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2019 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)最新文献

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A Live Storytelling Virtual Reality System with Programmable Cartoon-Style Emotion Embodiment 具有可编程卡通风格情感体现的实时讲故事虚拟现实系统
Zhenjie Zhao, Feng Han, Xiaojuan Ma
Virtual reality (VR) is a promising new medium for immersive storytelling. While previous research works on VR narrative have tried to engage audiences through nice scenes and interactivity, the emerging live streaming shows the role of a presenter, especially the conveyance of emotion, for promoting audience involvement and enjoyment. In this paper, to lower the requirement of emotion embodiment, we borrow experience from cartoon animation and comics, and propose a novel cartoon-style hybrid emotion embodiment model to increase a storyteller's presence during live performance, which contains an avatar with six basic emotions and auxiliary multimodal display to enhance emotion expressing. We further design and implement a system to teleoperate the embodiment model in VR for live storytelling. In particular, 1) we design a novel visual programming tool that allows users to customize emotional effects based on the emotion embodiment model; 2) we design a novel face tracking module to map presenters' emotional states to the avatar in VR. Our lightweight web-based implementation also makes the application very easy to use. We conduct two preliminary qualitative studies to explore the potential of the hybrid model and the storytelling system, including interviews with three experts and a workshop study with local secondary school students. Results show the potential of the VR storytelling system for education.
虚拟现实(VR)是一种很有前途的沉浸式叙事新媒介。虽然之前关于VR叙事的研究工作试图通过美好的场景和互动来吸引观众,但新兴的直播显示了主持人的作用,特别是情感的传递,以促进观众的参与和享受。本文为了降低对情感体现的要求,借鉴卡通动画和漫画的经验,提出了一种新颖的卡通风格的混合情感体现模型,以增加说书人在现场表演中的存在感,该模型包含一个具有六种基本情感的化身和辅助的多模态展示,以增强情感表达。我们进一步设计并实现了一个在VR中远程操作化身模型的系统,用于现场讲故事。具体而言,1)我们设计了一种新颖的可视化编程工具,允许用户基于情感体现模型定制情感效果;2)设计了一种新颖的人脸跟踪模块,将演示者的情绪状态映射到虚拟现实中的化身。我们基于web的轻量级实现也使应用程序非常易于使用。我们进行了两项初步定性研究,以探索混合模式和讲故事系统的潜力,包括对三位专家的访谈和对当地中学生的工作坊研究。研究结果显示了VR叙事系统在教育领域的潜力。
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引用次数: 3
Exploring CNN-Based Viewport Prediction for Live Virtual Reality Streaming 探索基于cnn的实时虚拟现实流的视口预测
Xianglong Feng, Zeyang Bao, Sheng Wei
Live virtual reality streaming (a.k.a., 360-degree video streaming) is gaining popularity recently with its rapid growth in the consumer market. However, the huge bandwidth required by delivering the 360-degree frames becomes the bottleneck, keeping this application from a wider range of deployment. Research efforts have been carried out to solve the bandwidth problem by predicting the user's viewport of interest and selectively streaming a part of the whole frame. However, currently most of the viewport prediction approaches cannot address the unique challenges in the live streaming scenario, where there is no historical user or video traces to build the prediction model. In this paper, we explore the opportunity of leveraging convolutional neural network (CNN) to predict the user's viewport in live streaming by modifying the workflow of the CNN application and the training/testing process. The evaluation results reveal that the CNN-based method could achieve a high prediction accuracy with low bandwidth usage and low timing overhead.
实时虚拟现实流媒体(又名360度视频流媒体)最近随着其在消费市场的快速增长而越来越受欢迎。然而,传输360度帧所需的巨大带宽成为瓶颈,使该应用程序无法进行更广泛的部署。通过预测用户感兴趣的视口并选择性地流式传输整个帧的一部分来解决带宽问题的研究工作已经开展。然而,目前大多数视口预测方法无法解决直播场景中的独特挑战,因为直播场景中没有历史用户或视频痕迹来构建预测模型。在本文中,我们探索了利用卷积神经网络(CNN)通过修改CNN应用程序的工作流程和训练/测试过程来预测直播中用户的视口的机会。评估结果表明,基于cnn的方法可以在低带宽占用和低时序开销的情况下实现较高的预测精度。
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引用次数: 12
Effects of Patient Care Assistant Embodiment and Computer Mediation on User Experience 病人护理助理化身与电脑中介对使用者体验的影响
Kangsoo Kim, Nahal Norouzi, Tiffany Losekamp, G. Bruder, Mindi Anderson, G. Welch
Providers of patient care environments are facing an increasing demand for technological solutions that can facilitate increased patient satisfaction while being cost effective and practically feasible. Recent developments with respect to smart hospital room setups and smart home care environments have an immense potential to leverage advances in technologies such as Intelligent Virtual Agents, Internet of Things devices, and Augmented Reality to enable novel forms of patient interaction with caregivers and their environment. In this paper, we present a human-subjects study in which we compared four types of simulated patient care environments for a range of typical tasks. In particular, we tested two forms of caregiver mediation with a real person or a virtual agent, and we compared two forms of caregiver embodiment with disembodied verbal or embodied interaction. Our results show that, as expected, a real caregiver provides the optimal user experience but an embodied virtual assistant is also a viable option for patient care environments, providing significantly higher social presence and engagement than voice-only interaction. We discuss the implications in the field of patient care and digital assistant.
