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

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CrowdAR Table - An AR Table for Interactive Crowd Simulation 一个用于交互式人群模拟的AR表
Wolfgang Hürst, Roland Geraerts, Yiran Zhao
In this paper we describe a prototype implementation of an augmented reality (AR) system for accessing and interacting with crowd simulation software. We identify a target audience and tasks (access to the software in a science museum) motivate the choice of AR system (an interactive table complemented with handheld AR via smartphones) and describe its implementation. Our system has been realized in a prototypical implementation verifying its feasibility and potential. Detailed user testing will be part of our future work.
在本文中,我们描述了一个增强现实(AR)系统的原型实现,用于访问和交互人群模拟软件。我们确定了目标受众和任务(在科学博物馆访问软件),激发了AR系统(通过智能手机与手持AR相辅相成的交互式桌子)的选择,并描述了它的实现。我们的系统已经在一个原型实现中实现,验证了它的可行性和潜力。详细的用户测试将是我们未来工作的一部分。
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引用次数: 2
A Case Study on Visual-Inertial Odometry using Supervised, Semi-Supervised and Unsupervised Learning Methods 基于监督、半监督和无监督学习方法的视觉惯性里程计实例研究
Yuan Tian, M. Compere
This paper presents a pilot study comparing three different learning-based visual-inertial odometry (VIO) approaches: supervised, semi-supervised, and unsupervised. Localization and navigation have been the ancient bur important topic in both research area and industry. Many well-developed algorithms have been established regarding this research task using a single sensor or multiple sensors. VIO, that uses images and inertial measurements to estimate the motion, is considered as one of the key technologies to virtual reality and argument reality. With the rapid development of artificial intelligence technology, people have started to explore new methods for VIO instead of traditional feature-based methods. The advantages of using learning-based method can be found in eliminating the calibration and enhance the robustness and accuracy. However, most of the popular learning-based VIO systems require ground truth during training. The lack of training dataset limits the power of neural networks. In this study, we proposed both semi-supervised and unsupervised methods and compared the performances between the supervised model and them. The neural networks were trained and tested on two well-known datasets: KITTI Dataset and EuRoC MAV Dataset.
本文提出了一项试点研究,比较了三种不同的基于学习的视觉惯性里程计(VIO)方法:监督、半监督和无监督。定位与导航是一个古老而又重要的研究课题。针对这一研究任务,已经建立了许多使用单个传感器或多个传感器的成熟算法。VIO是一种利用图像和惯性测量来估计运动的技术,被认为是实现虚拟现实和参数现实的关键技术之一。随着人工智能技术的快速发展,人们开始探索新的VIO方法来取代传统的基于特征的方法。采用基于学习的方法消除了标定,提高了鲁棒性和精度。然而,大多数流行的基于学习的VIO系统在训练过程中都需要ground truth。缺乏训练数据集限制了神经网络的能力。在本研究中,我们提出了半监督和无监督两种方法,并比较了有监督模型和无监督模型的性能。神经网络在两个著名的数据集上进行了训练和测试:KITTI数据集和EuRoC MAV数据集。
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引用次数: 3
Non-Verbal Behavior Generation for Virtual Characters in Group Conversations 群聊虚拟角色的非语言行为生成
Ferdinand de Coninck, Zerrin Yumak, G. Sandino, R. Veltkamp
We present an approach to synthesize non-verbal behaviors for virtual characters during group conversations. We employ a probabilistic model and use Dynamic Bayesian Networks to find the correlations between the conversational state and non-verbal behaviors. The parameters of the network are learned by annotating and analyzing the CMU Panoptic dataset. The results are evaluated in comparison to the ground truth data and with user experiments. The behaviors can be generated online and have been integrated with the animation engine of a game company specialized in Virtual Reality applications for Cognitive Behavioral Therapy. To our knowledge, this is the first study that takes into account a data-driven approach to automatically generate non-verbal behaviors during group interactions.
