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Virtual-reality and intelligent hardware in Digital Twins 数字孪生中的虚拟现实和智能硬件
Q1 Computer Science Pub Date : 2022-12-01 DOI: 10.1016/j.vrih.2022.12.002
Zhihan Lv , Gustavo Marfia , Fabio Poiesi , Neil Vaughan , Jun Shen
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引用次数: 0
Gamification and virtual reality for digital twin learning and training: architecture and challenges 数字孪生学习和培训的游戏化和虚拟现实:架构和挑战
Q1 Computer Science Pub Date : 2022-12-01 DOI: 10.1016/j.vrih.2022.08.001
Antonio Bucchiarone

Background

Digital Twins are becoming increasingly popular in a variety of industries to manage complex systems. As digital twins become more sophisticated, there is an increased need for effective training and learning systems. Teachers, project leaders, and tool vendors encounter challenges while teaching and training their students, co-workers, and users.

Methods

In this study, we propose a new method for training users in using digital twins by proposing a gamified and virtual environment. We present an overall architecture and discuss its practical realization.

Results

We propose a set of future challenges that we consider critical to enabling a more effective learning/training approach.

背景数字孪生在管理复杂系统的各种行业中越来越受欢迎。随着数字孪生变得越来越复杂,对有效培训和学习系统的需求也越来越大。教师、项目负责人和工具供应商在教授和培训他们的学生、同事和用户时遇到了挑战。方法在本研究中,我们提出了一种通过游戏化和虚拟环境来训练用户使用数字双胞胎的新方法。给出了系统的总体架构,并讨论了系统的具体实现。我们提出了一系列未来的挑战,我们认为这些挑战对于实现更有效的学习/培训方法至关重要。
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引用次数: 7
Resource requirements of an edge-based digital twin service: an experimental study 基于边缘的数字孪生服务资源需求的实验研究
Q1 Computer Science Pub Date : 2022-12-01 DOI: 10.1016/j.vrih.2022.05.005
Federico Mungari , Milan Groshev , Carla Fabiana Chiasserini

Digital Twin (DT) is a pivotal application under the industrial digital transformation envisaged by the fourth industrial revolution (Industry 4.0). DT defines intelligent and real-time faithful reflections of physical entities such as industrial robots, thus allowing their remote control. Relying on the latest advances in Information and Communication Technologies (ICT), namely Network Function Virtualization (NFV) and Edge-computing, DT can be deployed as an on-demand service in the factories close proximity and offered leveraging radio access technologies. However, with the purpose of achieving the well-known scalability, flexibility, availability and performance guarantees benefits foreseen by the latest ICT, it is steadily required to experimentally profile and assess DT as a Service (DTaaS) solutions. Moreover, the dependencies between the resources claimed by the service and the relative demand and work loads require to be investigated. In this work, an Edge-based Digital Twin solution for remote control of robotic arms is deployed in an experimental testbed where, in compliance with the NFV paradigm, the service has been segmented in virtual network functions. Our research has primarily the objective to evaluate the entanglement among overall service performance and VNFs resource requirements, and the number of robots consuming the service varies. Experimental profiles show the most critical DT features to be the inverse kinematics and trajectory computations. Moreover, the same analysis has been carried out as a function of the industrial processes, namely based on the commands imposed on the robots, and particularly of their ion-level, resulting in a novel trade-off between computing and time resources requirements and trajectory guarantees. The derived results provide crucial insights for the design of network service scaling and resource orchestration frameworks dealing with DTaaS applications. Finally, we empirically prove LTE shortage to accommodate the minimum DT latency requirements.

数字孪生(DT)是第四次工业革命(工业4.0)所设想的工业数字化转型的关键应用。DT定义了物理实体(如工业机器人)的智能和实时忠实反映,从而允许它们进行远程控制。凭借资讯及通讯科技(ICT)的最新发展,即网络功能虚拟化(NFV)和边缘计算,DT可作为按需服务部署在工厂附近,并利用无线接达技术提供。然而,为了实现最新ICT所预见的众所周知的可扩展性、灵活性、可用性和性能保证优势,需要通过实验分析和评估DT即服务(DTaaS)解决方案。此外,需要调查服务所声明的资源与相对需求和工作负载之间的依赖关系。在这项工作中,在实验测试平台上部署了一个基于边缘的数字孪生解决方案,用于机器人手臂的远程控制,根据NFV范例,该服务已被分割为虚拟网络功能。我们的研究主要目的是评估整体服务性能和VNFs资源需求之间的纠缠,以及消耗服务的机器人数量的变化。实验曲线表明,最关键的DT特征是逆运动学和轨迹计算。此外,同样的分析已经作为工业过程的功能进行,即基于对机器人施加的命令,特别是离子水平,导致计算和时间资源需求与轨迹保证之间的新型权衡。所得结果为处理DTaaS应用程序的网络服务扩展和资源编排框架的设计提供了重要的见解。最后,我们通过经验证明LTE短缺可以满足最小DT延迟要求。
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引用次数: 1
Digital twins and multi-access edge computing for IIoT 工业物联网的数字孪生和多接入边缘计算
Q1 Computer Science Pub Date : 2022-12-01 DOI: 10.1016/j.vrih.2022.07.005
Andreas P. Plageras, Konstantinos E. Psannis

