首页 > 最新文献

Proceedings of the 23rd International ACM Conference on 3D Web Technology最新文献

英文 中文
3D model making patterns for active architectural visualization: guidelines for graphic designers cooperating with software developers 主动建筑可视化的3D模型制作模式:平面设计师与软件开发人员合作的指南
Pub Date : 2018-06-20 DOI: 10.1145/3208806.3211217
Dominik Pielak, Mateusz Kowalski, J. Lebiedź
The paper1 presents guidelines for cooperation between software developers and graphic designers creating urban visualizations.
本文1提出了软件开发人员和图形设计师之间合作创建城市可视化的指导方针。
{"title":"3D model making patterns for active architectural visualization: guidelines for graphic designers cooperating with software developers","authors":"Dominik Pielak, Mateusz Kowalski, J. Lebiedź","doi":"10.1145/3208806.3211217","DOIUrl":"https://doi.org/10.1145/3208806.3211217","url":null,"abstract":"The paper1 presents guidelines for cooperation between software developers and graphic designers creating urban visualizations.","PeriodicalId":323662,"journal":{"name":"Proceedings of the 23rd International ACM Conference on 3D Web Technology","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130467684","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}
引用次数: 1
MoST: a 3D web architectural style for hybrid model data MoST:用于混合模型数据的3D web架构风格
Pub Date : 2018-06-20 DOI: 10.1145/3208806.3208823
J. Behr, Max Limper, Timo Sturm
Within this paper, we present a novel 3D web architecture style which allows to build format-agnostic 3D model graphs on the basis of ReSTful principles. We generalize the abstract definitions of RFC 2077 and allow to compose models and model fractions while transferring the "Media Selection URI" to a new domain. We present a best practice subset of HTTP/HTTPS and ReST to model authorization, data change, and content format negation within a single efficient request. This allows implementations to handle massive graphs with hybrid format configurations on the very efficient HTTP transport layer, without further application intervention. The system should be attractive to platform and service providers aiming to increase their ability to build 3D data application mashups with a much higher level of interoperability. We also hope to inspire standardization organizations to link generic "model/*" formats to RFC 2077 defined semantics like "compose".
在本文中,我们提出了一种新的3D web架构风格,它允许基于ReSTful原则构建与格式无关的3D模型图。我们概括了RFC 2077的抽象定义,并允许组合模型和模型分数,同时将“媒体选择URI”传输到一个新域。我们提供了HTTP/HTTPS和ReST的最佳实践子集,以在单个有效请求中对授权、数据更改和内容格式否定进行建模。这允许实现在非常高效的HTTP传输层上使用混合格式配置处理大量图形,而无需进一步的应用程序干预。该系统应该对平台和服务提供商具有吸引力,旨在提高他们构建具有更高互操作性的3D数据应用程序混搭的能力。我们也希望鼓励标准化组织将通用的“model/*”格式与RFC 2077定义的语义(如“compose”)联系起来。
{"title":"MoST: a 3D web architectural style for hybrid model data","authors":"J. Behr, Max Limper, Timo Sturm","doi":"10.1145/3208806.3208823","DOIUrl":"https://doi.org/10.1145/3208806.3208823","url":null,"abstract":"Within this paper, we present a novel 3D web architecture style which allows to build format-agnostic 3D model graphs on the basis of ReSTful principles. We generalize the abstract definitions of RFC 2077 and allow to compose models and model fractions while transferring the \"Media Selection URI\" to a new domain. We present a best practice subset of HTTP/HTTPS and ReST to model authorization, data change, and content format negation within a single efficient request. This allows implementations to handle massive graphs with hybrid format configurations on the very efficient HTTP transport layer, without further application intervention. The system should be attractive to platform and service providers aiming to increase their ability to build 3D data application mashups with a much higher level of interoperability. We also hope to inspire standardization organizations to link generic \"model/*\" formats to RFC 2077 defined semantics like \"compose\".","PeriodicalId":323662,"journal":{"name":"Proceedings of the 23rd International ACM Conference on 3D Web Technology","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114150944","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}
引用次数: 2
Defeating lag in network-distributed physics simulations: an architecture supporting declarative network physics representation protocols 克服网络分布式物理模拟中的延迟:支持声明性网络物理表示协议的体系结构
Pub Date : 2018-06-20 DOI: 10.1145/3208806.3208826
Loren Peitso, D. Brutzman
Current shared worlds for games, simulations, AR, and VR rely on "good-enough" intuitively correct depictions of shared world state. This is inadequate to provide repeatable, verifiable results for decision-making, safety related/equipment-in-the-loop simulations, or distributed multi-user augmented reality. These require world representations which are physically correct to a designer-defined level of fidelity and produce repeatable, verifiable results. A network-distributed dynamic simulation architecture as illustrated in Figure 1 is presented, with consistent distributed state and selective level of physics-based fidelity with known bounds on transient durations when state diverges due to external input. Coherent dynamic state has previously been considered impossible.
