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Deepdive: a learning-based approach for virtual camera in immersive contents 深度潜水:一种基于学习的沉浸式内容虚拟相机方法
Q1 Computer Science Pub Date : 2022-06-01 DOI: 10.1016/j.vrih.2022.05.001
Muhammad Irfan , Muhammad Munsif

A 360° video stream provide users a choice of viewing one's own point of interest inside the immersive contents. Performing head or hand manipulations to view the interesting scene in a 360° video is very tedious and the user may view the interested frame during his head/hand movement or even lose it. While automatically extracting user's point of interest (UPI) in a 360° video is very challenging because of subjectivity and difference of comforts. To handle these challenges and provide user's the best and visually pleasant view, we propose an automatic approach by utilizing two CNN models: object detector and aesthetic score of the scene. The proposed framework is three folded: pre-processing, Deepdive architecture, and view selection pipeline. In first fold, an input 360° video-frame is divided into three subframes, each one with 120° view. In second fold, each sub-frame is passed through CNN models to extract visual features in the sub-frames and calculate aesthetic score. Finally, decision pipeline selects the subframe with salient object based on the detected object and calculated aesthetic score. As compared to other state-of-the-art techniques which are domain specific approaches i.e., support sports 360° video, our system support most of the 360° videos genre. Performance evaluation of proposed framework on our own collected data from various websites indicate performance for different categories of 360° videos.

360°视频流为用户提供了在沉浸式内容中观看自己感兴趣的点的选择。在360°视频中执行头部或手部操作来查看有趣的场景是非常繁琐的,用户可能会在他的头部/手部运动中查看感兴趣的帧,甚至失去它。而在360°视频中自动提取用户兴趣点(UPI)由于主观性和舒适度的差异是非常具有挑战性的。为了应对这些挑战并为用户提供最佳的视觉愉悦视图,我们提出了一种利用两个CNN模型的自动方法:对象检测器和场景美学评分。该框架分为三个部分:预处理、Deepdive架构和视图选择管道。在第一次折叠中,输入的360°视频帧被分成三个子帧,每个子帧具有120°视图。在第二步中,每个子帧通过CNN模型提取子帧中的视觉特征并计算美学分数。最后,决策流水线根据检测到的目标和计算出的美学分数,选择具有显著目标的子框架。与其他最先进的技术相比,这些技术是特定领域的方法,即支持体育360°视频,我们的系统支持大多数360°视频类型。根据我们自己从各个网站收集的数据对提出的框架进行性能评估,表明不同类别的360°视频的性能。
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引用次数: 2
Serious games in science education: a systematic literature 科学教育中的严肃游戏。系统文献综述
Q1 Computer Science Pub Date : 2022-06-01 DOI: 10.1016/j.vrih.2022.02.001
Mohib Ullah , Sareer Ul Amin , Muhammad Munsif , Muhammad Mudassar Yamin , Utkurbek Safaev , Habib Khan , Salman Khan , Habib Ullah

Teaching science through computer games, simulations, and artificial intelligence (AI) is an increasingly active research field. To this end, we conducted a systematic literature review on serious games for science education to reveal research trends and patterns. We discussed the role of virtual reality (VR), AI, and augmented reality (AR) games in teaching science subjects like physics. Specifically, we covered the research spanning between 2011 and 2021, investigated country-wise concentration and most common evaluation methods, and discussed the positive and negative aspects of serious games in science education in particular and attitudes towards the use of serious games in education in general.

通过电脑游戏、模拟和人工智能(AI)进行科学教学是一个日益活跃的研究领域。为此,我们对严肃游戏在科学教育中的应用进行了系统的文献综述,以揭示研究趋势和模式。我们讨论了虚拟现实(VR)、人工智能(AI)和增强现实(AR)游戏在物理等科学学科教学中的作用。具体来说,我们涵盖了2011年至2021年间的研究,调查了国家集中度和最常见的评估方法,并讨论了严肃游戏在科学教育中的积极和消极方面,以及对在教育中使用严肃游戏的态度。
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引用次数: 20
Perceptual quality assessment of panoramic stitched contents for immersive applications: a prospective survey 沉浸式应用全景拼接内容的感知质量评估:一项前瞻性调查
Q1 Computer Science Pub Date : 2022-06-01 DOI: 10.1016/j.vrih.2022.03.004
Hayat Ullah , Sitara Afzal , Imran Ullah Khan

