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2011 IEEE International Symposium on VR Innovation最新文献

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SOM-based hand gesture recognition for virtual interactions 基于som的虚拟交互手势识别
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759659
Shuai Jin, Yi Li, Guangming Lu, Jian-xun Luo, Weidong Chen, Xiaoxiang Zheng
In nowadays, hand gestures can be used as a more natural and convenient way for human computer interaction. The direct interface of hand gestures provides us a new way for communicating with the virtual environment. In this paper, we propose a new hand gesture recognition method using self-organizing map (SOM) with datagloves. The SOM method is a type of machine learning algorithm. It deals with the raw data sampled from datagloves as input vectors, and builds a mapping between these uncalibrated data and gesture commands. The results show the average recognition rate and time efficiency when using SOM for dataglove-based hand gesture recognition. A series of tasks in virtual house illustrate the performance of our interaction method based on hand gesture recognition.
如今,手势作为一种更自然、更方便的人机交互方式。手势的直接界面为我们与虚拟环境的交流提供了一种新的方式。本文提出了一种基于数据集的自组织映射(SOM)的手势识别方法。SOM方法是一种机器学习算法。它处理从dataglove中采样的原始数据作为输入向量,并在这些未校准数据和手势命令之间建立映射。结果表明,SOM在基于数据集的手势识别中具有平均识别率和时间效率。虚拟房屋中的一系列任务验证了我们基于手势识别的交互方法的性能。
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引用次数: 18
AR-Ghost Hunter: An augmented reality gun application AR-Ghost Hunter:一款增强现实枪支应用
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759617
Dongdong Weng, Xin Liu, Yongtian Wang, Yue Liu
This paper presents an augmented reality gun application named AR-Ghost Hunter. AR-Ghost Hunter is an extension of the traditional first person game which adopts an innovative infrared marker system and portable computer to form a complete mobile AR system. In this system, players are able to fight with virtual ghost through special gun like devices in real environment. The basic issue of the system such as infrared marker indentify, pose estimation, and user's devices are discussed.
本文介绍了AR-Ghost Hunter这一增强现实枪械应用。AR- ghost Hunter是传统第一人称游戏的延伸,采用创新的红外标记系统和便携式电脑组成完整的移动AR系统。在这个系统中,玩家可以在真实环境中通过特殊的类似枪支的装置与虚拟幽灵战斗。讨论了系统的基本问题,如红外标记识别、姿态估计和用户设备。
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引用次数: 1
Synthesis of footstep sounds of crowd from single step sound based on cognitive property of footstep sounds 基于脚步声声认知特性的人群脚步声声合成
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759644
T. Kayahara, Hiroki Abe
The crowd sound effect (“Gaya” in Japanese technical word) plays important role to create and perceive the atmosphere of the crowded scene of a movie, but the technique for authoring “Gaya” sound has not been scientifically described so far.
人群音效(日语专业术语“Gaya”)对于营造和感知电影中拥挤场景的氛围起着重要作用,但迄今为止,“Gaya”音效的制作技术还没有得到科学的描述。
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引用次数: 2
MRStudio: A mixed reality display system for aircraft cockpit MRStudio:一个用于飞机驾驶舱的混合现实显示系统
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759615
Huagen Wan, Song Zou, Zilong Dong, Hai Lin, H. Bao
Mixed reality techniques are boosting for aviation progress. In this paper, we present MRStudio, a mixed reality display system for aircraft cockpit. The system architecture is given, with special attention paid upon such technical issues as three-dimensional map construction for aircraft cockpit, computer vision based 6-DOF head tracking, virtual aircraft cockpit panel construction and registration, and mixed reality display for aircraft cockpit using a flexible client-server architecture. A testing scenario on a full scale mockup of the COMAC's ARJ21 cockpit is described.
混合现实技术正在推动航空技术的进步。本文介绍了一种用于飞机驾驶舱的混合现实显示系统MRStudio。给出了系统架构,重点研究了飞机座舱三维地图构建、基于计算机视觉的六自由度头部跟踪、虚拟飞机座舱面板构建与配准、采用灵活的客户端-服务器架构的飞机座舱混合现实显示等技术问题。本文描述了中国商飞ARJ21座舱全尺寸模型的测试场景。
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引用次数: 7
Virtual reality for visualisation of complex macrostructure 用于复杂宏观结构可视化的虚拟现实
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759593
A. Abulrub, J. Kumar, A. Attridge, K. Mallick, M. Williams
Virtual reality systems involve the integration of both hardware and software components. The hardware enables users to navigate, interact and become immersed in the virtual environment while underlying support software creates the virtual environment and integrates the hardware into a working system. Although virtual reality is widely used for product design visualisation in engineering, there exist a number of possible avenues where virtual reality can be very effective.