患者护理环境的提供者正面临着对技术解决方案日益增长的需求,这些解决方案可以促进提高患者满意度,同时具有成本效益和实际可行性。智能病房设置和智能家庭护理环境的最新发展具有巨大的潜力,可以利用智能虚拟代理、物联网设备和增强现实等技术的进步,实现患者与护理人员及其环境的新型互动。在本文中,我们提出了一项人类受试者研究,在该研究中,我们比较了四种类型的模拟患者护理环境的一系列典型任务。特别地,我们测试了两种形式的照顾者调解与一个真实的人或虚拟代理,我们比较了两种形式的照顾者体现与无实体的语言或有实体的互动。我们的研究结果表明,正如预期的那样,一个真正的护理人员提供了最佳的用户体验,但一个具体化的虚拟助手也是病人护理环境的一个可行选择,提供比语音交互更高的社交存在和参与度。我们讨论了在病人护理和数字助理领域的影响。
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引用次数: 23
Temporal Interpolation of Dynamic Digital Humans using Convolutional Neural Networks 使用卷积神经网络的动态数字人的时间插值
Irene Viola, J. Mulder, F. D. Simone, Pablo César
In recent years, there has been an increased interest in point cloud representation for visualizing digital humans in cross reality. However, due to their voluminous size, point clouds require high bandwidth to be transmitted. In this paper, we propose a temporal interpolation architecture capable of increasing the temporal resolution of dynamic digital humans, represented using point clouds. With this technique, bandwidth savings can be achieved by transmitting dynamic point clouds in a lower temporal resolution, and recreating a higher temporal resolution on the receiving side. Our interpolation architecture works by first downsampling the point clouds to a lower spatial resolution, then estimating scene flow using a newly designed neural network architecture, and finally upsampling the result back to the original spatial resolution. To improve the smoothness of the results, we additionally apply a novel technique called neighbour snapping. To be able to train and test our newly designed network, we created a synthetic point cloud data set of animated human bodies. Results from the evaluation of our architecture through a small-scale user study show the benefits of our method with respect to the state of the art in scene flow estimation for point clouds. Moreover, correlation between our user study and existing objective quality metrics confirm the need for new metrics to accurately predict the visual quality of point cloud contents.
近年来,人们对点云表示在交叉现实中可视化数字人的兴趣越来越大。然而,由于它们体积庞大,点云需要高带宽来传输。在本文中,我们提出了一种时间插值架构,能够提高动态数字人的时间分辨率,用点云表示。使用这种技术,可以通过以较低的时间分辨率传输动态点云,并在接收端重新创建较高的时间分辨率来节省带宽。我们的插值架构首先将点云降采样到较低的空间分辨率,然后使用新设计的神经网络架构估计场景流,最后将结果上采样回原始空间分辨率。为了提高结果的平滑性,我们还应用了一种称为邻居捕捉的新技术。为了能够训练和测试我们新设计的网络,我们创建了一个合成的动画人体点云数据集。通过小规模用户研究对我们的架构进行评估的结果表明,我们的方法在点云的场景流估计方面具有先进的优势。此外,我们的用户研究与现有客观质量指标之间的相关性证实了需要新的指标来准确预测点云内容的视觉质量。
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引用次数: 6
Intent Inference of Human Hand Motion for Haptic Feedback Systems 触觉反馈系统中手部动作的意图推断
Mengyi Zhao, S. Dai
The haptic feedback system (HFS) in the virtual cockpit system (VCS) can definitely enhance the sense of immersion. Most HFSs in prior works sacrificed the native advantages of VCSs to achieve haptic interaction. This paper addresses the problem by proposing a novel framework for the HFS, which can predict the most likely interacting target of the human hand in advance. We introduce a HFS with a non-contact visual tracking sensor and a probability inference method based on Bayesian statistics, the features extracted by this HFS could be low-cost, high generality and flexibility. Simulations show that human intent inference can be computed in real-time and the results can meet the requirements of the HFM, which provides an important basis for haptic interactions in VCSs.