我们提出了一种合成虚拟人物在群体对话中的非语言行为的方法。我们采用概率模型和动态贝叶斯网络来寻找会话状态和非语言行为之间的相关性。通过对CMU Panoptic数据集的标注和分析,学习网络的参数。将结果与地面真实数据和用户实验进行比较评估。这些行为可以在线生成,并已与一家专门从事虚拟现实应用于认知行为治疗的游戏公司的动画引擎集成。据我们所知,这是第一个考虑到数据驱动方法在群体互动中自动产生非语言行为的研究。
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引用次数: 9
Live Emoji: A Live Storytelling VR System with Programmable Cartoon-Style Emotion Embodiment 现场表情符号:一个具有可编程卡通风格情感体现的现场讲故事VR系统
Zhenjie Zhao, Feng Han, Xiaojuan Ma
We introduce a novel cartoon-style hybrid emotion embodiment model for live storytelling in virtual reality (VR). It contains an avatar with six basic emotions and an auxiliary multimodal display to enhance the expression of emotions. We further design and implement a system to teleoperate the embodiment model in VR for live storytelling. Specifically, 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 web-based implementation makes the application easy to use. This is an accompanying paper extracted from [1] for the demo session in IEEE AIVR 2019.
介绍了一种新颖的卡通风格混合情感体现模型,用于虚拟现实(VR)的现场叙事。它包含一个具有六种基本情感的化身和一个辅助的多模态显示,以增强情感的表达。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的实现使应用程序易于使用。本文摘自IEEE AIVR 2019演示会议的论文[1]。
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引用次数: 3
An Affective Computing in Virtual Reality Environments for Managing Surgical Pain and Anxiety 在虚拟现实环境中的情感计算管理手术疼痛和焦虑
Vishnunarayan Girishan Prabhu, Courtney Linder, L. Stanley, Robert Morgan
Pain and anxiety are common accompaniments of surgery. About 90% of people indicate elevated levels of anxiety during pre-operative care, and 66% of the people report moderate to high levels of pain immediately after surgery. Currently, opioids are the primary method for pain management during postoperative care, and approximately one in 16 surgical patients prescribed opioids becomes a long-term user. This, along with the current opioid epidemic crisis calls for alternative pain management mechanisms. This research focuses on utilizing affective computing techniques to develop and deliver an adaptive virtual reality experience based on the user's physiological response to reduce pain and anxiety. Biofeedback is integrated with a virtual environment utilizing the user's heart rate variability, respiration, and electrodermal activity. Early results from Total Knee Arthroplasty patients undergoing surgery at Patewood Memorial Hospital in Greenville, SC demonstrate promising results in the management of pain and anxiety during pre and post-operative care.
疼痛和焦虑是手术的常见伴随。大约90%的人在术前护理期间表示焦虑水平升高,66%的人在手术后立即报告中度至高度疼痛。目前,阿片类药物是术后护理中疼痛管理的主要方法,大约每16名手术患者中就有1人成为长期使用者。这一点,加上目前的阿片类药物流行危机,需要其他疼痛管理机制。本研究的重点是利用情感计算技术开发和提供基于用户生理反应的自适应虚拟现实体验,以减少疼痛和焦虑。生物反馈与虚拟环境相结合,利用用户的心率变异性、呼吸和皮肤电活动。在南卡罗来纳州格林维尔的Patewood纪念医院接受全膝关节置换术手术的患者的早期结果显示,在术前和术后护理中,疼痛和焦虑的管理有希望的结果。
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引用次数: 6
Remote Environment Exploration with Drone Agent and Haptic Force Feedback 基于无人机代理和触觉力反馈的远程环境探测
Tinglin Duan, Parinya Punpongsanon, Shengxin Jia, D. Iwai, Kosuke Sato, K. Plataniotis
Camera drones allow exploring remote scenes that are inaccessible or inappropriate to visit in person. However, these exploration experiences are often limited due to insufficient scene information provided by front cameras, where only 2D images or videos are supplied. Combining a camera drone vision with haptic feedback would augment users' spatial understandings of the remote environment. But such designs are usually difficult for users to learn and apply, due to the complexity of the system and unfluent UAV control. In this paper, we present a new telepresence system for remote environment exploration, with a drone agent controlled by a VR mid-air panel. The drone is capable of generating real-time location and landmark details using integrated Simultaneous Location and Mapping (SLAM). The SLAMs' point cloud generations are produced using RGB input, and the results are passed to a Generative Adversarial Network (GAN) to reconstruct 3D remote scenes in real-time. The reconstructed objects are taken advantage of by haptic devices which could improve user experience through haptic rendering. Capable of providing both visual and haptic feedback, our system allows users to examine and exploit remote areas without having to be physically present. An experiment has been conducted to verify the usability of 3D reconstruction result in haptic feedback rendering.
