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Advancing brain tumor MRI classification using SwRD: A parallel swin transformer-ResNet approach 利用SwRD推进脑肿瘤MRI分类:一种并联旋转变压器- resnet方法
Q1 Computer Science Pub Date : 2025-10-01 Epub Date: 2025-11-06 DOI: 10.1016/j.vrih.2025.06.002
Shakif AHMED , Dhruba Jyoti SHIL , Tanvir Ahmed SOURO , Sakib Al MAHMOOD , Ferdous Irtiaz KHAN

Background

Brain tumors are challenging to diagnose and treat, and require accurate and early therapeutic intervention. Magnetic Resonance Imaging (MRI) scans can visualize the internal structure of the brain. Often, deep learning is applied to images for the early and accurate detection of tumor cells. However, these models lack accuracy and efficacy in practical applications. Hybrid or modified models can facilitate better classification and provide insights into early-stage cancer detection.

Methods

This study demonstrates a parallel architecture that uses MRI images and integrates transformer-based frameworks with Convolutional Neural Networks (CNNs) to better classify distinct types of brain tumors. The proposed architecture, SwinResDual (SwRD), combines a Residual Network (ResNet) and a Swin Transformer in parallel to extract key features from input images. Using augmented MRI scans, 31,464 scans for multiclass classification, and 30,000 scans for binary classification, the architecture simultaneously processed images through the ResNet50 and Swin Transformer branches, leveraging their strengths in hierarchical feature extraction and global context modeling to efficiently capture local and global image features. The final classifications are obtained by merging these features and passing them through a linear classifier. This approach identifies strong and varied characteristics and provides a precise brain tumor diagnosis.

Results

In the extensive evaluation, the model performed with an accuracy of 99.79% and a cross-validation accuracy of 100% for multiclass classification, along with 99.97% accuracy in binary classification.

Conclusions

In conclusion, the findings demonstrate great promise for brain tumor detection and advanced medical imaging diagnostics.
脑肿瘤的诊断和治疗具有挑战性,需要准确和早期的治疗干预。磁共振成像(MRI)扫描可以可视化大脑的内部结构。通常,深度学习被应用于图像,以早期和准确地检测肿瘤细胞。然而,这些模型在实际应用中缺乏准确性和有效性。混合或修改的模型可以促进更好的分类,并为早期癌症检测提供见解。方法本研究展示了一种并行架构,该架构使用MRI图像并将基于变压器的框架与卷积神经网络(cnn)相结合,以更好地分类不同类型的脑肿瘤。所提出的SwinResDual (SwRD)架构将残差网络(ResNet)和Swin Transformer并行结合,从输入图像中提取关键特征。使用增强MRI扫描,31,464次扫描进行多类分类,30,000次扫描进行二进制分类,该架构通过ResNet50和Swin Transformer分支同时处理图像,利用它们在分层特征提取和全局上下文建模方面的优势,有效捕获局部和全局图像特征。最终的分类是通过合并这些特征并将它们传递给线性分类器来获得的。这种方法可以识别强而多样的特征,并提供精确的脑肿瘤诊断。结果在广泛的评估中,该模型对多类分类的准确率为99.79%,交叉验证准确率为100%,对二元分类的准确率为99.97%。结论本研究结果对脑肿瘤的检测和先进的医学影像诊断具有重要意义。
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引用次数: 0
Effect of prior gaming experience on cybersickness symptoms in a virtual reality environment 先前的游戏体验对虚拟现实环境中晕机症状的影响
Q1 Computer Science Pub Date : 2025-10-01 Epub Date: 2025-11-06 DOI: 10.1016/j.vrih.2025.06.003
Chalis Fajri HASIBUAN , Budi HARTONO , Titis WIJAYANTO

Background

This study aimed to explore the influence of prior gaming experience on the intensity and onset of cybersickness symptoms by comparing the effects of virtual reality (VR) immersion in gamers and nongamers.

Methods

This study involved 50 male participants, with equal numbers of gamers and nongamers, who were subject to a VR environment using head-mounted displays in a sitting position for a 15-minute session. The intensity of cybersickness symptoms, such as nausea, oculomotor disturbances, and disorientation, was measured using a simulator sickness questionnaire, and the onset of cybersickness was measured using the fast motion sickness scale. Physiological indices were measured based on heart rate variability (HRV) parameters.

