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Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology最新文献

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Impression estimation model and pattern search system based on style features and Kansei metric 基于风格特征和感性度量的印象估计模型和模式搜索系统
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.
在本研究中,我们旨在建立基于风格特征和感性度量的服装图案印象估计模型。我们首先进行了主观评价实验和因子分析,量化了花卉图案的视觉印象。接下来,我们使用CNN的样式特征作为适合表示花卉图案的图像特征。然后,使用Lasso回归,基于感性度量(印象评价)降维,建立视觉印象与图像特征之间的关系模型。此外,我们利用建模的关系实现了一个模式搜索系统。
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引用次数: 1
Real-time virtual brain aneurysm clipping surgery 实时虚拟脑动脉瘤夹闭手术
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.
我们提出了一种基于位置动力学(PBD)控制的用于脑动脉瘤夹闭手术术前虚拟实践的快速、交互式实时3DCG可变形仿真原型。血管从其中心线重建,通过自动生成的细线“虚拟小梁”连接到大脑,并通过自动估计其主导区域着色。
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引用次数: 3
Low-cost VR collaborative system equipped with haptic feedback 配备触觉反馈的低成本VR协同系统
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.
在本文中,我们提出了一个低成本的虚拟现实(VR)协作系统配备了触觉反馈感觉系统。该系统由用于身体和手势检测的Kinect传感器、模拟外部互动的微控制器和振动器以及智能手机驱动的纸板组成,所有这些都被放入一个由Unity 3D游戏引擎执行的网络中。
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引用次数: 3
Visualizing and exploring OSGi-based software architectures in augmented reality 在增强现实中可视化和探索基于 OSGi 的软件架构
Artur Baranowski, P. Seipel, A. Schreiber
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.
这个演示展示了一个用于可视化基于osgi的软件架构的沉浸式增强现实解决方案。通过使用孤岛隐喻,我们将抽象的软件实体映射到有形的现实世界对象。使用先进的输入方式,如语音和手势控制,我们的方法允许对复杂的软件系统进行交互式探索和检查。
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引用次数: 4
Visualization of neural networks in virtual reality using Unreal Engine 利用虚幻引擎实现虚拟现实中的神经网络可视化
M. Bock, A. Schreiber
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.
如今,许多应用程序都使用深度学习来提供智能行为。理解和解释深度学习模型如何做出某些决定可能很难,或者完全不透明。提出了一种卷积神经网络在虚拟现实(VR)中的可视化方法。交互式应用程序显示内部流程,并允许检查结果。大型网络可以通过特殊的渲染技术实时可视化。
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引用次数: 12
Investigation on the cutaneous/proprioceptive contribution to the force sensation induced by electrical stimulation above tendon 皮肤/本体感觉对电刺激肌腱上方力感贡献的研究
Akifumi Takahashi, K. Tanabe, H. Kajimoto
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.
提出了一种基于电刺激肌腱来呈现力感觉的方法,并且认为这种感觉的发生是由于本体感受器(如高尔基肌腱器官)的贡献。然而,没有明确的证据表明是哪些受体起作用,因为这种方法使用的是经皮电刺激,所以还有其他的候选受体,皮肤受体。在本文中,我们通过实验,通过改变电刺激的有效深度和电极间距,来确定这种方法产生的力感觉是皮肤感觉还是本体感觉。结果表明,当电刺激到达深层组织受体时,力的感觉更清晰,这可能是本体感受器的作用。
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引用次数: 3
Chest compression simulator that presents vibrations at the moment of rib fracture: transition of learning effect of compression position over a month 肋骨骨折时振动的胸部压缩模拟器:一个多月压缩位置学习效果的过渡
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.
在心肺复苏(CPR)中,按压体位被认为是影响生存率的因素之一。我们开发了一个名为RibFracture CPR的心肺复苏术模拟器,当练习者在不合适的位置压缩时,通过模拟肋骨骨折,通过触觉来通知练习者。我们的系统有望帮助受训者在经过视觉反馈设备的初始训练阶段后,顺利调整自己以适应实际的心肺复苏情况。在本研究中,我们调查了受试者使用RibFracture CPR学习正确按压体位一个月后按压体位的准确性,并评估了学习效果的可持续性。
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引用次数: 0
Using deep-neural-network to extend videos for head-mounted display experiences 使用深度神经网络扩展头戴式显示体验的视频
N. Kimura, Michinari Kono, J. Rekimoto
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.
沉浸感是视频体验的重要因素。因此,目前提出了各种方法和视频观看系统。虽然头戴式显示器(hmd)是家庭友好的,在这些设备中更容易获得,但它们可以提供身临其境的视频体验,因为它们的宽视场(FoV)和用户与外部环境的分离。它们通常用于全景和立体VR视频,但近年来对观看标准平面视频的需求有所增加。然而,影院模式限制了视场,基本上用于观看飞机视频。因此,hmd的优势没有得到充分发挥。因此,我们探索了一种通过头戴式显示器观看飞机视频的有效方法,并将LED植入头戴式显示器进行视觉增强。我们使用深度神经网络(DNN)生成周边视觉和大视场定制的图像。
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引用次数: 3
Audio-tactile proximity feedback for enhancing 3D manipulation 听觉触觉接近反馈增强3D操作
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.
在复杂场景中存在冲突或模糊的视觉线索,执行3D选择和操作任务可能具有挑战性。为了改善运动规划和协调,我们探索了听觉触觉线索,以告知用户手头附近物体的存在,例如,避免不必要的物体穿透。我们通过一种新颖的基于手套的触觉界面,通过音频提示来增强。通过两项用户研究,我们说明了接近引导线索提高了空间意识、手部运动和避碰行为,并展示了接近线索与碰撞和摩擦线索的结合如何显著提高性能。
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引用次数: 12
A low-cost motion platform with balance board 带有平衡板的低成本运动平台
Wataru Wakita, Tomoyuki Takano, Toshiyuki Hadama
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.
我们提出了一种低成本的运动平台,它可以用一个像平衡板一样的球形体来减轻致动器的负载。在我们的方法中,通过用球形支架支撑活动基座,通过固定基座将大部分荷载释放到地面上,通过将球形支架附着在活动基座上,降低荷载的重心。从而减小了活动底座转动时增加的力矩,在不需要复杂控制、结构简单的情况下,大大降低了执行机构所承受的载荷。
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引用次数: 3
期刊
Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology
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