N. Sunda, Kensuke Tobitani, A. Takemoto, Iori Tani, Yusuke Tani, Taishi Fujiwara, N. Nagata, Nobufumi Morita
In this study, we aimed to construct impression estimation models of clothing patterns based on style features and Kansei metric. We first conducted a subjective evaluation experiment and a factor analysis, and quantified visual impressions of flower patterns. Following that, we used style features using CNN as image features suitable for representing flower patterns. Then, with a Lasso regression, we reduced the dimension based on Kansei metric (impression evaluation) and modeled the relationship between visual impressions and image features. Furthermore, we implemented a pattern search system using the modeled relationship.
{"title":"Impression estimation model and pattern search system based on style features and Kansei metric","authors":"N. Sunda, Kensuke Tobitani, A. Takemoto, Iori Tani, Yusuke Tani, Taishi Fujiwara, N. Nagata, Nobufumi Morita","doi":"10.1145/3281505.3281610","DOIUrl":"https://doi.org/10.1145/3281505.3281610","url":null,"abstract":"In this study, we aimed to construct impression estimation models of clothing patterns based on style features and Kansei metric. We first conducted a subjective evaluation experiment and a factor analysis, and quantified visual impressions of flower patterns. Following that, we used style features using CNN as image features suitable for representing flower patterns. Then, with a Lasso regression, we reduced the dimension based on Kansei metric (impression evaluation) and modeled the relationship between visual impressions and image features. Furthermore, we implemented a pattern search system using the modeled relationship.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124591520","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Hirofumi Seo, Naoyuki Shono, Taichi Kin, T. Igarashi
We propose a fast, interactive real-time 3DCG deformable simulation prototype for preoperative virtual practice of brain aneurysm clipping surgery, controlled by Position Based Dynamics (PBD). Blood vessels are reconstructed from their central lines, connected to the brain by automatically generated thin threads "virtual trabeculae", and colored by automatically estimated their dominant region.
{"title":"Real-time virtual brain aneurysm clipping surgery","authors":"Hirofumi Seo, Naoyuki Shono, Taichi Kin, T. Igarashi","doi":"10.1145/3281505.3281566","DOIUrl":"https://doi.org/10.1145/3281505.3281566","url":null,"abstract":"We propose a fast, interactive real-time 3DCG deformable simulation prototype for preoperative virtual practice of brain aneurysm clipping surgery, controlled by Position Based Dynamics (PBD). Blood vessels are reconstructed from their central lines, connected to the brain by automatically generated thin threads \"virtual trabeculae\", and colored by automatically estimated their dominant region.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117012393","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
S. Benbelkacem, Abdelkader Bellarbi, N. Zenati-Henda, A. Bentaleb, A. Bellabaci, S. Otmane
In this paper, we present a low-cost virtual reality (VR) collaborative system equipped with a haptic feedback sensation system. This system is composed of a Kinect sensor for bodies and gestures detection, a microcontroller and vibrators to simulate outside interactions, and smartphone powered cardboard, all of this are put into a network implemented with Unity 3D game engine.
{"title":"Low-cost VR collaborative system equipped with haptic feedback","authors":"S. Benbelkacem, Abdelkader Bellarbi, N. Zenati-Henda, A. Bentaleb, A. Bellabaci, S. Otmane","doi":"10.1145/3281505.3281615","DOIUrl":"https://doi.org/10.1145/3281505.3281615","url":null,"abstract":"In this paper, we present a low-cost virtual reality (VR) collaborative system equipped with a haptic feedback sensation system. This system is composed of a Kinect sensor for bodies and gestures detection, a microcontroller and vibrators to simulate outside interactions, and smartphone powered cardboard, all of this are put into a network implemented with Unity 3D game engine.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117324283","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This demo presents an immersive augmented reality solution for visualizing OSGi-based software architectures. By employing an island metaphor, we map abstract software entities to tangible real-world objects. Using advanced input modalities, such as voice and gesture control, our approach allows for interactive exploration and examination of complex software systems.