Results

This study found that prior gaming experience significantly affected symptoms of cybersickness during VR immersion. Nongamers experienced more severe symptoms, including higher levels of nausea, disorientation, and oculomotor disturbances, with symptoms appearing earlier than those in gamers. These differences were linked to increased fluctuations in HRV and reduced parasympathetic activity in nongamers, indicating higher autonomic nervous system strain. By contrast, gamers showed more stable HRV responses, suggesting better physiological adaptability to VR environments.

Conclusion

These findings indicate that familiarity of gamers with dynamic visual and sensory inputs may help them manage VR-induced sensory conflicts more effectively.
本研究旨在通过比较虚拟现实(VR)沉浸对游戏玩家和非游戏玩家的影响,探讨过往游戏经历对晕机症状强度和发作的影响。方法:这项研究涉及50名男性参与者,其中游戏玩家和非游戏玩家的人数相等,他们坐在一个使用头戴式显示器的虚拟现实环境中,持续15分钟。晕机症状的强度,如恶心、眼动障碍和定向障碍,使用模拟晕机问卷进行测量,晕机症状的发作使用快速晕动病量表进行测量。以心率变异性(HRV)为指标测定生理指标。结果本研究发现,先前的游戏体验显著影响VR沉浸时的晕屏症状。非游戏玩家会出现更严重的症状,包括更严重的恶心、定向障碍和眼球运动障碍,这些症状出现的时间比游戏玩家早。这些差异与非游戏者HRV波动增加和副交感神经活动减少有关,表明自主神经系统紧张程度更高。相比之下,游戏玩家表现出更稳定的HRV反应,表明他们对VR环境有更好的生理适应性。这些发现表明,玩家对动态视觉和感官输入的熟悉可能有助于他们更有效地处理vr引发的感官冲突。
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引用次数: 0
Learning monocular face reconstruction from in the wild images using rotation cycle consistency 使用旋转周期一致性从野生图像中学习单眼人脸重建
Q1 Computer Science Pub Date : 2025-08-01 Epub Date: 2025-08-26 DOI: 10.1016/j.vrih.2022.08.014
Xinrong Hu, Kaifan Yang, Ruiqi Luo, Tao Peng, Junping Liu
With the popularity of the digital human body, monocular three-dimensional (3D) face reconstruction is widely used in fields such as animation and face recognition. Although current methods trained using single-view image sets perform well in monocular 3D face reconstruction tasks, they tend to rely on the constraints of the a priori model or the appearance conditions of the input images, fundamentally because of the inability to propose an effective method to reduce the effects of two-dimensional (2D) ambiguity. To solve this problem, we developed an unsupervised training framework for monocular face 3D reconstruction using rotational cycle consistency. Specifically, to learn more accurate facial information, we first used an autoencoder to factor the input images and applied these factors to generate normalized frontal views. We then proceeded through a differentiable renderer to use rotational consistency to continuously perceive refinement. Our method provided implicit multi-view consistency constraints on the pose and depth information estimation of the input face, and the performance was accurate and robust in the presence of large variations in expression and pose. In the benchmark tests, our method performed more stably and realistically than other methods that used 3D face reconstruction in monocular 2D images.
随着数字人体的普及,单目三维人脸重建被广泛应用于动画、人脸识别等领域。虽然目前使用单视图图像集训练的方法在单眼3D人脸重建任务中表现良好,但它们往往依赖于先验模型的约束或输入图像的外观条件,这从根本上是因为无法提出有效的方法来减少二维(2D)模糊的影响。为了解决这个问题,我们开发了一个无监督的训练框架,用于使用旋转周期一致性进行单眼面部3D重建。具体来说,为了学习更准确的面部信息,我们首先使用自动编码器对输入图像进行因子处理,并应用这些因子生成标准化的正面视图。然后,我们继续通过一个可微分渲染器来使用旋转一致性来连续感知细化。该方法对输入人脸的姿态和深度信息估计提供了隐式的多视图一致性约束,在表情和姿态存在较大变化的情况下,该方法的性能是准确和鲁棒的。在基准测试中,我们的方法比其他在单眼二维图像中使用3D人脸重建的方法表现得更加稳定和逼真。
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引用次数: 0
Bidirectional projective sampling for physics-based differentiable rendering 基于物理可微渲染的双向投影采样
Q1 Computer Science Pub Date : 2025-08-01 Epub Date: 2025-08-26 DOI: 10.1016/j.vrih.2025.05.001
Ruicheng Gao , Yue Qi