当前游戏、模拟、AR和VR的共享世界依赖于对共享世界状态的“足够好”的直觉正确描述。这不足以为决策、安全相关/设备在环模拟或分布式多用户增强现实提供可重复、可验证的结果。这就要求游戏世界呈现符合设计师定义的保真度,并产生可重复、可验证的结果。如图1所示,给出了一个网络分布式动态仿真架构,具有一致的分布式状态和基于物理的保真度的选择水平,当状态因外部输入而偏离时,具有已知的瞬态持续时间界限。相干动态以前被认为是不可能的。
{"title":"Defeating lag in network-distributed physics simulations: an architecture supporting declarative network physics representation protocols","authors":"Loren Peitso, D. Brutzman","doi":"10.1145/3208806.3208826","DOIUrl":"https://doi.org/10.1145/3208806.3208826","url":null,"abstract":"Current shared worlds for games, simulations, AR, and VR rely on \"good-enough\" intuitively correct depictions of shared world state. This is inadequate to provide repeatable, verifiable results for decision-making, safety related/equipment-in-the-loop simulations, or distributed multi-user augmented reality. These require world representations which are physically correct to a designer-defined level of fidelity and produce repeatable, verifiable results. A network-distributed dynamic simulation architecture as illustrated in Figure 1 is presented, with consistent distributed state and selective level of physics-based fidelity with known bounds on transient durations when state diverges due to external input. Coherent dynamic state has previously been considered impossible.","PeriodicalId":323662,"journal":{"name":"Proceedings of the 23rd International ACM Conference on 3D Web Technology","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132127306","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}
引用次数: 1
A virtual car showroom 虚拟汽车展厅
Pub Date : 2018-06-20 DOI: 10.1145/3208806.3208832
Adrian Nowak, J. Flotyński
In this poster, we present a virtual car showroom. The use of virtual and augmented reality (VR/AR) becomes increasingly popular in various application domains, including prototyping, marketing and merchandising. In car industry, VR/AR systems enable rapid creation and evaluation of virtual prototypes by domain specialists as well as potential customers. In this work, we present a virtual car showroom implemented using the Unity game engine, an HMD and a gesture tracking system. The application enables immersive presentation and interaction with 3D cars in a virtual environment.