拍摄无人机可以探索无法进入或不适合亲自访问的偏远场景。然而,由于前置摄像头提供的场景信息不足,这些探索体验往往受到限制,因为前置摄像头只提供2D图像或视频。将相机无人机视觉与触觉反馈相结合,将增强用户对远程环境的空间理解。但是由于系统的复杂性和不流畅的无人机控制,这样的设计通常对用户来说很难学习和应用。在本文中,我们提出了一种新的远程环境探测的远程呈现系统,其中无人机代理由VR半空面板控制。无人机能够使用集成的同步定位和测绘(SLAM)生成实时位置和地标细节。slam的点云生成使用RGB输入,并将结果传递给生成对抗网络(GAN)以实时重建3D远程场景。重建的物体利用触觉设备,通过触觉渲染提高用户体验。能够提供视觉和触觉反馈,我们的系统允许用户检查和开发偏远地区,而无需实际存在。通过实验验证了三维重建结果在触觉反馈渲染中的可用性。
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引用次数: 8
Structuring and Inspecting 3D Anchors for Seismic Volume into Hyperknowledge Base in Virtual Reality 虚拟现实超知识库中地震体三维锚的构造与检测
W. Santos, Isabela Chambers, E. V. Brazil, M. Moreno
Seismic data is a source of information geoscientists use to investigate underground regions to look for resources to explore. Such data are volumetric and noisy, and thus challenging to visualize, which motivated the research of new computational systems to assist the expert, such as visualization methods, signal processing, and machine learning models. We propose a system that aids geologists, geophysicists, and related experts in the domain in interpreting seismic data in virtual reality (VR). The system uses a hyperknowledge base (HKBase), which structures regions of interest (ROIs) as anchors with semantics from the user to the system and vice-versa. For instance, through the HKBase, the user can load and inspect the output from AI systems or give new inputs and feedback in the same way. We ran tests with experts to evaluate the system in their tasks to collect feedback and new insights on how the software could transform their routines. In accordance with our results, we claim we took one step forward for VR in the oil & gas industry by creating a valuable experience in the task of seismic interpretation.
地震数据是地球科学家用来调查地下区域以寻找可勘探资源的信息来源。这些数据体积庞大且有噪声,因此难以可视化,这促使人们研究新的计算系统来辅助专家,如可视化方法、信号处理和机器学习模型。我们提出了一个系统,帮助地质学家、地球物理学家和相关专家在虚拟现实(VR)中解释地震数据。该系统使用了一个超知识库(HKBase),它将兴趣区域(roi)结构为用户和系统之间的语义锚点,反之亦然。例如,通过HKBase,用户可以加载和检查人工智能系统的输出,或者以同样的方式提供新的输入和反馈。我们与专家一起进行了测试,以评估系统在他们的任务中的作用,以收集有关软件如何改变他们日常工作的反馈和新见解。根据我们的研究结果,我们声称通过在地震解释任务中创造宝贵的经验,我们为油气行业的VR迈出了一步。
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引用次数: 4
Extracting Specific Voice from Mixed Audio Source 从混合音频源中提取特定的声音
Kunihiko Sato
We propose auditory diminished reality by a deep neural network (DNN) extracting a single speech signal from a mixture of sounds containing other speakers and background noise. To realize the proposed DNN, we introduce a new dataset comprised of multi-speakers and environment noises. We conduct evaluations for measuring the source separation quality of the DNN. Additionally, we compare the separation quality of models learned with different amounts of training data. As a result, we found there is no significant difference in the separation quality between 10 and 30 minutes of the target speaker's speech length for training data.