Background

Physics-based differentiable rendering (PBDR) aims to propagate gradients from scene parameters to image pixels or vice versa. The physically correct gradients obtained can be used in various applications, including inverse rendering and machine learning. Currently, two categories of methods are prevalent in the PBDR community: reparameterization and boundary sampling methods. The state-of-the-art boundary sampling methods rely on a guiding structure to calculate the gradients efficiently. They utilize the rays generated in traditional path-tracing methods and project them onto the object silhouette boundary to initialize the guiding structure.

Methods

In this study, we propose an augmentation of previous projective-sampling-based boundary-sampling methods in a bidirectional manner. Specifically, we utilize the rays spawned from the sensors and also employ the rays emitted by the emitters to initialize the guiding structure.

Results

To demonstrate the benefits of our technique, we perform a comparative analysis of differentiable rendering and inverse rendering performance. We utilize a range of synthetic scene examples and evaluate our method against state-of-the-art projective-sampling-based differentiable rendering methods.

Conclusions

The experiments show that our method achieves lower variance gradients in the forward differentiable rendering process and better geometry reconstruction quality in the inverse-rendering results.
基于背景物理的可微分渲染(PBDR)旨在将梯度从场景参数传播到图像像素,反之亦然。获得的物理正确的梯度可以用于各种应用,包括逆渲染和机器学习。目前,在PBDR领域流行两类方法:重新参数化方法和边界采样方法。最先进的边界采样方法依赖于一个导向结构来有效地计算梯度。它们利用传统路径跟踪方法中产生的光线,并将其投影到物体轮廓边界上,以初始化引导结构。方法在本研究中,我们提出了一种双向增强的基于投影采样的边界采样方法。具体来说,我们利用传感器产生的光线,也利用发射器发出的光线来初始化导向结构。为了证明我们技术的优势,我们对可微分渲染和逆渲染性能进行了比较分析。我们利用一系列合成场景示例,并针对最先进的基于投影采样的可微分渲染方法评估我们的方法。结论实验表明,该方法在正演可微绘制过程中具有较低的方差梯度,在逆绘制过程中具有较好的几何重建质量。
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引用次数: 0
Psychological and physiological model of tactile rendering fidelity using combined electro and mechanical vibration 基于电、机械联合振动的触觉渲染保真度心理与生理模型
Q1 Computer Science Pub Date : 2025-08-01 Epub Date: 2025-08-26 DOI: 10.1016/j.vrih.2023.10.006
Rui Song , Xiaoying Sun , Dangxiao Wang , Guohong Liu , Dongyan Nie
High-fidelity tactile rendering offers significant potential for improving the richness and immersion of touchscreen interactions. This study focuses on a quantitative description of tactile rendering fidelity using a custom-designed hybrid electrovibration and mechanical vibration (HEM) device. An electrovibration and mechanical vibration (EMV) algorithm that renders 3D gratings with different physical heights was proposed and shown to achieve 81% accuracy in shape recognition. Models of tactile rendering fidelity were established based on the evaluation of the height discrimination threshold, and the psychophysical-physical relationships between the discrimination and reference heights were well described by a modification of Weber’s law, with correlation coefficients higher than 0.9. The physiological-physical relationship between the pulse firing rate and the physical stimulation voltage was modeled using the Izhikevich spiking model with a logarithmic relationship.
高保真触觉渲染为提高触摸屏交互的丰富性和沉浸感提供了巨大的潜力。本研究的重点是使用定制设计的混合电振动和机械振动(HEM)装置对触觉渲染保真度进行定量描述。提出了一种电振动和机械振动(EMV)算法,该算法可以实现不同物理高度的三维光栅的形状识别,其精度达到81%。基于高度判别阈值的评价建立了触觉渲染保真度模型,并通过修正Weber定律很好地描述了高度判别与参考高度之间的心理-生理关系,相关系数均大于0.9。脉冲放电速率与物理刺激电压之间的生理物理关系采用对数关系的Izhikevich尖峰模型建模。
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引用次数: 0
Integrating models of real aboveground scene and underground geological structures at an open pit mine 露天矿地面真实场景与地下地质构造模型的集成
Q1 Computer Science Pub Date : 2025-08-01 Epub Date: 2025-08-26 DOI: 10.1016/j.vrih.2023.08.004
Biao Dong , Wenjun Tan , Weichao Chang , Baoting Li , Yanliang Guo , Quanxing Hu , Guangwei Liu

