CN111437611A - Stress source virtual reality display and simulation system - Google Patents
Stress source virtual reality display and simulation system Download PDFInfo
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- CN111437611A CN111437611A CN202010170875.1A CN202010170875A CN111437611A CN 111437611 A CN111437611 A CN 111437611A CN 202010170875 A CN202010170875 A CN 202010170875A CN 111437611 A CN111437611 A CN 111437611A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
- A63F13/285—Generating tactile feedback signals via the game input device, e.g. force feedback
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8076—Shooting
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8082—Virtual reality
Abstract
The invention discloses a stress source virtual reality display and simulation system. The virtual battlefield environment module simulates a three-dimensional battlefield environment, comprises a battlefield background and battlefield characters, and creates a dangerous image which is environment-friendly and close to real three-dimensional battle for an experiencer; the individual soldier simulation training module comprises a character state unit, a character control unit, an audio control unit, a game control unit and a level classification unit; the tactical training data statistics module connects various regions and tactics which are scattered geographically, and based on the current weapon system, configuration, tactics and principles, the tactical training data statistics module combines a virtual battlefield environment module, an individual soldier simulation training module, tactical training and peripheral hardware sensing into a tactical training system which is connected with a wide area network through a local area network. The method and the system can better simulate the emergency scene and effectively control the objects in the scene, so that a user can experience the emergency scene in many aspects, and a reliable data basis is provided for the evaluation of the emergency source based on the experience.
Description
Technical Field
The invention belongs to the technical field of virtual reality, and particularly relates to a virtual reality display and simulation system with a terrorist attack as a stress source.
Background
The stressor display system is a psychological bearing capacity test system, and the experience stressor system can overcome psychological fear and smoothly complete tasks in a horror atmosphere environment, so that the psychological bearing capacity of an experience person is improved, and the fear is overcome. And the stressor system can capture various data of the experiencer, heartbeat, fear degree and task completion degree.
The existing stressor system only enables an experiencer to overcome fear unilaterally, and the fear objects of each person are different, so the stressor system can not enable the experiencer to overcome all things feared in mind.
Disclosure of Invention
Aiming at the defects of the prior art, the invention provides a stress source virtual reality display and simulation system.
The invention comprises a virtual battlefield environment module, an individual soldier simulation training module and a tactical training data statistics module.
The virtual battlefield environment module simulates a three-dimensional battlefield environment, including a battlefield background and battlefield characters, and creates a dangerous image environment and an approximate real three-dimensional battle for an experiencer.
The battle scene is a subway internal scene controlled by terrorist organizations, and the internal scene is bloody and fishy and comprises internal organs of stumps and broken arms and sprayed blood.
The battlefield roles are divided into character roles and terrorist roles.
The personas include police, i.e., experiencers, gangsters, and personality.
The horror characters include mortuary, monster, horror background music and sound effects.
The individual soldier simulation training module comprises a character state unit, a character control unit, an audio control unit, a game control unit and a level classification unit;
the character status units comprise the firing and death of the chief actor, the standing, firing and death of simple gangsters, the standing, hiding, firing, escaping and death of common gangsters, and the standing, covering, firing, escaping and death of difficult gangsters.
The character control unit is a transform component of a direct operation object.
The audio control unit is stored in the stack to wait for the next use when one audio is played in a cyclic utilization mode.
The game control unit respectively controls a plurality of scenes of starting, playing and ending through a finite state machine, wherein only UI and background audio are displayed in the starting scene, game data calculation, attack times, attack hit rate, blood volume and game time are executed in the scene of the game, and game data are displayed and UI prompt is displayed in the scene of the game ending.
The level classification unit is divided into three levels according to the difficulty, the enemy state of each level is different, the attack mode of each level enemy is different, and the data display of each level is different.
The tactical training data statistics module connects various regions and tactics which are scattered geographically, and based on the current weapon system, configuration, tactics and principle, the tactical training data statistics module synthesizes a virtual battlefield environment module, an individual soldier simulation training module, tactical training and peripheral hardware sensing into a tactical training system which is connected with a wide area network through a local area network.
The invention has the beneficial effects that: the method and the system can better simulate the emergency scene and effectively control the objects in the scene, so that a user can experience the emergency scene in many aspects, and a reliable data basis is provided for the evaluation of the emergency source based on the experience.
Drawings
FIG. 1 is a schematic view of the structure of the present invention.
Detailed Description
The invention is further described below with reference to the accompanying drawings.
The invention comprises a virtual battlefield environment module, an individual soldier simulation training module and a tactical training data statistics module.
The virtual battlefield environment module simulates a three-dimensional battlefield environment, including a battlefield background and battlefield characters, and creates a dangerous image environment and an approximate real three-dimensional battle for an experiencer.
The battle scene is a subway internal scene controlled by terrorist organizations, and the internal scene is bloody and fishy and comprises internal organs of stumps and broken arms and sprayed blood.
The battlefield roles are divided into character roles and terrorist roles.
The personas include police, i.e., experiencers, gangsters, and personality.
