Abstract

This paper designs and develops a virtual golf simulation putting simulator based on the existing computer technology and conducts in-depth research and analysis on the relationship between its motion performance and user experience. The network architecture of the distributed virtual golf simulation system and the scene data management model are established, based on which the server-side system design and the client-side network communication module design of the distributed virtual golf simulation system are carried out. In the requirement analysis, the functional requirements such as building VR scenes, data communication and recognition models, and the non-functional requirements such as system security and ease of use are analyzed; in the outline design, the hardware equipment and logical architecture of the automatic user experience optimization system are described; in the detailed design, the functional modules of the system are designed in detail, including VR induction experience, physiological signal dataset user experience identification, data communication, optimization strategy, and so on, and important class diagrams and flowcharts are given. The intervention effects of positive thinking training on sports performance and improving athletes’ attention and receptivity have been verified and recognized by coaches and athletes. The putting simulator in the experimental class had higher hole-in-hole parameters than the control class, a highly significant difference; the putting simulator in the experimental class had higher hole-in-hole parameters than the control class, with a highly significant difference. These 3D models may contain more detailed information. In a virtual scene, the more detailed information a model contains, the more polygons the model needs, so that the computer needs to draw many polygons per frame, which has a great impact on the real-time performance of scene drawing. The parameters of the 5-yard chip-and-shoot in the experimental class were higher than those in the control class, and there was a very significant difference between the parameters of the 15-yard chip-and-shoot in the experimental class and those in the control class. The experimental results show that the model optimization processing method and rendering acceleration technology proposed in this paper can largely improve the rendering efficiency of 3D virtual scenes.

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