Background

As information technology has advanced and been popularized, open pit mining has rapidly developed toward integration and digitization. The three-dimensional reconstruction technology has been successfully applied to geological reconstruction and modeling of surface scenes in open pit mines. However, an integrated modeling method for surface and underground mine sites has not been reported.

Methods

In this study, we propose an integrated modeling method for open pit mines that fuses a real scene on the surface with an underground geological model. Based on oblique photography, a real-scene model was established on the surface. Based on the surface-stitching method proposed, the upper and lower surfaces and sides of the model were constructed in stages to construct a complete underground three-dimensional geological model, and the aboveground and underground models were registered together to build an integrated open pit mine model.

Results

The oblique photography method used reconstructed a surface model of an open pit mine using a real scene. The surface-stitching algorithm proposed was compared with the ball-pivoting and Poisson algorithms, and the integrity of the reconstructed model was markedly superior to that of the other two reconstruction methods. In addition, the surface-stitching algorithm was applied to the reconstruction of different formation models and showed good stability and reconstruction efficiency. Finally, the aboveground and underground models were accurately fitted after registration to form an integrated model.

Conclusions

The proposed method can efficiently establish an integrated open pit model. Based on the integrated model, an open pit auxiliary planning system was designed and realized. It supports the functions of mining planning and output calculation, assists users in mining planning and operation management, and improves production efficiency and management levels.
随着信息技术的进步和普及,露天采矿正迅速向集成化、数字化方向发展。三维重建技术已成功应用于露天矿地表场景的地质重建与建模。然而,地面和地下矿山场地的综合建模方法尚未见报道。方法提出了一种将地表真实场景与地下地质模型相融合的露天矿综合建模方法。在倾斜摄影的基础上,在曲面上建立了实景模型。基于所提出的曲面拼接方法,分阶段构建模型的上、下表面和侧面,构建完整的地下三维地质模型,并将地上模型和地下模型配准在一起,构建露天矿山综合模型。结果采用倾斜摄影方法,在真实场景下重建了露天矿的地表模型。将所提出的曲面拼接算法与球旋转算法和泊松算法进行了比较,重建模型的完整性明显优于其他两种重建方法。此外,将曲面拼接算法应用于不同地层模型的重建,显示出良好的稳定性和重建效率。最后,对地上模型和地下模型进行配准后的精确拟合,形成一体化模型。结论该方法能有效地建立露天矿综合模型。在此基础上,设计并实现了露天矿辅助规划系统。支持采矿规划和产量计算功能,帮助用户进行采矿规划和作业管理,提高生产效率和管理水平。
{"title":"Integrating models of real aboveground scene and underground geological structures at an open pit mine","authors":"Biao Dong ,&nbsp;Wenjun Tan ,&nbsp;Weichao Chang ,&nbsp;Baoting Li ,&nbsp;Yanliang Guo ,&nbsp;Quanxing Hu ,&nbsp;Guangwei Liu","doi":"10.1016/j.vrih.2023.08.004","DOIUrl":"10.1016/j.vrih.2023.08.004","url":null,"abstract":"<div><h3>Background</h3><div>As information technology has advanced and been popularized, open pit mining has rapidly developed toward integration and digitization. The three-dimensional reconstruction technology has been successfully applied to geological reconstruction and modeling of surface scenes in open pit mines. However, an integrated modeling method for surface and underground mine sites has not been reported.</div></div><div><h3>Methods</h3><div>In this study, we propose an integrated modeling method for open pit mines that fuses a real scene on the surface with an underground geological model. Based on oblique photography, a real-scene model was established on the surface. Based on the surface-stitching method proposed, the upper and lower surfaces and sides of the model were constructed in stages to construct a complete underground three-dimensional geological model, and the aboveground and underground models were registered together to build an integrated open pit mine model.</div></div><div><h3>Results</h3><div>The oblique photography method used reconstructed a surface model of an open pit mine using a real scene. The surface-stitching algorithm proposed was compared with the ball-pivoting and Poisson algorithms, and the integrity of the reconstructed model was markedly superior to that of the other two reconstruction methods. In addition, the surface-stitching algorithm was applied to the reconstruction of different formation models and showed good stability and reconstruction efficiency. Finally, the aboveground and underground models were accurately fitted after registration to form an integrated model.</div></div><div><h3>Conclusions</h3><div>The proposed method can efficiently establish an integrated open pit model. Based on the integrated model, an open pit auxiliary planning system was designed and realized. It supports the functions of mining planning and output calculation, assists users in mining planning and operation management, and improves production efficiency and management levels.</div></div>","PeriodicalId":33538,"journal":{"name":"Virtual Reality Intelligent Hardware","volume":"7 4","pages":"Pages 406-420"},"PeriodicalIF":0.0,"publicationDate":"2025-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144903890","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