The recent advancements in the field of Virtual Reality (VR) and Augmented Reality (AR) have a substantial impact on modern day technology by digitizing each and everything related to human life and open the doors to the next generation Software Technology (Soft Tech). VR and AR technology provide astonishing immersive contents with the help of high quality stitched panoramic contents and 360° imagery that widely used in the education, gaming, entertainment, and production sector. The immersive quality of VR and AR contents are greatly dependent on the perceptual quality of panoramic or 360° images, in fact a minor visual distortion can significantly degrade the overall quality. Thus, to ensure the quality of constructed panoramic contents for VR and AR applications, numerous Stitched Image Quality Assessment (SIQA) methods have been proposed to assess the quality of panoramic contents before using in VR and AR. In this survey, we provide a detailed overview of the SIQA literature and exclusively focus on objective SIQA methods presented till date. For better understanding, the objective SIQA methods are classified into two classes namely Full-Reference SIQA and No-Reference SIQA approaches. Each class is further categorized into traditional and deep learning-based methods and examined their performance for SIQA task. Further, we shortlist the publicly available benchmark SIQA datasets and evaluation metrices used for quality assessment of panoramic contents. In last, we highlight the current challenges in this area based on the existing SIQA methods and suggest future research directions that need to be target for further improvement in SIQA domain.

虚拟现实(VR)和增强现实(AR)领域的最新进展通过数字化与人类生活相关的每件事对现代技术产生了重大影响,并为下一代软件技术(软技术)打开了大门。VR和AR技术借助高质量的拼接全景内容和360°图像,提供令人惊叹的沉浸式内容,广泛应用于教育,游戏,娱乐和生产领域。VR和AR内容的沉浸式质量在很大程度上取决于全景或360°图像的感知质量,实际上轻微的视觉失真就会显著降低整体质量。因此,为了确保为VR和AR应用构建的全景内容的质量,已经提出了许多缝合图像质量评估(SIQA)方法,在VR和AR应用之前评估全景内容的质量。在本调查中,我们提供了SIQA文献的详细概述,并专注于迄今为止提出的客观SIQA方法。为了更好地理解,客观SIQA方法分为两类,即全参考SIQA方法和无参考SIQA方法。将每个类进一步分为传统方法和基于深度学习的方法,并检查它们在SIQA任务中的表现。此外,我们还列出了用于全景内容质量评估的公开可用的基准SIQA数据集和评估指标。最后,在现有SIQA方法的基础上,指出了该领域目前面临的挑战,并提出了SIQA领域未来需要进一步完善的研究方向。
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引用次数: 1
AR-assisted children book for smart teaching and learning of Turkish alphabets ar辅助儿童书籍智能教学和学习土耳其字母
Q1 Computer Science Pub Date : 2022-06-01 DOI: 10.1016/j.vrih.2022.05.002
Ahmed L. Alyousify , Ramadhan J. Mstafa

Background

Augmented reality (AR), virtual reality (VR), and remote-controlled devices are driving the need for a better 5G infrastructure to support faster data transmission. In this study, mobile AR is emphasized as a viable and widespread solution that can be easily scaled to millions of end-users and educators because it is lightweight and low-cost and can be implemented in a cross-platform manner. Low-efficiency smart devices and high latencies for real-time interactions via regular mobile networks are primary barriers to the use of AR in education. New 5G cellular networks can mitigate some of these issues via network slicing, device-to-device communication, and mobile edge computing.

Methods

In this study, we use a new technology to solve some of these problems. The proposed software monitors image targets on a printed book and renders 3D objects and alphabetic models. In addition, the application considers phonetics. The sound (phonetic) and 3D representation of a letter are played as soon as the image target is detected. 3D models of the Turkish alphabet are created by using Adobe Photoshop with Unity3D and Vuforia SDK.

Results

The proposed application teaches Turkish alphabets and phonetics by using 3D object models, 3D letters, and 3D phrases, including letters and sounds.