在这张海报中,我们展示了一个虚拟的汽车展厅。虚拟和增强现实(VR/AR)的使用在各种应用领域变得越来越流行,包括原型设计,营销和销售。在汽车行业,VR/AR系统使领域专家和潜在客户能够快速创建和评估虚拟原型。在这项工作中,我们提出了一个使用Unity游戏引擎,HMD和手势跟踪系统实现的虚拟汽车展厅。该应用程序可以在虚拟环境中与3D汽车进行沉浸式演示和交互。
{"title":"A virtual car showroom","authors":"Adrian Nowak, J. Flotyński","doi":"10.1145/3208806.3208832","DOIUrl":"https://doi.org/10.1145/3208806.3208832","url":null,"abstract":"In this poster, we present a virtual car showroom. The use of virtual and augmented reality (VR/AR) becomes increasingly popular in various application domains, including prototyping, marketing and merchandising. In car industry, VR/AR systems enable rapid creation and evaluation of virtual prototypes by domain specialists as well as potential customers. In this work, we present a virtual car showroom implemented using the Unity game engine, an HMD and a gesture tracking system. The application enables immersive presentation and interaction with 3D cars in a virtual environment.","PeriodicalId":323662,"journal":{"name":"Proceedings of the 23rd International ACM Conference on 3D Web Technology","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126569385","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}
引用次数: 5
PSNC advanced multimedia and visualization infrastructures, services and applications PSNC先进的多媒体和可视化基础设施、服务和应用
Pub Date : 2018-06-20 DOI: 10.1145/3208806.3229053
K. Kurowski, M. Glowiak, Bogdan Ludwiczak, M. Strozyk, M. Ciznicki, A. Binczewski, M. Alvarez-Mesa
Poznan Supercomputing and Networking Services (PSNC) offers advanced visualisation and multimedia infrastructures as a set of dedicated laboratories to conduct innovative research and development projects involving both academia and industry. In this short overview we present the existing facilities located at the PSNC campus in Poznan, Poland as well as short descriptions of example applications and networked services which have been recently developed.
波兹南超级计算和网络服务(PSNC)提供先进的可视化和多媒体基础设施,作为一套专门的实验室,用于开展涉及学术界和工业界的创新研究和开发项目。在这篇简短的概述中,我们介绍了位于波兰波兹南的PSNC校园的现有设施,以及最近开发的示例应用程序和网络服务的简短描述。
{"title":"PSNC advanced multimedia and visualization infrastructures, services and applications","authors":"K. Kurowski, M. Glowiak, Bogdan Ludwiczak, M. Strozyk, M. Ciznicki, A. Binczewski, M. Alvarez-Mesa","doi":"10.1145/3208806.3229053","DOIUrl":"https://doi.org/10.1145/3208806.3229053","url":null,"abstract":"Poznan Supercomputing and Networking Services (PSNC) offers advanced visualisation and multimedia infrastructures as a set of dedicated laboratories to conduct innovative research and development projects involving both academia and industry. In this short overview we present the existing facilities located at the PSNC campus in Poznan, Poland as well as short descriptions of example applications and networked services which have been recently developed.","PeriodicalId":323662,"journal":{"name":"Proceedings of the 23rd International ACM Conference on 3D Web Technology","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114637611","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}
引用次数: 2
Direct manipulation of blendshapes using a sketch-based interface 使用基于草图的界面直接操作混合形状
Pub Date : 2018-06-20 DOI: 10.1145/3208806.3208811
O. Cetinaslan, V. Orvalho
We introduce a method that localizes the direct manipulation of blendshape models for facial animation with a customized sketch-based interface. Direct manipulation methods address the problem of cumbersome weight editing process using the traditional tools with a practical "pin-and-drag" operation directly on the 3D facial models. However, most of the direct manipulation methods have a global deformation impact, which lead to unintuitive and unexpected results. To this end, we propose a new way to localize the theory of direct manipulation method, using geodesic circles for confining the edits to the local geometry. Inspired by artists' brush painting on canvas, we additionally introduce a sketch-based interface as an application that provides direct manipulation and produces expressive facial poses efficiently and intuitively. Our method allows the artists to simply sketch directly onto the 3D facial model and automatically produces the expeditious manipulation until the desired facial pose is obtained. We show that localized blendshape direct manipulation has the potential to reduce the time-consuming blendshape editing process to an easy freehand stroke drawing.