Background

All recent technological findings can be collectively used to strengthen the industrial Internet of things (IIoT) sector. The novel technology of multi-access edge computing or mobile edge computing (MEC) and digital twins have advanced rapidly in the industry. MEC is the middle layer between mobile devices and the cloud, and it provides scalability, reliability, security, efficient control, and storage of resources. Digital twins form a communication model that enhances the entire system by improving latency, overhead, and energy consumption.

Methods

The main focus in this study is the biggest challenges that researchers in the field of IIoT have to overcome to obtain a more efficient communication environment in terms of technology integration, efficient energy and data delivery, storage spaces, security, and real-time control and analysis. Thus, a distributed system is established in a local network, in which several functions operate. In addition, an MEC-based framework is proposed to reduce traffic and latency by merging the processing of data generated by IIoT devices at the edge of the network. The critical parts of the proposed IIoT system are evaluated by using emulation software.

Results

The results show that data delivery and offloading are performed more efficiently, energy consumption and processing are improved, and security, complexity, control, and reliability are enhanced.

Conclusions

The proposed framework and application provide authentication and integrity to end users and IoT devices.

所有最近的技术发现都可以共同用于加强工业物联网(IIoT)部门。多址边缘计算或移动边缘计算(MEC)和数字孪生等新技术在业界发展迅速。MEC是移动设备和云之间的中间层,提供可扩展性、可靠性、安全性、高效控制和资源存储等功能。数字孪生形成了一种通信模型,通过改善延迟、开销和能耗来增强整个系统。方法本研究的主要重点是工业物联网领域的研究人员必须克服的最大挑战,以便在技术集成,高效能源和数据传输,存储空间,安全性以及实时控制和分析方面获得更高效的通信环境。因此,在一个局部网络中建立了一个分布式系统,其中有几个功能在运行。此外,提出了一种基于mec的框架,通过合并网络边缘IIoT设备生成的数据处理来减少流量和延迟。利用仿真软件对所提出的工业物联网系统的关键部分进行了评估。结果提高了数据传输和卸载效率,提高了能耗和处理效率,增强了安全性、复杂性、可控性和可靠性。提出的框架和应用为最终用户和物联网设备提供了认证和完整性。
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引用次数: 3
Empowering digital twins with eXtended reality collaborations 通过扩展现实协作增强数字孪生
Q1 Computer Science Pub Date : 2022-12-01 DOI: 10.1016/j.vrih.2022.06.004
Lorenzo Stacchio , Alessia Angeli , Gustavo Marfia

Background

The advancements of Artificial Intelligence, Big Data Analytics, and the Internet of Things paved the path to the emergence and use of Digital Twins (DTs) as technologies to “twin” the life of a physical entity in different fields, ranging from industry to healthcare. At the same time, the advent of eXtended Reality (XR) in industrial and consumer electronics has provided novel paradigms that may be put to good use to visualize and interact with DTs. XR technologies can support human-to-human interactions for training and remote assistance and could transform DTs into collaborative intelligence tools.

Methods

We here present the Human Collaborative Intelligence empowered Digital Twin framework (HCLINT-DT) integrating human annotations (e.g., textual and vocal) to allow the creation of an all-in-one-place resource to preserve such knowledge. This framework could be adopted in many fields, supporting users to learn how to carry out an unknown process or explore others’ past experiences.

Results

The assessment of such a framework has involved implementing a DT supporting human annotations, reflected in both the physical world (Augmented Reality) and the virtual one (Virtual Reality).

Conclusions

The outcomes of the interface design assessment confirm the interest in developing HCLINT-DT-based applications. Finally, we evaluated how the proposed framework could be translated into a manufacturing context.

