination method for power VR simulation training of claim 1, wherein: in the step A, an axis alignment bounding box P of each virtual character is constructed through a formula: p { (X, Y, Z) Xmin≤X≤xmax,ymin≤Y≤ymax,zmin≤Z≤zmaxWhere X, Y, Z denotes the coordinates of the axis-aligned bounding box, (x)min,ymin,zmin) And (x)max,ymax,zmax) Respectively representing a minimum fixed point and a maximum fixed point in a three-dimensional model of the virtual character; the interactive behavior table is formed by extracting key information of interactive behaviors among various workers according to a standardized operation flow of a power grid company; the behavior state table includes key information: role objects, operational behaviors, and operational objects.
3. The multi-person coordination method for power VR simulation training of claim 1, wherein: the step C comprises the following steps:
c1, dividing the VR scene ground into equally large cells by the area judgment unit of the client;
c2, the area judgment unit defines the visual distance radius of the virtual role played by the client, and calculates the minimum cube of the visual field circle corresponding to the visual distance radius;
c3, judging, by the area judgment unit, whether projection intervals of axis alignment bounding boxes of virtual characters of other clients in the VR scene on the X, Y axis are located in cells contained in the smallest cube, if so, the corresponding client is a client that the client needs to cooperate and synchronize, otherwise, the corresponding client is a client that does not need to cooperate and synchronize;
c4, the contact detection unit of the client judges whether there is contact action between the played virtual role and other virtual roles, if yes, there is interaction action between the played virtual role and other virtual roles, go to step E, otherwise, there is no interaction action, go to step D.
4. The multi-person coordination method for power VR simulation training of claim 1, 2 or 3, wherein: the step of synchronizing the behavior state of the data synchronization unit specifically includes: and updating the behavior state table of the corresponding virtual role.
5. The multi-person coordination method for power VR simulation training of claim 4, wherein: the step F comprises the following steps:
f1, analyzing the content of the prediction feedback result by the action analysis unit of the client through a forward maximum matching algorithm to generate a behavior command and operated virtual object information corresponding to the behavior command;
f2, the data synchronization unit updates the behavior state table of the played virtual role according to the behavior command and the operated virtual object information obtained by analysis, and the data synchronization unit uses the time before updating as a time stamp to become a rollback mark;
f3, the data synchronization unit packages the analyzed behavior instruction and the operated virtual object information, and sends the behavior instruction and the operated virtual object information to the server and other clients needing cooperative synchronization;
f4, after receiving the execution message, the other clients update the behavior state table of the virtual role they currently play through their own data synchronization unit.
6. The multi-person coordination method for power VR simulation training of claim 1, 2 or 3, wherein: the step G specifically comprises the following steps: and the server compares and verifies the execution message of the prediction feedback result of the virtual role played by the client and the synchronous message of the prediction feedback result of the virtual role of other clients with interactive behaviors through a synchronous correction unit, if the verification is passed, the interactive behaviors between the virtual role played by the client and the other virtual roles are judged to be matched, and if not, the mismatching is judged.
7. The multi-person coordination method for power VR simulation training of claim 5, wherein: in step I, the client performs data rollback through the rollback flag in step F2.
8. The multi-person coordination method for power VR simulation training of claim 5, wherein: the forward maximum matching algorithm described in the step F1 includes the following steps:
f11, aiming at the character description of the prediction feedback result, a plurality of characters to be divided from left to right are used as matching fields;
f12, searching a predefined data dictionary and matching;
f13, if matching is successful, segmenting the matching field as a word, and labeling a subject, a predicate and an object;
f14, if the matching is unsuccessful, removing the last character of the matching field, using the rest character string as a new matching field, and matching again until all the words are cut out.
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