Human-robot collaboration integrated with virtual reality in construction and manufacturing industries: A systematic review 建筑和制造业中集成虚拟现实的人机协作:系统综述
Q1 Computer Science Pub Date : 2025-08-01 Epub Date: 2025-08-26 DOI: 10.1016/j.vrih.2024.08.004
Ehsan Shourangiz, Fatemeh Ghafari, Chao Wang
The integration of Human-Robot Collaboration (HRC) into Virtual Reality (VR) technology is transforming industries by enhancing workforce skills, improving safety, and optimizing operational processes and efficiency through realistic simulations of industry-specific scenarios. Despite the growing adoption of VR integrated with HRC, comprehensive reviews of current research in HRC-VR within the construction and manufacturing fields are lacking. This review examines the latest advances in designing and implementing HRC using VR technology in these industries. The aim is to address the application domains of HRC-VR, types of robots used, VR setups, and software solutions used. To achieve this, a systematic literature review using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses methodology was conducted on the Web of Science and Google Scholar databases, analyzing 383 articles and selecting 53 papers that met the established selection criteria. The findings emphasize a significant focus on enhancing human-robot interaction with a trend toward using immersive VR experiences and interactive 3D content creation tools. However, the integration of HRC with VR, especially in the dynamic construction environment, presents unique challenges and opportunities for future research, including developing more realistic simulations and adaptable robot systems. This paper offers insights for researchers, practitioners, educators, industry professionals, and policymakers interested in leveraging the integration of HRC with VR in construction and manufacturing industries.
将人机协作(HRC)集成到虚拟现实(VR)技术中,通过对行业特定场景的逼真模拟,提高劳动力技能、提高安全性、优化操作流程和效率,正在改变行业。尽管越来越多地采用VR与HRC相结合的技术,但目前在建筑和制造领域对HRC-VR的研究还缺乏全面的综述。本文综述了在这些行业中使用VR技术设计和实施HRC的最新进展。目的是解决HRC-VR的应用领域,使用的机器人类型,VR设置和使用的软件解决方案。为了实现这一目标,我们在Web of Science和b谷歌Scholar数据库上使用首选报告项目进行了系统文献综述和meta分析方法,分析了383篇文章,并选择了53篇符合既定选择标准的论文。研究结果强调,通过使用沉浸式VR体验和交互式3D内容创作工具的趋势,增强人机交互是一个重要的重点。然而,HRC与VR的融合,特别是在动态建筑环境中,为未来的研究带来了独特的挑战和机遇,包括开发更逼真的模拟和适应性强的机器人系统。本文为研究人员、从业人员、教育工作者、行业专业人士和政策制定者提供了见解,他们对在建筑和制造业中利用HRC与VR的集成感兴趣。
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引用次数: 0
Dynamic load balancing for real-time multiview path tracing on multi-GPU architectures 多gpu架构下实时多视图路径跟踪的动态负载平衡
Q1 Computer Science Pub Date : 2025-08-01 Epub Date: 2025-08-26 DOI: 10.1016/j.vrih.2022.08.013
Erwan Leria, Markku Makitalo, Julius Ikkala, Pekka Jääskeläinen
Stereoscopic and multiview rendering are used for virtual reality and the synthetic generation of light fields from three-dimensional scenes. Because rendering multiple views using ray tracing techniques is computationally expensive, the utilization of multiprocessor machines is necessary to achieve real-time frame rates. In this study, we propose a dynamic load-balancing algorithm for real-time multiview path tracing on multi-compute device platforms. The proposed algorithm was adapted to heterogeneous hardware combinations and dynamic scenes in real time. We show that on a heterogeneous dual-GPU platform, our implementation reduces the rendering time by an average of approximately 30%–50% compared with that of a uniform workload distribution, depending on the scene and number of views.
立体和多视图渲染用于虚拟现实和三维场景光场合成生成。由于使用光线追踪技术渲染多个视图的计算成本很高,因此使用多处理器机器来实现实时帧率是必要的。在这项研究中,我们提出了一种动态负载平衡算法,用于多计算设备平台上的实时多视图路径跟踪。该算法适用于异构硬件组合和实时动态场景。我们表明,在异构双gpu平台上,我们的实现与统一工作负载分布相比,平均减少了大约30%-50%的渲染时间,具体取决于场景和视图数量。
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引用次数: 0
Optimal load frequency control system for two-area connected via AC/DC link using cuckoo search algorithm 基于布谷鸟搜索算法的交直流两区连接最优负荷频率控制系统
Q1 Computer Science Pub Date : 2025-06-01 Epub Date: 2025-06-26 DOI: 10.1016/j.vrih.2025.03.006
Gaber EL-SAADY , Alexey MIKHAYLOV , Nora BARANYAI , Mahrous AHMED , Mahmoud HEMEIDA