The horror characters include mortuary, monster, horror background music and sound effects.
The individual soldier simulation training module comprises a character state unit, a character control unit, an audio control unit, a game control unit and a level classification unit;
the character status units comprise the firing and death of the chief actor, the standing, firing and death of simple gangsters, the standing, hiding, firing, escaping and death of common gangsters, and the standing, covering, firing, escaping and death of difficult gangsters.
The character control unit is a transform component of a direct operation object.
The audio control unit is stored in the stack to wait for the next use when one audio is played in a cyclic utilization mode.
The game control unit respectively controls a plurality of scenes of starting, playing and ending through a finite state machine, wherein only UI and background audio are displayed in the starting scene, game data calculation, attack times, attack hit rate, blood volume and game time are executed in the scene of the game, and game data are displayed and UI prompt is displayed in the scene of the game ending.
The level classification unit is divided into three levels according to the difficulty, the enemy state of each level is different, the attack mode of each level enemy is different, and the data display of each level is different.
The tactical training data statistics module connects various regions and tactics which are scattered geographically, and based on the current weapon system, configuration, tactics and principle, the tactical training data statistics module synthesizes a virtual battlefield environment module, an individual soldier simulation training module, tactical training and peripheral hardware sensing into a tactical training system which is connected with a wide area network through a local area network.
Example (b): as shown in fig. 1, the virtual implementation interaction device HTC Vive Pro (a) is respectively connected to the virtual scene simulation platform stressor system (B) and the feedback haptic device Beat Saber (C), and is configured to transmit and display stressor data of the virtual scene simulation platform stressor system (B) and a feedback signal of the force feedback haptic device Beat Saber (C); the virtual reality interaction equipment is a head-mounted immersive device, namely VR equipment 2, and the hardware of the virtual scene simulation platform stress source system (B) is composed of a position calibration module 15, a processor module 11 and a data transmission module 13. The feedback touch sensing device Beat Saber (C) includes a signal input module 12 and a touch detection module 14.
Based on the three components, in the actual test process, the working flow of the system and the system need to realize four functions (only four items), firstly, the scene model and enemy data are called, secondly, the Unity3D physical engine is called to carry out motion simulation, thirdly, data interaction is carried out between the virtual reality interaction equipment and the feedback touch device, and finally, the processing and the derivation of original data are completed.
After the system is started, a reference program of the virtual reality interaction equipment and data feedback of the feedback touch sensing device are activated, after the original data feedback is received, a scene, real-time light, enemy model animation, background music, sound effect and the like are called to complete virtual reality environment construction, and then an image and a feedback signal are output to the virtual reality interaction equipment and the feedback touch sensing device through a Unity3D physical engine. In the process that the subject moves the target to shoot the enemy to break through, the original data position of the handle and the state of the enemy are interacted with each other. And during the process that the testee operates the handle, the data is also exported to the computer for storage through a data processing algorithm in the stress source program.
Based on original data output by the feedback touch device, coordinates of a scene are processed by the ODE system and fed back to the image reality imaged by the virtual reality, parameters such as position information and speed of a wrist acquired by the feedback touch device are converted into instructions through an algorithm in a stress source program, so that the position and the posture of the scene in a maze are changed, and then the target can also generate corresponding motion according to gravity and a collision algorithm in the program due to the change of the position of the scene.
By the design, various data of an experiencer can be acquired better, more quickly and more accurately by combining feedback signals of the interactive equipment HTC Vive Pro (A), the stress source system (B) and the force feedback touch device Beat Saber (C). The following test example details are described below.
System components
Character status
The personas are divided into principal, simple, common and difficult
The principal angle state: fire and death
Simple gangster: standing, fire and death
Common bandit: standing, hiding, firing, escaping and dying
Difficult gangster: standing, finding shelter, firing, escaping and dying
Character control
Method direct operation object's tranform subassembly
Call per frame write in Update
three coordinate values in the transform indicate that the displacement vector displacement (distance) = speed from current position, time, deltatime (the unit is second, the unit of the speed that the time from the last frame to the present frame is changed is meter per second)
External exposure 2 speed variables modifiable (movement and rotation)
Deltatime is used to coordinate linearity, ensuring consistent frame-to-frame speed, since frame interval randomizers differ in performance, and using deltatime ensures uniform motion
Deltatime is not used, the consequence of which is that the incarceration speed is shown in the front end, although it can be adjusted by 2 common variables
The user-defined shaft name can be added
One function is divided into forward direction and reverse direction (Negative- > reverse Positive- > forward direction)
With function of 2 nd key (Alt part)
The smooth function (Gravity Dead) uses GetAxis to obtain the value of the smoothing filter
The GetAxisRaw is still three-101 values
Using GetAxis to have a filter release key gradually increasing to 1 corresponding to the pressed key gradually changing back
Principal angle: firing through a handle trigger key
Simple gangster: firing and death conditions, and executing death logic directly when death conditions are met
Common bandit: during attack, the shooting trajectory of the main horn is avoided by moving from front to back and from left to right, when the current wave number is less than half and the blood volume is less than a certain degree, the escape logic is executed
Difficult gangster: in case of attack, the nearest bunker within a certain range is detected, and if the escape condition is satisfied, the escape logic is executed
Audio control
By means of cyclic utilization, when one audio is played, the audio is stored in a stack to wait for next use
Game control
Respectively controlling a plurality of scenes of starting, playing and ending through a finite state machine, wherein only UI and background audio are shown in the starting scene
When the scene is in the game, game data calculation, attack times, attack hit rate, blood volume, game time and the like are executed.