我们提出通过深度神经网络(DNN)从包含其他说话者和背景噪声的混合声音中提取单个语音信号来减少听觉现实。为了实现所提出的深度神经网络,我们引入了一个由多说话者和环境噪声组成的新数据集。我们对DNN的源分离质量进行了评估。此外,我们比较了不同数量的训练数据学习模型的分离质量。因此,我们发现10分钟和30分钟的目标说话人的语音长度对于训练数据的分离质量没有显著差异。
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引用次数: 0
Crowd and Procession Hypothesis Testing for Large-Scale Archaeological Sites 大型考古遗址的人群与队伍假设检验
Kristin Chow, Aline Normoyle, Jeanette Nicewinter, Clark L. Erickson, N. Badler
Our goal is to construct parameterized, spatially and temporally situated simulations of large-scale public ceremonies. Especially in pre-historic contexts, these activities lack precise records and must be hypothesized from material remains, documentary sources, and cultural context. Given the number of possible variables, we are building a computational system SPACES (Spatialized Performance And Ceremonial Event Simulations), that rapidly creates variations that may be both visually (qualitatively) and quantitatively assessed. Of particular interest are processional movements of crowds through a large-scale, navigationally complex, and semantically meaningful site, while exhibiting individual contextual emotional, performative, and ceremonially realistic behaviors.
我们的目标是构建参数化的、空间上和时间上的大型公共仪式模拟。特别是在史前的背景下,这些活动缺乏精确的记录,必须从材料遗迹、文献来源和文化背景中进行假设。考虑到可能的变量的数量,我们正在构建一个计算系统空间(空间化性能和仪式事件模拟),它可以快速创建可以在视觉上(定性)和定量评估的变化。特别感兴趣的是人群通过大规模、导航复杂、语义有意义的场地的列队运动,同时展示个人情境情感、表演和仪式上的现实行为。
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引用次数: 2
Vibration Feedback Controlled by Intuitive Pressing in Virtual Reality 虚拟现实中直观按压控制的振动反馈
Yu-Wei Wang, Tse-Yu Pan, Yung-Ju Chang, Min-Chun Hu
To provide more immersive experience in VR, high-fidelity vibrotactile feedback is one of the most important task to make VR user can feel virtual objects. In this work, we propose a mobile-based vibrotactile feedback system called FingerVIP, which provides an intuitive and efficient way for VR application/game designers to input proper vibration configuration of each target vibrotactile feedback. Our system uses pressure sensors attached on fingers as the controllers to manipulate the vibration configuration, including amplitude, frequency, and time duration. We utilized the proposed FingerVIP to set three kinds of vibrotactile feedback in a VR sports game and validated that FingerVIP successfully helped game designers reduce the number of iteration and the time for configuring vibration.
为了在VR中提供更加身临其境的体验,高保真的振触觉反馈是让VR用户能够感受到虚拟物体的重要任务之一。在这项工作中,我们提出了一种基于手机的振动触觉反馈系统FingerVIP,它为VR应用/游戏设计师提供了一种直观高效的方式来输入每个目标振动触觉反馈的适当振动配置。我们的系统使用连接在手指上的压力传感器作为控制器来操纵振动配置,包括振幅,频率和持续时间。我们利用提出的FingerVIP在VR体育游戏中设置了三种振触觉反馈,验证了FingerVIP成功地帮助游戏设计师减少了迭代次数和配置振动的时间。
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引用次数: 1
期刊
2019 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)
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