我们介绍了一种方法,通过自定义的基于草图的界面来定位直接操作面部动画的混合形状模型。直接操作方法解决了使用传统工具进行权重编辑过程繁琐的问题,直接对3D面部模型进行了实际的“钉-拖”操作。然而,大多数直接操作方法具有全局变形影响,导致结果不直观和意想不到。为此,我们提出了一种新的方法来局部化直接操作方法的理论,使用测地线圆将编辑限制在局部几何中。受艺术家在画布上刷画的启发,我们还引入了一个基于草图的界面,作为一个应用程序,提供直接操作,并高效直观地产生富有表现力的面部姿势。我们的方法允许艺术家简单地直接在3D面部模型上绘制草图,并自动产生快速的操作,直到获得所需的面部姿势。我们表明,局部混合形状直接操作有可能减少耗时的混合形状编辑过程,以一个简单的徒手笔画。
{"title":"Direct manipulation of blendshapes using a sketch-based interface","authors":"O. Cetinaslan, V. Orvalho","doi":"10.1145/3208806.3208811","DOIUrl":"https://doi.org/10.1145/3208806.3208811","url":null,"abstract":"We introduce a method that localizes the direct manipulation of blendshape models for facial animation with a customized sketch-based interface. Direct manipulation methods address the problem of cumbersome weight editing process using the traditional tools with a practical \"pin-and-drag\" operation directly on the 3D facial models. However, most of the direct manipulation methods have a global deformation impact, which lead to unintuitive and unexpected results. To this end, we propose a new way to localize the theory of direct manipulation method, using geodesic circles for confining the edits to the local geometry. Inspired by artists' brush painting on canvas, we additionally introduce a sketch-based interface as an application that provides direct manipulation and produces expressive facial poses efficiently and intuitively. Our method allows the artists to simply sketch directly onto the 3D facial model and automatically produces the expeditious manipulation until the desired facial pose is obtained. We show that localized blendshape direct manipulation has the potential to reduce the time-consuming blendshape editing process to an easy freehand stroke drawing.","PeriodicalId":323662,"journal":{"name":"Proceedings of the 23rd International ACM Conference on 3D Web Technology","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124371279","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}
引用次数: 4
The value of 3D models and immersive technology in planning urban density 三维模型和沉浸式技术在城市密度规划中的价值
Pub Date : 2018-06-20 DOI: 10.1145/3208806.3208824
Nicholas F. Polys, Cecile Newcomb, T. Schenk, Thomas S. Skuzinski, D. Dunay
This project explores the difficulties of increasing density in a college town struggling with how to plan for population growth. It presents a concept idea for a section of Downtown Blacksburg, Virginia that meets the varied planning goals of the community. It also experiments with an innovative way of presenting plans with 3D computer models to prompt discussion about the vision by inviting a group of people to experience 3D models of the concept in an immersive display. A select group of participants completed surveys, viewed presentations of 3D computer models of conceptual developments in Blacksburg, and discussed their opinions and thoughts about the models and proposed ideas. The findings suggest that 3D modeling can be a better planning tool for helping decision-makers understand density and quality design than typical planning tools based on 2D presentations.