When the game is finished, the game data is displayed and UI prompts are displayed
Level classification
Dividing into three levels according to difficulty
Each level has different enemy states
The attack mode of each level enemy is different
Each level has different data display
For example:
1) the experience person in the game of anti-terrorism shooting can make the key have the functions of calling out a menu and pausing the game;
2) in a game with a plurality of menu functions, menu keys can be used as calling behaviors of interfaces to expand more complex game content operations, and different menu function interfaces called by left and right hands can be separated according to requirements.
Claims (4)
1. The stress source virtual reality display and simulation system comprises a virtual battlefield environment module, an individual soldier simulation training module and a tactical training data statistics module, and is characterized in that:
the virtual battlefield environment module simulates a three-dimensional battlefield environment, comprises a battlefield background and battlefield characters, and creates a dangerous image which is environment-friendly and close to real three-dimensional battle for an experiencer;
the individual soldier simulation training module comprises a character state unit, a character control unit, an audio control unit, a game control unit and a level classification unit;
the tactical training data statistics module connects various regions and tactics which are scattered geographically, and based on the current weapon system, configuration, tactics and principle, the tactical training data statistics module synthesizes a virtual battlefield environment module, an individual soldier simulation training module, tactical training and peripheral hardware sensing into a tactical training system which is connected with a wide area network through a local area network.
2. The stressor virtual reality presentation and simulation system of claim 1, wherein:
the battle scene is a subway internal scene controlled by terrorist organizations, and the internal scene is bloody and fishy and comprises internal organs of stumps and broken arms and sprayed blood.
3. The stressor virtual reality presentation and simulation system of claim 1, wherein:
the battlefield roles are divided into a human role and a terrorist role;
the personas include police, i.e., experiencers, gangsters, and personality;
the horror characters include mortuary, monster, horror background music and sound effects.
4. The stressor virtual reality presentation and simulation system of claim 1, wherein:
the character state units comprise the firing and death of a chief actor, the standing, firing and death of simple gangsters, the standing, avoiding, firing, escaping and death of common gangsters, and the standing, finding shelter, firing, escaping and death of difficult gangsters;
the character control unit is a transform component of a direct operation object;
the audio control unit is stored in the stack to wait for the next use when one audio is played in a cyclic utilization mode;
the game control unit respectively controls a plurality of scenes of starting, playing and ending through a finite state machine, only UI and background audio are displayed in the starting scene, game data calculation, attack times, attack hit rate, blood volume and game time are executed in the scene of the game, and game data are displayed and UI prompt is displayed in the scene of the game ending;
the level classification unit is divided into three levels according to the difficulty, the enemy state of each level is different, the attack mode of each level enemy is different, and the data display of each level is different.
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Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
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CN112530023A (en) * | 2020-09-30 | 2021-03-19 | 北京图灵智慧科技有限公司 | Training intervention method and system |
CN112667072A (en) * | 2020-12-21 | 2021-04-16 | 黑龙江农业工程职业学院 | Virtual system and method for training development of professional behavior habits of college students |
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CN108428385A (en) * | 2018-06-06 | 2018-08-21 | 中国人民解放军第四军医大学 | Battlefield surroundings desensitization training device based on VR technologies and training method |
CN108694871A (en) * | 2018-05-22 | 2018-10-23 | 山东捷瑞数字科技股份有限公司 | A kind of more soldier's military training checking systems based on large space virtual reality |
CN109171772A (en) * | 2018-08-13 | 2019-01-11 | 李丰 | A kind of psychological quality training system and training method based on VR technology |
US20190374148A1 (en) * | 2018-06-08 | 2019-12-12 | International Business Machines Corporation | Physiological stress of a user of a virtual reality environment |
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Patent Citations (5)
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CN105664332A (en) * | 2016-04-14 | 2016-06-15 | 北京阳光易德科技股份有限公司 | Psychological stress training system and method |
CN108694871A (en) * | 2018-05-22 | 2018-10-23 | 山东捷瑞数字科技股份有限公司 | A kind of more soldier's military training checking systems based on large space virtual reality |
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Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
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CN112530023A (en) * | 2020-09-30 | 2021-03-19 | 北京图灵智慧科技有限公司 | Training intervention method and system |
CN112667072A (en) * | 2020-12-21 | 2021-04-16 | 黑龙江农业工程职业学院 | Virtual system and method for training development of professional behavior habits of college students |
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