人工智能、大数据分析和物联网的进步为数字孪生技术(DTs)的出现和使用铺平了道路,这些技术可以在从工业到医疗保健等不同领域“孪生”物理实体的生命。与此同时,工业和消费电子产品中扩展现实(XR)的出现提供了新的范式,可以很好地用于可视化和与dt交互。XR技术可以支持人与人之间的培训和远程协助互动,并可以将dt转变为协作智能工具。方法我们在此提出了人类协作智能授权的数字孪生框架(HCLINT-DT),该框架集成了人类注释(例如,文本和声音),以允许创建一个全在一个地方的资源来保存这些知识。这个框架可以在很多领域被采用,支持用户学习如何进行一个未知的过程,或者探索别人过去的经验。结果对这样一个框架的评估涉及实现一个支持人类注释的DT,反映在物理世界(增强现实)和虚拟世界(虚拟现实)中。结论界面设计评估的结果证实了开发基于hclint - dt的应用程序的兴趣。最后,我们评估了如何将所建议的框架转换到制造环境中。
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引用次数: 5
Uncanny valley for interactive social agents: an experimental study 互动社会主体的恐怖谷:一项实验研究
Q1 Computer Science Pub Date : 2022-10-01 DOI: 10.1016/j.vrih.2022.08.003
Nidhi Mishra , Manoj Ramanathan , Gauri Tulsulkar , Nadia Magneat Thalmann

Background

The uncanny valley hypothesis states that users may experience discomfort when interacting with almost human-like artificial characters. Advancements in artificial intelligence, robotics, and computer graphics have led to the development of life-like virtual humans and humanoid robots. Revisiting this hypothesis is necessary to check whether they positively or negatively affect the current population, who are highly accustomed to the latest technologies.

Methods

In this study, we present a unique evaluation of the uncanny valley hypothesis by allowing participants to interact live with four humanoid robots that have varying levels of human-likeness. Each participant completed a survey questionnaire to evaluate the affinity of each robot. Additionally, we used deep learning methods to quantify the participants’ emotional states using multimodal cues, including visual, audio, and text cues, by recording the participant–robot interactions.

Results

Multi-modal analysis and surveys provided interesting results and insights into the uncanny valley hypothesis.

恐怖谷假说认为,用户在与几乎与人类相似的人工角色互动时可能会感到不舒服。人工智能、机器人技术和计算机图形学的进步导致了栩栩如生的虚拟人和人形机器人的发展。重新审视这一假设是必要的,以检查它们对当前高度习惯最新技术的人群是积极的还是消极的影响。方法在这项研究中,我们提出了一个独特的评估恐怖谷假说,允许参与者与四个具有不同程度的人形机器人互动。每个参与者都完成了一份调查问卷,以评估每个机器人的亲和力。此外,我们使用深度学习方法,通过记录参与者与机器人的互动,使用多模态线索(包括视觉、音频和文本线索)量化参与者的情绪状态。结果多模态分析和调查为恐怖谷假说提供了有趣的结果和见解。
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引用次数: 3
Computer graphics for metaverse 虚拟世界的计算机图形
Q1 Computer Science Pub Date : 2022-10-01 DOI: 10.1016/j.vrih.2022.10.001
Nadia Magnenat Thalmann , Jinman Kim , George Papagiannakis , Daniel Thalmann , Bin Sheng
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引用次数: 2
Virtual reality for immersive multi-user firefighter-training scenarios 虚拟现实沉浸式多用户消防员训练场景
Q1 Computer Science Pub Date : 2022-10-01 DOI: 10.1016/j.vrih.2022.08.006
Philipp Braun, Michaela Grafelmann, Felix Gill, Hauke Stolz, Johannes Hinckeldeyn, Ann-Kathrin Lange

Background

Virtual reality (VR) applications can be used to provide comprehensive training scenarios that are difficult or impossible to represent in physical configurations. This includes team training for emergency services such as firefighting. Creating a high level of immersion is essential for achieving effective virtual training. In this respect, motion-capture systems offer the possibility of creating highly immersive multi-user training experiences, including full-body avatars.

Methods

This study presents a preliminary prototype that helps extinguish a virtual fire on a container ship as a VR training scenario. The prototype provides a full-body and multi-user VR experience based on the synthesis of position data provided by the motion-capture system and orientation data from the VR headsets. Moreover, the prototype facilitates an initial evaluation of the results.