这个项目探讨了在一个大学城中增加人口密度的困难,以及如何规划人口增长。它为弗吉尼亚州布莱克斯堡市中心的一部分提出了一个概念,满足了社区的各种规划目标。它还尝试了一种创新的方式,用3D计算机模型来展示计划,通过邀请一群人在沉浸式显示器中体验概念的3D模型,来促进对愿景的讨论。经过挑选的一组参与者完成了调查,观看了布莱克斯堡概念发展的3D计算机模型的演示,并讨论了他们对模型和提出的想法的看法和想法。研究结果表明,3D建模可以作为一种更好的规划工具,帮助决策者理解密度和质量设计,而不是基于2D演示的典型规划工具。
{"title":"The value of 3D models and immersive technology in planning urban density","authors":"Nicholas F. Polys, Cecile Newcomb, T. Schenk, Thomas S. Skuzinski, D. Dunay","doi":"10.1145/3208806.3208824","DOIUrl":"https://doi.org/10.1145/3208806.3208824","url":null,"abstract":"This project explores the difficulties of increasing density in a college town struggling with how to plan for population growth. It presents a concept idea for a section of Downtown Blacksburg, Virginia that meets the varied planning goals of the community. It also experiments with an innovative way of presenting plans with 3D computer models to prompt discussion about the vision by inviting a group of people to experience 3D models of the concept in an immersive display. A select group of participants completed surveys, viewed presentations of 3D computer models of conceptual developments in Blacksburg, and discussed their opinions and thoughts about the models and proposed ideas. The findings suggest that 3D modeling can be a better planning tool for helping decision-makers understand density and quality design than typical planning tools based on 2D presentations.","PeriodicalId":323662,"journal":{"name":"Proceedings of the 23rd International ACM Conference on 3D Web Technology","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121790839","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}
引用次数: 17
Query-based composition of animations for 3D web applications 基于查询的3D web应用动画合成
Pub Date : 2018-06-20 DOI: 10.1145/3208806.3208828
J. Flotyński, Marcin Krzyszkowski, K. Walczak
In this paper, we present the pipeline of animated 3D web content creation, which is based on semantic composition of 3D content activities into more complex animations. The use of knowledge representation adapts the approach to the current trends in the web development and enables modeling of animations using different concepts, at arbitrary abstraction levels, which makes the approach intelligible to domain experts without technical skills. Within the pipeline, we use the OpenStage 2 motion capture system and the Unity game engine.
在本文中,我们提出了一种基于3D内容活动的语义组合成更复杂动画的动画3D web内容创作管道。知识表示的使用使该方法适应了当前web开发的趋势,并且可以在任意抽象级别上使用不同的概念对动画进行建模,这使得该方法对于没有技术技能的领域专家来说也很容易理解。在管道中,我们使用了OpenStage 2动作捕捉系统和Unity游戏引擎。
{"title":"Query-based composition of animations for 3D web applications","authors":"J. Flotyński, Marcin Krzyszkowski, K. Walczak","doi":"10.1145/3208806.3208828","DOIUrl":"https://doi.org/10.1145/3208806.3208828","url":null,"abstract":"In this paper, we present the pipeline of animated 3D web content creation, which is based on semantic composition of 3D content activities into more complex animations. The use of knowledge representation adapts the approach to the current trends in the web development and enables modeling of animations using different concepts, at arbitrary abstraction levels, which makes the approach intelligible to domain experts without technical skills. Within the pipeline, we use the OpenStage 2 motion capture system and the Unity game engine.","PeriodicalId":323662,"journal":{"name":"Proceedings of the 23rd International ACM Conference on 3D Web Technology","volume":"2015 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129015576","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}
引用次数: 1
Mixed reality tool for training on pressure immobilization treatment of snake bite envenomation 混合现实工具在压力固定治疗蛇咬伤中毒训练中的应用
Pub Date : 2018-06-20 DOI: 10.1145/3208806.3208827
S. Smilevski, G. Thirunavukkarasu, M. Seyedmahmoudian, S. McMillan, B. Horan
Snakebite, one of the most common and catastrophic environmental sicknesses, occurs due to the ignorance of its importance toward public health. The rich protein and peptide toxin nature of snake venom makes snake bite envenomation clinically challenging and a scientifically attractive issue. In most cases, the severity of snake bite envenomation mainly depends on the quality of first aid or snake bite management measure given to the victim prior to hospital treatment. In countries with field management strategies (such as pressure immobilization technique (PIT)), including Australia, the number of fatalities due to snake bites is considerably less compared with those in other countries without such precautionary measures. PIT involves the wrapping of a bandage or a crepe over the bitten area with a standard pressure of 55--70 and 40--70 mm Hg for lower and upper extremities, respectively. This technique delays the absorption rate or venom spread inside the body. However, the PIT displays a noticeable failure rate due to its sensitivity toward the pressure range that must be maintained when gripping the bandage around the bitten area. Off-the-shelf bandages with visual markers aid in the process of training on PIT. Despite the visual markers on the bandage, human interpretation of these markers differs, which causes discrepancies in applying correct pressure. In this paper, a mixed reality-based virtual reality (VR) training tool for PIT training is proposed. The VR application assists in training individuals to self-validate the correctness of pressure range applied to the bandage. The application provides a passive haptic response and a visual feedback on an augmented live stream of the camera to indicate whether the pressure is within the range. Visual feedback is obtained using a feature extraction technique, which adds novelty to the proposed research. Feedback suggests that the VR-based training tool will assist individuals in obtaining real-time feedback on the correctness of the bandage pressure and further understand the process of PIT.
