The information filtering task is an important human-computer interaction task in the air defense and anti missile command and control system, which has the characteristics of wide content range and multiple adaptation scenarios. Currently, it is mainly completed by humans operating the relevant areas of the display and control panel interface through mouse, keyboard, and other operations. When the information load is large and the number of task scenarios increases, the input operation efficiency is low. Therefore, it is necessary to study command and control interaction methods suitable for mixed reality environments. The existing methods for operation in Hololen2 mainly include gesture action, eye movement, and speech, with different effects. How to reasonably combine and improve the efficiency of information filtering and input interaction in MR environment is an urgent problem that needs to be solved. This article mainly analyzes the human-machine interaction characteristics of MR devices and designs a simulation information filtering operation interface experiment in the MR environment to explore the completion effect of tasks under different interaction matching schemes, in order to judge the advantages and disadvantages of the schemes.
Using virtual reality (VR)/mixed reality (MR) virtual hoisting training system is a low-cost and low-risk skill training method. However, the research on the performance of VR/MR virtual hoisting training is still relatively scarce. The article comprehensively evaluates the performance of VR/MR virtual hoisting training by integrating three evaluation indicators: objective performance, visual characteristics and subjective experience. The results show that the effect of the MR virtual hoisting training system is better, and the simulation reduction degree is higher. However, the VR virtual hoisting training system has good operability and is easy to master. Long-term use of the VR/MR virtual training system will cause recoverable vision loss, and there is a problem that the user's ability to actively explore the virtual environment using touch is weak. The research results have a positive effect on optimizing the allocation of training resources and improving training effectiveness.
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