虚拟现实系统涉及硬件和软件组件的集成。硬件使用户能够导航、交互并沉浸在虚拟环境中,而底层支持软件创建虚拟环境并将硬件集成到一个工作系统中。虽然虚拟现实在工程产品设计可视化中被广泛使用,但存在许多可能的途径,虚拟现实可以非常有效。
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引用次数: 2
Effects of hand feedback fidelity on near space pointing performance and user acceptance 手反馈保真度对近空间指向性能和用户接受度的影响
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759609
A. Pusch, O. Martin, S. Coquillart
In this paper, we report on an experiment conducted to test the effects of different hand representations on near space pointing performance and user preference. Subjects were presented with varying levels of hand realism, including real hand video, a high and a low level 3D hand model and an ordinary 3D pointer arrow. Behavioural data revealed that an abstract hand substitute like a 3D pointer arrow leads to significantly larger position estimation errors in terms of lateral target overshooting when touching virtual surfaces with only visual hand movement constraints. Further, questionnaire results show that a higher fidelity hand is preferred over lower fidelity representations for different aspects of the task. But we cannot conclude that realtime video feedback of the own hand is better rated than a high level static 3D hand model. Overall, these results, which largely confirm previous research, suggest that, although a higher fidelity feedback of the hand is desirable from an user acceptance point of view, motor performance seems not to be affected by varying degrees of limb realism - as long as a hand-like shape is provided.
在本文中,我们报告了一项实验,以测试不同的手表示对近空间指向性能和用户偏好的影响。研究人员向受试者展示了不同程度的手部真实感,包括真实的手部视频、高水平和低水平的3D手部模型以及普通的3D指针箭头。行为数据显示,当触摸只有视觉手部运动约束的虚拟表面时,抽象的手部替代物(如3D指针箭头)在横向目标超冲方面会导致明显更大的位置估计误差。此外,问卷结果显示,在任务的不同方面,较高保真度的手比较低保真度的手更受青睐。但我们不能得出结论,实时视频反馈自己的手比一个高水平的静态3D手模型更好的评价。总的来说,这些结果在很大程度上证实了之前的研究,表明,尽管从用户接受的角度来看,更高保真度的手部反馈是理想的,但运动性能似乎不会受到不同程度的肢体真实感的影响-只要提供类似手的形状。
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引用次数: 17
Dynamic adaptation of broad phase collision detection algorithms 宽相位碰撞检测算法的动态自适应
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759599
Quentin Avril, V. Gouranton, B. Arnaldi
In this paper we present a new technique to dynamically adapt the first step (broad phase) of the collision detection process on hardware architecture during simulation. Our approach enables to face the unpredictable evolution of the simulation scenario (this includes addition of complex objects, deletion, split into several objects, …). Our technique of dynamic adaptation is performed on sequential CPU, multi-core, single GPU and multi-GPU architectures. We propose to use off-line simulations to determine fields of optimal performance for broad phase algorithms and use them during in-line simulation. This is achieved by a features analysis of algorithmic performances on different architectures. In this way we ensure the real time adaptation of the broad-phase algorithm during the simulation, switching it to a more appropriate candidate. We also present a study on how graphics hardware parameters (number of cores, bandwidth, …) can influence algorithmic performance. The goal of this analysis is to know if it is possible to find a link between variations of algorithms performances and hardware parameters. We test and compare our model on 1, 2, 4 and 8 cores architectures and also on 1 Quadro FX 3600M, 2 Quadro FX 4600 and 4 Quadro FX 5800. Our results show that using this technique during the collision detection process provides better performance throughout the simulation and enables to face unpredictable scenarios evolution in large-scale virtual environments.