蛇咬伤是最常见和灾难性的环境疾病之一,由于对其对公众健康的重要性的无知而发生。蛇毒富含蛋白质和多肽毒素的特性使蛇咬毒在临床上具有挑战性,也是一个具有科学吸引力的问题。在大多数情况下,蛇咬伤中毒的严重程度主要取决于急救质量或医院治疗前对受害者采取的蛇咬伤管理措施。在有现场管理战略(如压力固定技术)的国家,包括澳大利亚,与没有这种预防措施的其他国家相比,因蛇咬伤而死亡的人数要少得多。PIT包括在咬伤区域用绷带或皱褶包裹,下肢和上肢分别用55- 70和40- 70毫米汞柱的标准压力。这种技术延缓了毒液在体内的吸收速度或扩散。然而,由于PIT对在咬伤区域周围抓绷带时必须保持的压力范围的敏感性,它显示出明显的故障率。现成的带视觉标记的绷带有助于PIT的训练过程。尽管绷带上有视觉标记,但人类对这些标记的理解不同,这导致施加正确压力的差异。本文提出了一种基于混合现实的虚拟现实(VR)训练工具。VR应用程序有助于培训个人自我验证应用于绷带的压力范围的正确性。该应用程序提供被动触觉响应,并在增强的摄像头实时流上提供视觉反馈,以指示压力是否在范围内。利用特征提取技术获得视觉反馈,增加了研究的新颖性。反馈表明,基于vr的培训工具将帮助个体获得绷带压力正确性的实时反馈,并进一步了解PIT的过程。
{"title":"Mixed reality tool for training on pressure immobilization treatment of snake bite envenomation","authors":"S. Smilevski, G. Thirunavukkarasu, M. Seyedmahmoudian, S. McMillan, B. Horan","doi":"10.1145/3208806.3208827","DOIUrl":"https://doi.org/10.1145/3208806.3208827","url":null,"abstract":"Snakebite, one of the most common and catastrophic environmental sicknesses, occurs due to the ignorance of its importance toward public health. The rich protein and peptide toxin nature of snake venom makes snake bite envenomation clinically challenging and a scientifically attractive issue. In most cases, the severity of snake bite envenomation mainly depends on the quality of first aid or snake bite management measure given to the victim prior to hospital treatment. In countries with field management strategies (such as pressure immobilization technique (PIT)), including Australia, the number of fatalities due to snake bites is considerably less compared with those in other countries without such precautionary measures. PIT involves the wrapping of a bandage or a crepe over the bitten area with a standard pressure of 55--70 and 40--70 mm Hg for lower and upper extremities, respectively. This technique delays the absorption rate or venom spread inside the body. However, the PIT displays a noticeable failure rate due to its sensitivity toward the pressure range that must be maintained when gripping the bandage around the bitten area. Off-the-shelf bandages with visual markers aid in the process of training on PIT. Despite the visual markers on the bandage, human interpretation of these markers differs, which causes discrepancies in applying correct pressure. In this paper, a mixed reality-based virtual reality (VR) training tool for PIT training is proposed. The VR application assists in training individuals to self-validate the correctness of pressure range applied to the bandage. The application provides a passive haptic response and a visual feedback on an augmented live stream of the camera to indicate whether the pressure is within the range. Visual feedback is obtained using a feature extraction technique, which adds novelty to the proposed research. Feedback suggests that the VR-based training tool will assist individuals in obtaining real-time feedback on the correctness of the bandage pressure and further understand the process of PIT.","PeriodicalId":323662,"journal":{"name":"Proceedings of the 23rd International ACM Conference on 3D Web Technology","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127798830","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}
引用次数: 0
Dynamic annotations on an interactive web-based 360° video player 基于web的交互式360°视频播放器上的动态注释
Pub Date : 2018-06-20 DOI: 10.1145/3208806.3208818
Teresa Matos, Rui Nóbrega, R. Rodrigues, Marisa Pinheiro