增强现实(AR)、虚拟现实(VR)和远程控制设备正在推动对更好的5G基础设施的需求,以支持更快的数据传输。在这项研究中,移动增强现实被强调为一种可行且广泛的解决方案,可以很容易地扩展到数百万最终用户和教育工作者,因为它重量轻,成本低,可以以跨平台的方式实现。低效率的智能设备和通过常规移动网络进行实时交互的高延迟是AR在教育中使用的主要障碍。新的5G蜂窝网络可以通过网络切片、设备对设备通信和移动边缘计算来缓解其中的一些问题。方法在本研究中,我们采用了一种新的技术来解决这些问题。所提出的软件监控印刷书籍上的图像目标,并呈现3D对象和字母模型。此外,该应用程序还考虑语音。一旦检测到图像目标,就会播放字母的声音(语音)和3D表示。土耳其字母的3D模型是通过使用Adobe Photoshop与Unity3D和Vuforia SDK创建的。该应用程序通过使用3D对象模型、3D字母和3D短语(包括字母和声音)来教授土耳其语字母和语音。
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引用次数: 6
Privacy-preserving deep learning techniques for wearable sensor-based big data applications 5G应用时代的隐私保护技术研究
Q1 Computer Science Pub Date : 2022-06-01 DOI: 10.1016/j.vrih.2022.01.007
Rafik Hamza, Dao Minh-Son

Wearable technologies have the potential to become a valuable influence on human daily life where they may enable observing the world in new ways, including, for example, using augmented reality (AR) applications. Wearable technology uses electronic devices that may be carried as accessories, clothes, or even embedded in the user's body. Although the potential benefits of smart wearables are numerous, their extensive and continual usage creates several privacy concerns and tricky information security challenges. In this paper, we present a comprehensive survey of recent privacy-preserving big data analytics applications based on wearable sensors. We highlight the fundamental features of security and privacy for wearable device applications. Then, we examine the utilization of deep learning algorithms with cryptography and determine their usability for wearable sensors. We also present a case study on privacy-preserving machine learning techniques. Herein, we theoretically and empirically evaluate the privacy-preserving deep learning framework's performance. We explain the implementation details of a case study of a secure prediction service using the convolutional neural network (CNN) model and the Cheon-Kim-Kim-Song (CHKS) homomorphic encryption algorithm. Finally, we explore the obstacles and gaps in the deployment of practical real-world applications. Following a comprehensive overview, we identify the most important obstacles that must be overcome and discuss some interesting future research directions.

可穿戴技术有可能对人类日常生活产生宝贵影响,使人们能够以新的方式观察世界,例如使用增强现实(AR)应用程序。可穿戴技术使用的电子设备可以作为配件、衣服携带,甚至可以嵌入用户体内。尽管智能可穿戴设备的潜在好处很多,但它们的广泛和持续使用带来了一些隐私问题和棘手的信息安全挑战。在本文中,我们对最近基于可穿戴传感器的隐私保护大数据分析应用进行了全面调查。我们强调了可穿戴设备应用的安全和隐私的基本特征。然后,我们研究了深度学习算法与密码学的应用,并确定了它们对可穿戴传感器的可用性。我们还介绍了一个关于保护隐私的机器学习技术的案例研究。在此,我们从理论上和经验上评估了保护隐私的深度学习框架的性能。我们解释了使用卷积神经网络(CNN)模型和Cheon-Kim-Kim-Song (CHKS)同态加密算法的安全预测服务的案例研究的实现细节。最后,我们探讨了实际应用部署中的障碍和差距。在全面概述之后,我们确定了必须克服的最重要的障碍,并讨论了一些有趣的未来研究方向。
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引用次数: 3
EasyGaze: Hybrid eye tracking approach for handheld mobile devices EasyGaze:适用于手持移动设备的混合眼动追踪方法
Q1 Computer Science Pub Date : 2022-04-01 DOI: 10.1016/j.vrih.2021.10.003
Shiwei Cheng, Qiufeng Ping, Jialing Wang, Yijian Chen

Background

Eye-tracking technology for mobile devices has made significant progress. However, owing to limited computing capacity and the complexity of context, the conventional image feature-based technology cannot extract features accurately, thus affecting the performance.

Methods

This study proposes a novel approach by combining appearance- and feature-based eye-tracking methods. Face and eye region detections were conducted to obtain features that were used as inputs to the appearance model to detect the feature points. The feature points were used to generate feature vectors, such as corner center-pupil center, by which the gaze fixation coordinates were calculated.

Results

To obtain feature vectors with the best performance, we compared different vectors under different image resolution and illumination conditions, and the results indicated that the average gaze fixation accuracy was achieved at a visual angle of 1.93° when the image resolution was 96 × 48 pixels, with light sources illuminating from the front of the eye.

Conclusions

Compared with the current methods, our method improved the accuracy of gaze fixation and it was more usable.