Background

Interconnection of different power systems has a major effect on system stability. This study aims to design an optimal load frequency control (LFC) system based on a proportional-integral (PI) controller for a two-area power system.

Methods

Two areas were connected through an AC tie line in parallel with a DC link to stabilize the frequency of oscillations in both areas. The PI parameters were tuned using the cuckoo search algorithm (CSA) to minimize the integral absolute error (IAE). A state matrix was provided, and the stability of the system was verified by calculating the eigenvalues. The frequency response was investigated for load variation, changes in the generator rate constraint, the turbine time constant, and the governor time constant.

Results

The CSA was compared with particle swarm optimization algorithm (PSO) under identical conditions. The system was modeled based on a state-space mathematical representation and simulated using MATLAB. The results demonstrated the effectiveness of the proposed controller based on both algorithms and, it is clear that CSA is superior to PSO.

Conclusion

The CSA algorithm smoothens the system response, reduces ripples, decreases overshooting and settling time, and improves the overall system performance under different disturbances.
不同电力系统之间的互联对系统的稳定性有着重要的影响。本研究旨在设计一种基于比例积分(PI)控制器的两区电力系统最优负荷频率控制系统。方法采用交流联线与直流联线并联,稳定两个区域的振荡频率。采用布谷鸟搜索算法(CSA)对PI参数进行调整,使积分绝对误差(IAE)最小。给出了状态矩阵,并通过计算特征值验证了系统的稳定性。研究了负荷变化、发电机转速约束、水轮机时间常数和调速器时间常数的频率响应。结果在相同条件下,将CSA算法与粒子群优化算法(PSO)进行了比较。基于状态空间数学表示对系统进行了建模,并用MATLAB进行了仿真。结果证明了基于这两种算法的控制器的有效性,并且很明显,CSA优于PSO。结论CSA算法平滑了系统响应,减少了波纹,减少了超调量和稳定时间,提高了系统在不同干扰下的整体性能。
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引用次数: 0
Designing social immersive virtual environments for the Metaverse: The case study of MetaLibrary 为虚拟世界设计社交沉浸式虚拟环境:以metabrary为例
Q1 Computer Science Pub Date : 2025-06-01 Epub Date: 2025-06-26 DOI: 10.1016/j.vrih.2025.04.002
Alberto CANNAVÒ, Giorgio ARRIGO, Alessandro VISCONTI, Federico De LORENZIS, Fabrizio LAMBERTI