The use of 360° videos has been increasing steadily in the 2010s, as content creators and users search for more immersive experiences. The freedom to choose where to look at during the video may hinder the overall experience instead of enhancing it, as there is no guarantee that the user will focus on relevant sections of the scene. Visual annotations superimposed on the video, such as text boxes or arrow icons, can help guide the user through the narrative of the video while maintaining freedom of movement. This paper presents a web-based immersive visualizer for 360° videos that contain dynamic media annotations, rendered in real-time. A set of annotations was created with the purpose of providing information or guiding the user to points of interest. The visualizer can be used with a computer, using a keyboard and mouse or HTC Vive, and in mobile devices with Cardboard VR headsets, to experience the video in virtual reality, which is made possible with the WebVR API. The visualizer was evaluated through usability tests, to analyze the impact of different annotation techniques on the users' experience. The obtained results demonstrate that annotations can assist in guiding the user during the video, and a careful design is imperative so that they are not intrusive and distracting for the viewers.
随着内容创作者和用户寻求更身临其境的体验,360°视频的使用在2010年代稳步增长。在视频中选择观看位置的自由可能会阻碍而不是增强整体体验,因为无法保证用户将专注于场景的相关部分。叠加在视频上的视觉注释,如文本框或箭头图标,可以帮助引导用户通过视频的叙述,同时保持移动的自由。本文提出了一个基于web的沉浸式可视化工具,用于包含动态媒体注释的360°视频,实时呈现。创建了一组注释,目的是提供信息或引导用户找到感兴趣的点。可视化工具可以在电脑上使用,使用键盘和鼠标或HTC Vive,也可以在带有Cardboard VR头显的移动设备上使用,以虚拟现实的方式体验视频,这是通过WebVR API实现的。可视化工具通过可用性测试进行评估,以分析不同注释技术对用户体验的影响。所获得的结果表明,注释可以帮助用户在视频过程中进行指导,并且精心设计是必要的,这样它们就不会干扰和分散观众的注意力。
{"title":"Dynamic annotations on an interactive web-based 360° video player","authors":"Teresa Matos, Rui Nóbrega, R. Rodrigues, Marisa Pinheiro","doi":"10.1145/3208806.3208818","DOIUrl":"https://doi.org/10.1145/3208806.3208818","url":null,"abstract":"The use of 360° videos has been increasing steadily in the 2010s, as content creators and users search for more immersive experiences. The freedom to choose where to look at during the video may hinder the overall experience instead of enhancing it, as there is no guarantee that the user will focus on relevant sections of the scene. Visual annotations superimposed on the video, such as text boxes or arrow icons, can help guide the user through the narrative of the video while maintaining freedom of movement. This paper presents a web-based immersive visualizer for 360° videos that contain dynamic media annotations, rendered in real-time. A set of annotations was created with the purpose of providing information or guiding the user to points of interest. The visualizer can be used with a computer, using a keyboard and mouse or HTC Vive, and in mobile devices with Cardboard VR headsets, to experience the video in virtual reality, which is made possible with the WebVR API. The visualizer was evaluated through usability tests, to analyze the impact of different annotation techniques on the users' experience. The obtained results demonstrate that annotations can assist in guiding the user during the video, and a careful design is imperative so that they are not intrusive and distracting for the viewers.","PeriodicalId":323662,"journal":{"name":"Proceedings of the 23rd International ACM Conference on 3D Web Technology","volume":"232 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-06-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116172420","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}
引用次数: 13
期刊
Proceedings of the 23rd International ACM Conference on 3D Web Technology
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1