虚拟座舱系统(VCS)中的触觉反馈系统(HFS)绝对可以增强沉浸感。在以往的研究中,大多数hfs为了实现触觉交互而牺牲了vcs的固有优势。本文通过提出一种新的HFS框架来解决这个问题,该框架可以提前预测人手最可能的相互作用目标。本文提出了一种基于贝叶斯统计的概率推理方法和非接触式视觉跟踪传感器的HFS,该HFS提取的特征具有低成本、高通用性和灵活性。仿真结果表明,该方法能够实时计算人的意图推理,结果满足HFM的要求,为vcs的触觉交互提供了重要依据。
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引用次数: 0
AR Tracking with Hybrid, Agnostic And Browser Based Approach AR跟踪与混合,不可知和基于浏览器的方法
Amit L. Ahire, Dennis Basgier
Mobile platform tools are desirable when it comes to practical augmented reality applications. With the convenience and portability that the form factor has to offer, it lays an ideal basic foundation for a feasible use case in industry and commercial applications. Here, we present a novel approach of using the monocular Simultaneous Localization and Mapping (SLAM) information provided by a Cross-Reality (XR) device to augment the linked 3D CAD models. The main objective is to use the tracking technology for an augmented and mixed reality experience by tracking a 3D model and superimposing its respective 3D CAD model data over the images we receive from the camera feed of the XR device without any scene preparation (e.g markers or feature maps). The intent is to conduct a visual analysis and evaluations based on the intrinsic and extrinsic of the model in the visualization system that instant3Dhub has to offer. To achieve this we make use of the Apple's ARKit to obtain the images, sensor data and SLAM heuristic of client XR device, remote marker-less model based 3D object tracking from monocular RGB image data and hybrid client server architecture. Our approach is agnostic of any SLAM system or Augmented Reality (AR) framework. We make use of the Apple's ARKit because of the its ease of use, affordability, stability and maturity as a platform and as an integrated system.
当涉及到实际的增强现实应用程序时,移动平台工具是可取的。由于外形因素所提供的便利性和可移植性,它为工业和商业应用中的可行用例奠定了理想的基础。在这里,我们提出了一种利用跨现实(XR)设备提供的单眼同步定位和映射(SLAM)信息来增强链接的3D CAD模型的新方法。主要目标是通过跟踪3D模型并将其各自的3D CAD模型数据叠加到我们从XR设备的相机馈送接收的图像上,从而使用跟踪技术进行增强和混合现实体验,而无需任何场景准备(例如标记或特征地图)。目的是根据instant3Dhub提供的可视化系统中模型的内在和外在进行可视化分析和评估。为此,我们利用Apple的ARKit获取客户端XR设备的图像、传感器数据和SLAM启发式算法,利用单目RGB图像数据实现基于远程无标记模型的3D目标跟踪,并采用混合客户端服务器架构。我们的方法是不可知的任何SLAM系统或增强现实(AR)框架。我们之所以使用苹果的ARKit,是因为它作为一个平台和一个集成系统,易于使用、价格合理、稳定、成熟。
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引用次数: 0
An Interactive Demonstration of Collaborative VR for Laparoscopic Liver Surgery Training 协同VR在腹腔镜肝脏手术培训中的交互式演示
Vuthea Chheang, P. Saalfeld, T. Huber, F. Huettl, W. Kneist, B. Preim, C. Hansen
We introduce a collaborative virtual reality (VR) system for planning and simulation in laparoscopic liver surgery training. Patient image data is used for surgical model visualization and simulation. We developed two modes for training in laparoscopic procedures: exploration and surgery mode. Surgical joysticks are used in surgery mode to provide training for psychomotor skills and cooperation between a camera assistant and an experienced surgeon. Continuous feedback from our clinical partner comprised an important part of the development. Our evaluation showed that surgeons were positive about the usability and usefulness of the developed system. For further details, please refer to our full article and additional materials.
我们介绍了一种协作式虚拟现实(VR)系统,用于规划和模拟腹腔镜肝脏手术训练。患者图像数据用于手术模型的可视化和仿真。我们开发了两种腹腔镜手术训练模式:探索模式和手术模式。手术操纵杆在手术模式中使用,以提供精神运动技能的培训,以及相机助理和经验丰富的外科医生之间的合作。来自临床合作伙伴的持续反馈是开发的重要组成部分。我们的评估显示,外科医生对开发的系统的可用性和有用性持积极态度。欲了解更多详情,请参阅我们的全文和附加材料。
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引用次数: 2
HoloLucination: A Framework for Live Augmented Reality Presentations Across Mobile Devices HoloLucination:一个跨移动设备的实时增强现实演示框架
A. Bahremand, Linda D. Nguyen, Tanya N. Harrison, R. Likamwa
We envision that in the future, presentations for business, education, and scientific dissemination can invoke 3D spatial content to immersively display and discuss animated 3-dimensional models and spatial data visualizations to large audiences. At the moment, current frameworks have targeted a highly technical user base, prohibiting the widespread curation of immersive presentations. Furthermore, solutions for real-time multi-user interactions have focused on multiplayer gaming, rather than large format immersive presentation. However, modern mobile devices (smartphones, tablets, headsets) have the capability of rendering virtual models over the physical environment through visual anchors for Augmented Reality (AR). Our ongoing research thrust is to leverage contemporary AR infrastructure to develop an easy-to use tool for users to curate and spatially present augmented presentations to large audiences. In this demo, we have built an Augmented Reality framework that allows users to curate mixed reality presentations. Our framework allows users to prepare a sequential state of animations. At the time of presentation, presenters can invoke the animations to simultaneously occur on HMDs and mobile devices.
