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模擬訓(xùn)練系統(tǒng)聲音信號處理與交互技術(shù)研究

發(fā)布時間:2018-05-16 03:33

  本文選題:模擬訓(xùn)練 + Unity3D; 參考:《沈陽理工大學(xué)》2017年碩士論文


【摘要】:模擬訓(xùn)練系統(tǒng)解決了許多傳統(tǒng)軍事訓(xùn)練演習(xí)中的限制和弊端,國內(nèi)外已把它當做提高軍事實力的一種重要手段,得到迅猛發(fā)展和普遍應(yīng)用。虛擬現(xiàn)實系統(tǒng)是模擬訓(xùn)練系統(tǒng)的一種重要解決方案。人機交互是虛擬現(xiàn)實技術(shù)的重要內(nèi)容,在仿真系統(tǒng)中,用戶可以通過一系列方式和交互設(shè)備,與虛擬世界進行自然的交互。區(qū)別于傳統(tǒng)人機交互方式,利用聲音信息進行交互可提供附加的聽覺反饋通道,豐富用戶交互體驗,將填補虛擬現(xiàn)實系統(tǒng)輸入方式的空白。Unity3D是一個可以創(chuàng)建三維視頻游戲、建筑可視化、實時三維動畫等類型互動內(nèi)容的綜合型游戲引擎,其本身不具備高級人機聲音交互功能。Kinect是與Xbox360游戲機配套使用的一款外設(shè),內(nèi)置四元線性非對稱麥克風(fēng)陣列,可以根據(jù)各麥克風(fēng)接收到聲音信號的時延差,計算出聲源方位與角度。從開發(fā)模擬訓(xùn)練系統(tǒng)所涉及到的虛擬現(xiàn)實技術(shù)、人機交互技術(shù)、包括聲源定位技術(shù)和語音增強技術(shù)的語音信號處理技術(shù)等出發(fā),重點研究了聲音定位輸入技術(shù),突破了傳統(tǒng)虛擬現(xiàn)實系統(tǒng)輸入方式的限制,填補了模擬訓(xùn)練系統(tǒng)輸入的空白,實現(xiàn)了模擬訓(xùn)練系統(tǒng)中的聲音信號處理與交互技術(shù)的設(shè)計。利用Unity3D引擎開發(fā)了一個模擬射擊槍戰(zhàn)的虛擬地形訓(xùn)練系統(tǒng)場景,經(jīng)過Kinect體感設(shè)備的麥克風(fēng)陣列進行聲音采集,實現(xiàn)系統(tǒng)對聲源方位的分辨,同時使用雙聲道噪聲對消技術(shù),對采集數(shù)據(jù)進行濾波除噪,從而提高定位性能和精度。自行設(shè)計了動態(tài)鏈接庫DLL,實現(xiàn)了Unity3D引擎和Kinect的接口和數(shù)據(jù)融合。
[Abstract]:Simulation training system has solved many limitations and drawbacks in traditional military training exercises. It has been regarded as an important means to improve military strength and has been rapidly developed and widely applied at home and abroad. Virtual reality system is an important solution of simulation training system. Human-computer interaction is an important part of virtual reality technology. In the simulation system, users can interact with the virtual world through a series of ways and interactive devices. Different from the traditional human-computer interaction mode, using the sound information to interact can provide additional auditory feedback channel, enrich the user interaction experience, will fill in the blank of virtual reality system input mode. Unity3D is a 3D video game that can be created. The integrated game engine of architectural visualization, real-time 3D animation and other types of interactive content does not have advanced human-computer sound interaction function. Kinect is a peripheral device used with Xbox360 game console, and has a four-element linear asymmetric microphone array. The direction and angle of sound source can be calculated according to the delay difference of sound signal received by each microphone. Based on the virtual reality technology, human-computer interaction technology, including sound source location technology and speech signal processing technology, this paper focuses on the sound location input technology. It breaks through the limitation of traditional virtual reality system input method, fills the blank of analog training system input, and realizes the design of sound signal processing and interaction technology in analog training system. A virtual terrain training system scene is developed by using Unity3D engine, which simulates shooting gun battle. The scene is collected by microphone array of Kinect somatosensory equipment to realize the resolution of sound source azimuth. At the same time, dual-channel noise cancellation technology is used. Filtering and denoising the collected data to improve the positioning performance and accuracy. The dynamic link library DLL is designed, and the interface and data fusion between Unity3D engine and Kinect are realized.
【學(xué)位授予單位】:沈陽理工大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2017
【分類號】:TN912.3

【參考文獻】

相關(guān)期刊論文 前8條

1 崔斌;陳亮;胡紅梅;裴凌;李伯全;;基于Kinect的聲源定位時延獲取及算法性能研究[J];信息技術(shù);2015年10期

2 韓雪;李澤滔;孫昊;;基于Kinect傳感器的移動機器人聲源目標跟蹤系統(tǒng)[J];自動化與儀器儀表;2015年06期

3 劉晉鋼;劉衛(wèi)斌;劉晉霞;;Kinect與Unity3D數(shù)據(jù)整合技術(shù)在體感游戲中的應(yīng)用研究[J];電腦開發(fā)與應(yīng)用;2014年11期

4 姚翠莉;袁t,

本文編號:1895268


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