在仿真过程中,提出了一种基于硬件结构动态调整碰撞检测过程第一步(宽相位)的新技术。我们的方法能够面对模拟场景的不可预测的演变(这包括添加复杂对象,删除,拆分为多个对象等)。我们的动态自适应技术可以在顺序CPU、多核、单GPU和多GPU架构上进行。我们建议使用离线模拟来确定宽相位算法的最佳性能领域,并在在线模拟中使用它们。这是通过对不同架构上算法性能的特征分析来实现的。通过这种方式,我们保证了仿真过程中宽相算法的实时适应,将其切换到更合适的候选算法。我们还研究了图形硬件参数(核数、带宽等)如何影响算法性能。此分析的目的是了解是否有可能找到算法性能变化和硬件参数之间的联系。我们在1,2,4和8核架构以及1个Quadro FX 3600M, 2个Quadro FX 4600和4个Quadro FX 5800上测试和比较了我们的模型。我们的研究结果表明,在碰撞检测过程中使用该技术可以在整个仿真过程中提供更好的性能,并能够面对大规模虚拟环境中不可预测的场景演变。
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引用次数: 20
Scheduling based resource optimization in networked modeling and simulation 网络化建模与仿真中基于调度的资源优化
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759629
Hai Huang, Lei Tian, Wei Wu, Songlin Sun, Xiaojun Jing
A constantly increasing number of resource demanding applications from various scientific sectors are finding their way towards adopting Grid technologies in order to take advantage of their computational power. The aim of this paper is to demonstrate how tasks of large-scale distributed simulation can be scheduled based on GA in a Grid environment by taking into account load of computing nodes, network bandwidth and communication delay. For this purpose, the connotation of task scheduling formulation, the computation of chromosome fitness, selection, crossover and mutation of GA is expounded. The proposed approach yields very good results for the conducted experiment.
为了利用网格技术的计算能力,来自不同科学部门的资源需求应用程序的数量不断增加。本文的目的是演示如何在网格环境下,在考虑计算节点负载、网络带宽和通信延迟的情况下,基于遗传算法调度大规模分布式仿真任务。为此,阐述了遗传算法任务调度的内涵、染色体适应度的计算、遗传算法的选择、交叉和突变。所提出的方法对所进行的实验产生了很好的结果。
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引用次数: 0
Research of hand positioning and gesture recognition based on binocular vision 基于双目视觉的手部定位与手势识别研究
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759657
Tong-de Tan, Zhijie Guo
This paper proposes a new method of extracting feature points of hand. The method uses the center of mass of the hand as the match point to calculate the location information of the target based on Mathematical model of binocular visual positioning. The convex hull points of hand contour obtained by image segmentation can be used to identify the different gestures. Furthermore, a system with both functions of locating the three-dimensional position of hand and identifying the appropriate gestures is designed, which can serve as the interface to drive virtual hand to complete manipulation of grasping, moving and releasing virtual objects.
提出了一种新的手部特征点提取方法。该方法基于双目视觉定位的数学模型,以手的质心为匹配点计算目标的位置信息。通过图像分割得到的手部轮廓凸壳点可以用来识别不同的手势。在此基础上,设计了一个具有手部三维位置定位和适当手势识别功能的系统,作为驱动虚拟手完成抓取、移动和释放虚拟物体操作的界面。
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引用次数: 29
Over-parameterized method on variational surface for point-based reconstruction 变分曲面上点重构的过参数化方法
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759630
Longcun Jin, W. Wan, Xiaoqing Yu, Zhenghua Zhou
This article tackles the problem of using varitional method for reconstructing 3D surface. We give an overview of over-parameterized method on variational surface when the 3D surface is represented by a point-based surface and a triangular mesh-based surface, and we detail the variational surface which embody used on surface reconstruction. In particular, we show how to rigorously account for efficiency in the surface reconstructing process. The key idea is to consider utilizing variational surface from a finite number of normals for surface reconstruction. We investigate the properties of the regularization functional and illustrate our technique by applying it to converge to the input shape as the number of measurements increases. In contrast to previous works our method can be considered on point-based surface and allows the use of over-parameterized scheme for 3D surface reconstruction. Experimental results show the proposed method is efficient.
本文解决了用变分法重建三维曲面的问题。本文综述了变分曲面上的过参数化方法在三维曲面由点曲面和三角网格曲面表示时的应用,并详细介绍了变分曲面在曲面重建中的具体应用。特别是,我们展示了如何严格考虑表面重构过程中的效率。关键思想是考虑利用有限数量法线的变分曲面进行曲面重建。我们研究了正则化泛函的性质,并通过应用正则化泛函随着测量次数的增加收敛到输入形状来说明我们的技术。与以往的工作相比,我们的方法可以考虑基于点的表面,并允许使用过参数化方案进行三维表面重建。实验结果表明,该方法是有效的。
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引用次数: 0
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2011 IEEE International Symposium on VR Innovation
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