{"title":"Visualizing and exploring OSGi-based software architectures in augmented reality","authors":"Artur Baranowski, P. Seipel, A. Schreiber","doi":"10.1145/3281505.3281564","DOIUrl":"https://doi.org/10.1145/3281505.3281564","url":null,"abstract":"This demo presents an immersive augmented reality solution for visualizing OSGi-based software architectures. By employing an island metaphor, we map abstract software entities to tangible real-world objects. Using advanced input modalities, such as voice and gesture control, our approach allows for interactive exploration and examination of complex software systems.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125894086","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Many applications today use deep learning to provide intelligent behavior. To understand and explain how deep learning models come to certain decisions can be hard or completely in-transparent. We propose a visualization of convolutional neural networks in Virtual Reality (VR). The interactive application shows the internal processes and allows to inspect the results. Large networks can be visualized in real-time with special rendering techniques.
{"title":"Visualization of neural networks in virtual reality using Unreal Engine","authors":"M. Bock, A. Schreiber","doi":"10.1145/3281505.3281605","DOIUrl":"https://doi.org/10.1145/3281505.3281605","url":null,"abstract":"Many applications today use deep learning to provide intelligent behavior. To understand and explain how deep learning models come to certain decisions can be hard or completely in-transparent. We propose a visualization of convolutional neural networks in Virtual Reality (VR). The interactive application shows the internal processes and allows to inspect the results. Large networks can be visualized in real-time with special rendering techniques.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127072391","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A method to present force sensation based on electrical stimulation to the tendon has been suggested, and the occurrence of the sensation was considered due to the contribution of proprioceptors such as Golgi tendon organs. However, there was no clear evidence about the contributing receptors and because the method uses percutaneous electrical stimulation, there are other candidates, the cutaneous receptors. In this paper, we conducted experiments to determine whether the force sensation generated by this method is due to cutaneous sensation or proprioception, by changing the effective depth of electrical stimulation with electrodes spacing. As a result, it was shown that when the electrical stimulation could reach to deep tissue receptors, the force sensation was felt clearer, suggesting possible contribution of the proprioceptor.
{"title":"Investigation on the cutaneous/proprioceptive contribution to the force sensation induced by electrical stimulation above tendon","authors":"Akifumi Takahashi, K. Tanabe, H. Kajimoto","doi":"10.1145/3281505.3283402","DOIUrl":"https://doi.org/10.1145/3281505.3283402","url":null,"abstract":"A method to present force sensation based on electrical stimulation to the tendon has been suggested, and the occurrence of the sensation was considered due to the contribution of proprioceptors such as Golgi tendon organs. However, there was no clear evidence about the contributing receptors and because the method uses percutaneous electrical stimulation, there are other candidates, the cutaneous receptors. In this paper, we conducted experiments to determine whether the force sensation generated by this method is due to cutaneous sensation or proprioception, by changing the effective depth of electrical stimulation with electrodes spacing. As a result, it was shown that when the electrical stimulation could reach to deep tissue receptors, the force sensation was felt clearer, suggesting possible contribution of the proprioceptor.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132195742","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Tomokazu Hayashizaki, Takuya Yamamoto, Y. Yanagida
In cardiopulmonary resuscitation (CPR), the compression position is considered to be one of the factors affecting survival rate. We developed a CPR simulator called RibFracture CPR, which notifies a trainee through haptics when they are compressing in an inappropriate position by simulating rib fracture. Our system is expected to help trainees to smoothly adjust themselves for an actual CPR situation once they have undergone an initial training phase using visual feedback equipment. In this study, we investigated the accuracy of compression position one month after subjects learned the correct compression position using RibFracture CPR, and we evaluated the sustainability of the learning effect.
{"title":"Chest compression simulator that presents vibrations at the moment of rib fracture: transition of learning effect of compression position over a month","authors":"Tomokazu Hayashizaki, Takuya Yamamoto, Y. Yanagida","doi":"10.1145/3281505.3281621","DOIUrl":"https://doi.org/10.1145/3281505.3281621","url":null,"abstract":"In cardiopulmonary resuscitation (CPR), the compression position is considered to be one of the factors affecting survival rate. We developed a CPR simulator called RibFracture CPR, which notifies a trainee through haptics when they are compressing in an inappropriate position by simulating rib fracture. Our system is expected to help trainees to smoothly adjust themselves for an actual CPR situation once they have undergone an initial training phase using visual feedback equipment. In this study, we investigated the accuracy of compression position one month after subjects learned the correct compression position using RibFracture CPR, and we evaluated the sustainability of the learning effect.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126243947","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Immersion is an important factor in video experiences. Therefore, various methods and video viewing systems have been proposed so far. Although head-mounted displays (HMDs) are home-friendly and more available among these devices, they can provide an immersive video experience owing to their wide field-of-view (FoV) and separation of users from the outside environment. They are often used for panoramic and stereoscopic VR videos, but the demand for viewing standard plane videos has increased in recent years. However, the theater mode, which restricts the FoV, is basically used for viewing plane videos. Thus, the advantages of HMDs are not fully utilized. Therefore, we explored an effective method for viewing plane videos by an HMD, in combination with view augmentation by LED implants to the HMD. We used deep neural network (DNN) to generate images for peripheral vision and wide FoV customization.
