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航海模拟器中缆绳作业的仿真研究
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摘要
船舶在进港靠泊的过程中,最重要的一步就是把第一根缆绳系在缆桩上,具体操作过程为甲板船员把撇缆绳一端的撇缆头投掷到岸上,由带缆工通过撇缆绳把大缆绳的琵琶头拖拽上岸套在缆桩上。其中撇缆是甲板部船员的一项重要基本技能。传统的培训方式是在专门的训练场地,由专业人员演示,然后学员模仿反复练习。这种培训具有占用场地大、易受天气影响、具有一定的危险性等缺点。随着虚拟现实技术和仿真技术的快速发展,开发撇缆作业的模拟器成为可能。如果撇缆作业的培训可以在模拟器上完成,这无疑改善了培训条件,解决了传统培训的弊端。为了达到上述目的本文主要做了如下研究:
     1.基于集中质量方法,利用经典的弹簧质点模型对撇缆绳进行了数学建模,实现了撇缆绳的可视化仿真;
     2.在弹簧质点模型的基础上,将质点近似为集中质量的球单元,弹簧近似为具有一定质量的杆单元,引入了Kawabata拉伸张力模型,考虑了空气动力的影响,建立了撇缆绳运动的数学模型;
     3.利用OpenGL图形库函数编程构建了虚拟手的三维模型,通过控制坐标系转换的函数完成了虚拟手的运动;
     4.采用Vhand2.0数据手套作为人机交互的工具,实现了人手到虚拟手的运动映射,完成了撇缆作业的动态仿真。
When the ship is berthing, the most important step is how to tie the first cable been on the bollard. The specific operating processes is that the deck crew throws the heaving line to the shore, and then the dock workers pull the heaving line until the cable also gets on the dock, finally, they put the eye splice on the bollard. Heaving line is an important basic skill for the deck department crew. Traditional training is in the specialized training grounds, students imitate a professional's presentations. There are several drawbacks of such training:occupied large sites; easily affected by weather; fifth, has certain risk. With the rapid development of simulation technology and virtual reality techno-logy, developing the simulator of the heaving line unit is possible. If heaving line training can be done in the simulator, there will undoubtedly improve the training conditions which can solve the shortcomings of traditional training:long cycle, high cost and the risk of training. In order to achieve the above purpose, the main resea-rch contents of this paper are summarized as follows:
     1. Based on the lump-mass model, this paper builds the mathematical model for the rope by using spring-mass model, and realizes the visualization of the heaving line.
     2. Based on the above model, the paper uses the ball-bar element to build the rope's mathematical model. In this method, Kawabata tensile strain model is adopted to consider the impact of air friction.
     3. Author constructs the three-dimensional model of the virtual hand by OpenGL graphics API. The virtual hand's movement is controlled by changing the parameters of the coordinate system conversion.
     4. Vhand2.0Data glove is used as the human-computer interaction tools to complete the virtual hand's movement controlling, the dynamic simulation of heaving line operation, implemented after finishing the movement mapping form real hand to virtual hand.
引文
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