Background

Over the last few years, the rapid advancement of technology has led to the development of many approaches to digitalization. In this respect, metaverse provides 3D persistent virtual environments that can be used to access digital content, meet virtually, and perform several professional and leisure tasks. Among the numerous technologies supporting the metaverse, immersive Virtual Reality (VR) plays a primary role and offers highly interactive social experiences. Despite growing interest in this area, there are no clear design guidelines for creating environments tailored to the metaverse.

Methods

This study seeks to advance research in this area by moving from state-of-the-art studies on the design of immersive virtual environments in the context of metaverse and proposing how to integrate cutting-edge technologies within this context. Specifically, the best practices were identified by i) analyzing literature studies focused on human behavior in immersive virtual environments, ii) extracting common features of existing social VR platforms, and iii) conducting interviews with experts in a specific application domain. Specifically, this study considered the creation of a new virtual environment for MetaLibrary, a VR-based social platform aimed at integrating public libraries into metaverse. Several implementation challenges and additional requirements have been identified for the development of virtual environments (VEs). These elements were considered in the selection of specific cutting-edge technologies and their integration into the development process. A user study was also conducted to investigate some design aspects (namely lighting conditions and richness of the scene layout) for which deriving clear indications from the above analysis was not possible because different alternative configurations could be chosen.

Results

The work reported in this paper seeks to bridge the gap between existing VR platforms and related literature in the field, on the one hand, and requirements regarding immersive virtual environments for the metaverse, on the other hand, by reporting a set of best practices which were used to build a social virtual environment that meets users' expectations and needs.

Conclusions

Results suggest that carefully designed virtual environments can positively affect user experience and interaction within metaverse. The insights gained from this study offer valuable cues for developing immersive virtual environments for the metaverse to deliver more effective and engaging experiences.
在过去的几年里,技术的快速进步导致了许多数字化方法的发展。在这方面,metaverse提供了3D持久的虚拟环境,可用于访问数字内容,虚拟会面,并执行一些专业和休闲任务。在支持虚拟世界的众多技术中,沉浸式虚拟现实(VR)发挥着主要作用,提供了高度互动的社交体验。尽管人们对这个领域的兴趣越来越浓厚,但是对于创建适合于虚拟世界的环境,还没有明确的设计指导方针。方法:本研究旨在通过对虚拟世界背景下沉浸式虚拟环境设计的最新研究,并提出如何在此背景下整合尖端技术,来推进这一领域的研究。具体而言,通过i)分析专注于沉浸式虚拟环境中人类行为的文献研究,ii)提取现有社交VR平台的共同特征,以及iii)与特定应用领域的专家进行访谈,确定了最佳实践。具体来说,本研究考虑为MetaLibrary创建一个新的虚拟环境,这是一个基于vr的社交平台,旨在将公共图书馆整合到虚拟世界中。对于虚拟环境(ve)的开发,已经确定了几个实现挑战和额外需求。在选择具体的尖端技术并将其纳入开发过程时考虑了这些因素。我们还进行了一项用户研究,以调查一些设计方面(即照明条件和场景布局的丰富性),因为可以选择不同的替代配置,因此无法从上述分析中得出明确的指示。本文报告的工作旨在弥合现有VR平台与该领域相关文献之间的差距,一方面,另一方面,通过报告一组用于构建满足用户期望和需求的社交虚拟环境的最佳实践,满足虚拟世界对沉浸式虚拟环境的需求。结果表明,精心设计的虚拟环境可以对用户体验和虚拟世界中的交互产生积极影响。从这项研究中获得的见解为为虚拟世界开发沉浸式虚拟环境提供了有价值的线索,以提供更有效和更吸引人的体验。
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引用次数: 0
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Virtual Reality Intelligent Hardware
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