我们设想,在未来,商业、教育和科学传播的演示可以调用3D空间内容,向大量观众沉浸式地展示和讨论动画三维模型和空间数据可视化。目前,当前的框架针对的是高技术用户群,禁止广泛管理沉浸式演示。此外,实时多用户交互的解决方案侧重于多人游戏,而不是大型沉浸式演示。然而,现代移动设备(智能手机、平板电脑、耳机)能够通过增强现实(AR)的视觉锚点在物理环境中渲染虚拟模型。我们正在进行的研究重点是利用当代AR基础设施开发一种易于使用的工具,供用户策划和在空间上向大量观众呈现增强演示。在这个演示中,我们构建了一个增强现实框架,允许用户策划混合现实演示。我们的框架允许用户准备一个连续的动画状态。在演示时,演示者可以调用动画同时出现在hmd和移动设备上。
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引用次数: 3
A Book Without Pages: Developing an Augmented Reality Storyteller Based on Open Web Data 一本没有书页的书:开发一个基于开放网络数据的增强现实故事讲述者
Panote Siriaraya, Takumi Kiriu, Yukiko Kawai, Shinsuke Nakajima
In this study, we describe research carried out to develop a context aware augmented reality storyteller. The system allows users to listen to short stories from books and novels as they move around in the physical world based on the spatial characteristics of their physical location. Large-Scale Open web data from sources such as Open Street Map, Google Street View and Project Gutenberg were collected and used to implement our system. Word embedding based modeling and Natural Language Processing techniques were used to match the stories with the physical locations. As an example, we show how our proposed approach could be implemented to map stories from Aesop's Fables to different locations in two cities, Kyoto and San Francisco.
在本研究中,我们描述了为开发上下文感知增强现实故事讲述者而进行的研究。该系统允许用户在物理世界中根据其物理位置的空间特征四处走动时,听书籍和小说中的短篇故事。我们收集了来自Open Street Map、Google Street View和Project Gutenberg等来源的大规模开放网络数据,并将其用于实现我们的系统。使用基于词嵌入的建模和自然语言处理技术将故事与物理位置进行匹配。作为一个例子,我们展示了如何实现我们提出的方法,将《伊索寓言》中的故事映射到两个城市(京都和旧金山)的不同位置。
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引用次数: 0
Using Visualization of Convolutional Neural Networks in Virtual Reality for Machine Learning Newcomers 机器学习新手在虚拟现实中使用卷积神经网络可视化
Nadine Meissler, Annika Wohlan, N. Hochgeschwender, A. Schreiber
Software systems and components are increasingly based on machine learning methods, such as Convolutional Neural Networks (CNNs). Thus, there is a growing need for common programmers and machine learning newcomers to understand the general functioning of these algorithms. However, as neural networks are complex in nature, novel presentation means are required to enable rapid access to the functionality. For that purpose, we examine how CNNs can be visualized in Virtual Reality (VR), as it offers the opportunity to focus users on content through effects such as immersion and presence. With a first exploratory study, we confirmed that our visualization approach is both intuitive to use and conductive to learning. Moreover, users indicated an increased motivation to learning due to the unusual virtual environment. Based on our findings, we propose a follow-up study that specifically compares the benefits of a virtual visualization approach to a traditional desktop visualization.
软件系统和组件越来越多地基于机器学习方法,如卷积神经网络(cnn)。因此,越来越多的普通程序员和机器学习新手需要了解这些算法的一般功能。然而,由于神经网络本质上是复杂的,因此需要新颖的表示方法来实现对其功能的快速访问。为此,我们研究了cnn如何在虚拟现实(VR)中可视化,因为它提供了通过沉浸和存在等效果将用户集中在内容上的机会。通过第一次探索性研究,我们证实了我们的可视化方法既直观易用,又有助于学习。此外,由于不同寻常的虚拟环境,用户表示学习的动机增加了。基于我们的发现,我们提出了一项后续研究,专门比较虚拟可视化方法与传统桌面可视化方法的好处。
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引用次数: 13
期刊
2019 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)
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