背景用于移动设备的眼动追踪技术已经取得了重大进展。然而,由于计算能力有限和上下文的复杂性,传统的基于图像特征的技术无法准确提取特征,从而影响了性能。方法本研究将基于外观和特征的眼动追踪方法相结合,提出了一种新的方法。进行面部和眼睛区域检测以获得用作外观模型的输入的特征,以检测特征点。利用特征点生成角中心瞳孔中心等特征向量,计算注视坐标。结果为了获得性能最好的特征向量,我们比较了不同图像分辨率和光照条件下的不同向量,结果表明,当图像分辨率为96×48像素时,光源从眼睛前部照射,在1.93°的视角下,平均凝视精度达到。结论与现有方法相比,该方法提高了注视注视的准确性,具有较好的实用性。
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引用次数: 7
Designing Generation Y Interactions: The Case of YPhone 设计Y世代互动:以YPhone为例
Q1 Computer Science Pub Date : 2022-04-01 DOI: 10.1016/j.vrih.2021.12.005
Wei Liu

Background

With more and more products becoming digital, mobile, and networked, paying attention to the qualities of interactions with is also getting more relevant. While interaction qualities have been addressed in several scientific studies, little attention is being paid to their implementation into a real life, everyday context. This paper describes the development of a novel office phone prototype, YPhone, which demonstrates the application of a specific set of Generation Y interaction qualities (instant, playful, collaborative, expressive, responsive, and flexible) into the context of office work. The working prototype supports office workers in experiencing new type of interactions. It is set out in practice in a series of evaluations. We found that the playful, expressive, responsive, and flexible qualities have more trust than the instant and collaborative qualities. Qualities can be grouped, although this may be different for different products that are evaluated, so researchers must be cautious about generalizing. The overall evaluation was positive with some valuable suggestions to its user interactions and features.

随着越来越多的产品走向数字化、移动化和网络化,对互动质量的关注也变得越来越重要。虽然交互质量已经在一些科学研究中得到了解决,但很少有人关注它们在现实生活中日常环境中的实现。本文描述了一种新颖的办公电话原型YPhone的开发,它展示了一套特定的Y世代交互品质(即时、有趣、协作、表达、响应和灵活)在办公室工作环境中的应用。工作原型支持办公室工作人员体验新型互动。它在一系列评价中付诸实践。我们发现,俏皮、富有表现力、反应敏捷和灵活的特质比即时和合作的特质更值得信任。质量可以分组,虽然这可能是不同的产品评估不同,所以研究人员必须谨慎一概而论。总体评价是积极的,对其用户交互和功能提出了一些有价值的建议。
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引用次数: 2
Motivation Effect of Animated Pedagogical Agent’s Personality and Feedback Strategy Types on Learning in Virtual Training Environment 虚拟训练环境下动画教学主体人格与反馈策略类型对学习的激励作用
Q1 Computer Science Pub Date : 2022-04-01 DOI: 10.1016/j.vrih.2021.11.001
Yulong Bian

Background

The personality and feedback of an animated pedagogical agent (APA) are vital social-emotional features that render the agent perceptually believable. The effect of them on learning in virtual training remains to be examined.

Methods

In this paper, an explanation model was proposed to clarify the underlying mechanism of how these two features affect learners. Two studies were conducted to investigate the model. Study 1 reexamined the effect of APA’s personality type and feedback strategy on flow experience and performance, revealing significant effects of feedback strategy on flow and performance, as well as a marginal significant effect of personality type on performance. To explore the mechanism behind these effects, a theoretical model was proposed by distinguishing between intrinsic and extrinsic motivation effect. Study 2 tested the model and round that the APA’s personality type significantly influences factors in the path of extrinsic motivation effect rather than those in the path of intrinsic motivation effect.

Results

By contrast, feedback strategy significantly affected factors in the path of intrinsic motivation effect.

Conclusions

The proposed model was supported by these results; further distinguishing the two motivation effects is necessary to understand the respective effects of an APA’s personality and feedback features on learning experiences and outcomes.