{"title":"Using deep-neural-network to extend videos for head-mounted display experiences","authors":"N. Kimura, Michinari Kono, J. Rekimoto","doi":"10.1145/3281505.3283398","DOIUrl":"https://doi.org/10.1145/3281505.3283398","url":null,"abstract":"Immersion is an important factor in video experiences. Therefore, various methods and video viewing systems have been proposed so far. Although head-mounted displays (HMDs) are home-friendly and more available among these devices, they can provide an immersive video experience owing to their wide field-of-view (FoV) and separation of users from the outside environment. They are often used for panoramic and stereoscopic VR videos, but the demand for viewing standard plane videos has increased in recent years. However, the theater mode, which restricts the FoV, is basically used for viewing plane videos. Thus, the advantages of HMDs are not fully utilized. Therefore, we explored an effective method for viewing plane videos by an HMD, in combination with view augmentation by LED implants to the HMD. We used deep neural network (DNN) to generate images for peripheral vision and wide FoV customization.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126387426","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alexander Marquardt, E. Kruijff, Christina Trepkowski, Jens Maiero, A. Schwandt, André Hinkenjann, W. Stuerzlinger, Johannes Schöning
In presence of conflicting or ambiguous visual cues in complex scenes, performing 3D selection and manipulation tasks can be challenging. To improve motor planning and coordination, we explore audio-tactile cues to inform the user about the presence of objects in hand proximity, e.g., to avoid unwanted object penetrations. We do so through a novel glove-based tactile interface, enhanced by audio cues. Through two user studies, we illustrate that proximity guidance cues improve spatial awareness, hand motions, and collision avoidance behaviors, and show how proximity cues in combination with collision and friction cues can significantly improve performance.
{"title":"Audio-tactile proximity feedback for enhancing 3D manipulation","authors":"Alexander Marquardt, E. Kruijff, Christina Trepkowski, Jens Maiero, A. Schwandt, André Hinkenjann, W. Stuerzlinger, Johannes Schöning","doi":"10.1145/3281505.3281525","DOIUrl":"https://doi.org/10.1145/3281505.3281525","url":null,"abstract":"In presence of conflicting or ambiguous visual cues in complex scenes, performing 3D selection and manipulation tasks can be challenging. To improve motor planning and coordination, we explore audio-tactile cues to inform the user about the presence of objects in hand proximity, e.g., to avoid unwanted object penetrations. We do so through a novel glove-based tactile interface, enhanced by audio cues. Through two user studies, we illustrate that proximity guidance cues improve spatial awareness, hand motions, and collision avoidance behaviors, and show how proximity cues in combination with collision and friction cues can significantly improve performance.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116258953","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
We propose a low-cost motion platform which enables reduces the load to the actuator with a spherical body like a balance board. In our method, by supporting the movable base with a spherical body, most of the load is released to the ground via the fixed base, and the center of gravity of the load is lowered by attaching the spherical support to the movable base. As a result, the moment which increases at the time of rotation of the movable base is reduced, and the load applied to the actuator with no need for the complex control and with simple structure can be greatly reduced.
{"title":"A low-cost motion platform with balance board","authors":"Wataru Wakita, Tomoyuki Takano, Toshiyuki Hadama","doi":"10.1145/3281505.3281571","DOIUrl":"https://doi.org/10.1145/3281505.3281571","url":null,"abstract":"We propose a low-cost motion platform which enables reduces the load to the actuator with a spherical body like a balance board. In our method, by supporting the movable base with a spherical body, most of the load is released to the ground via the fixed base, and the center of gravity of the load is lowered by attaching the spherical support to the movable base. As a result, the moment which increases at the time of rotation of the movable base is reduced, and the load applied to the actuator with no need for the complex control and with simple structure can be greatly reduced.","PeriodicalId":138249,"journal":{"name":"Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology","volume":"88 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116275388","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}