动画教学主体(APA)的个性和反馈是重要的社会情感特征,使其在感知上可信。它们对虚拟训练中学习的影响还有待研究。方法本文提出了一个解释模型来阐明这两个特征影响学习者的潜在机制。对该模型进行了两项研究。研究1重新考察了APA的人格类型和反馈策略对心流体验和绩效的影响,发现反馈策略对心流和绩效有显著影响,而人格类型对绩效有边际显著影响。为了探究这些效应背后的机制,本文提出了一个区分内在激励效应和外在激励效应的理论模型。研究2对模型进行了检验,发现APA的人格类型对外在动机效应路径上的因素影响显著,而对内在动机效应路径上的因素影响不显著。结果反馈策略对内在激励效应路径上的因素有显著影响。结论上述结果支持了该模型的正确性;进一步区分这两种动机效应对于理解APA的人格特征和反馈特征对学习经验和结果的各自影响是必要的。
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引用次数: 3
Navigation in virtual and real environment using brain computer interface:a progress report 使用脑机接口在虚拟和真实环境中导航的进展报告
Q1 Computer Science Pub Date : 2022-04-01 DOI: 10.1016/j.vrih.2021.10.002
Haochen Hu , Yue Liu , Kang Yue , Yongtian Wang

A brain-computer interface (BCI) facilitates bypassing the peripheral nervous system and directly communicating with surrounding devices. Navigation technology using BCI has developed—from exploring the prototype paradigm in the virtual environment (VE) to accurately completing the locomotion intention of the operator in the form of a powered wheelchair or mobile robot in a real environment. This paper summarizes BCI navigation applications that have been used in both real and VEs in the past 20 years. Horizontal comparisons were conducted between various paradigms applied to BCI and their unique signal-processing methods. Owing to the shift in the control mode from synchronous to asynchronous, the development trend of navigation applications in the VE was also reviewed. The contrast between highlevel commands and low-level commands is introduced as the main line to review the two major applications of BCI navigation in real environments: mobile robots and unmanned aerial vehicles (UAVs). Finally, applications of BCI navigation to scenarios outside the laboratory; research challenges, including human factors in navigation application interaction design; and the feasibility of hybrid BCI for BCI navigation are discussed in detail.

脑机接口(BCI)有助于绕过外周神经系统,直接与周围设备通信。使用脑机接口的导航技术已经发展起来——从在虚拟环境(VE)中探索原型范式,到在真实环境中以电动轮椅或移动机器人的形式准确完成操作员的移动意图。本文总结了近20年来在真实和虚拟现实中使用的脑机接口导航应用。对应用于脑机接口的各种范式及其独特的信号处理方法进行了横向比较。由于控制模式从同步向异步的转变,还回顾了VE中导航应用的发展趋势。以高级命令和低级命令的对比为主线,回顾了脑机接口导航在现实环境中的两大应用:移动机器人和无人机。最后,脑机接口导航在实验室外场景中的应用;研究挑战,包括导航应用交互设计中的人为因素;并详细讨论了混合脑机接口在脑机接口导航中的可行性。
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引用次数: 4
Design and Evaluation of Window Management Operations in AR Headset + Smartphone Interface AR头显+智能手机界面窗口管理操作的设计与评估
Q1 Computer Science Pub Date : 2022-04-01 DOI: 10.1016/j.vrih.2021.12.002
Jie Ren, Chun Yu, Yueting Weng, Chengchi Zhou, Yuanchun Shi

Background

Combining the use of an AR headset and a smartphone can provide wider display and precise touch input simultaneously; it can redefine the way we use applications today. Unfortunately, users are deprived of such benefit because of the independence of two devices. There lacks a kind of intuitive and direct interactions across them. In this paper, we conduct a formative study to understand the window management requirements and interaction preferences of using an AR headset and a smartphone simultaneously and report the insights we gained. Also, we introduce an example vocabulary of window management operations in AR headset + smartphone interface. It allows users to manipulate windows in virtual space and shift windows between devices efficiently and seamlessly.

结合AR头显和智能手机的使用,可以同时提供更宽的显示和精确的触摸输入;它可以重新定义我们今天使用应用程序的方式。不幸的是,由于两个设备的独立性,用户被剥夺了这样的好处。它们之间缺乏一种直观和直接的互动。在本文中,我们进行了一项形成性研究,以了解同时使用AR头显和智能手机的窗口管理需求和交互偏好,并报告我们获得的见解。此外,我们还介绍了AR头戴式耳机+智能手机界面中窗口管理操作的示例词汇表。它允许用户在虚拟空间中操纵窗口,并在设备之间高效无缝地切换窗口。
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引用次数: 1
期刊
Virtual Reality Intelligent Hardware
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