Results

The results confirm the value of using VR for training procedures that are difficult to implement in the real world. Furthermore, the results show that motion-capture-based VR technologies are particularly useful for firefighting training, in which participants can collaborate in difficult-to-access environments. However, this study also indicates that increasing the immersion in such training remains a challenge.

Conclusions

This study presents a prototypical VR application that enables the multi-user training of maritime firefighters. Future research should evaluate the initial results, provide more extensive training scenarios, and measure the training progress.

虚拟现实(VR)应用程序可用于提供在物理配置中难以或不可能表示的全面训练场景。这包括消防等紧急服务的团队培训。创造高水平的沉浸感对于实现有效的虚拟培训至关重要。在这方面,动作捕捉系统提供了创造高度身临其境的多用户训练体验的可能性,包括全身化身。方法本研究提出了一个初步的原型,帮助扑灭集装箱船上的虚拟火灾作为虚拟现实训练场景。该原型基于动作捕捉系统提供的位置数据和VR头显提供的方向数据的综合,提供了全身和多用户的VR体验。此外,原型有助于对结果进行初步评估。结果证实了在现实世界中难以实施的训练过程中使用VR的价值。此外,研究结果表明,基于动作捕捉的VR技术对消防培训特别有用,参与者可以在难以进入的环境中进行协作。然而,这项研究也表明,增加这种培训的沉浸感仍然是一个挑战。本研究提出了一个原型VR应用程序,使海上消防员的多用户培训成为可能。未来的研究应评估初步结果,提供更广泛的训练场景,并衡量训练进度。
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引用次数: 3
DSD-MatchingNet: Deformable sparse-to-dense feature matching for learning accurate correspondences DSD-MatchingNet:可变形的稀疏到密集的特征匹配,用于学习精确的对应关系
Q1 Computer Science Pub Date : 2022-10-01 DOI: 10.1016/j.vrih.2022.08.007
Yicheng Zhao , Han Zhang , Ping Lu , Ping Li , Enhua Wu , Bin Sheng

Background

Exploring correspondences across multiview images is the basis of various computer vision tasks. However, most existing methods have limited accuracy under challenging conditions.

Method

To learn more robust and accurate correspondences, we propose DSD-MatchingNet for local feature matching in this study. First, we develop a deformable feature extraction module to obtain multilevel feature maps, which harvest contextual information from dynamic receptive fields. The dynamic receptive fields provided by the deformable convolution network ensure that our method obtains dense and robust correspondence. Second, we utilize sparse-to-dense matching with symmetry of correspondence to implement accurate pixel-level matching, which enables our method to produce more accurate correspondences.

Result

Experiments show that our proposed DSD-MatchingNet achieves a better performance on the image matching benchmark, as well as on the visual localization benchmark. Specifically, our method achieved 91.3% mean matching accuracy on the HPatches dataset and 99.3% visual localization recalls on the Aachen Day-Night dataset.

探索多视图图像之间的对应关系是各种计算机视觉任务的基础。然而,大多数现有方法在具有挑战性的条件下精度有限。方法为了获得更鲁棒和准确的对应关系,我们提出了DSD-MatchingNet进行局部特征匹配。首先,我们开发了一个可变形的特征提取模块,以获得多层次的特征映射,从动态接受域中获取上下文信息。可变形卷积网络提供的动态接收域保证了该方法得到密集的鲁棒对应。其次,我们利用稀疏到密集匹配与对称的对应实现精确的像素级匹配,使我们的方法产生更准确的对应。结果实验表明,我们提出的DSD-MatchingNet在图像匹配基准和视觉定位基准上都取得了较好的性能。具体来说,我们的方法在HPatches数据集上的平均匹配准确率为91.3%,在Aachen Day-Night数据集上的视觉定位召回率为99.3%。
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引用次数: 0
NPIPVis: A visualization system involving NBA visual analysis and integrated learning model prediction NPIPVis:一个包含NBA可视化分析和综合学习模型预测的可视化系统
Q1 Computer Science Pub Date : 2022-10-01 DOI: 10.1016/j.vrih.2022.08.008
Zhuo Shi , Mingrui Li , Meng Wang , Jing Shen , Wei Chen , Xiaonan Luo

Background

Data-driven event analysis has gradually become the backbone of modern competitive sports analysis. Competitive sports data analysis tasks increasingly use computer vision and machine-learning models for intelligent data analysis. Existing sports visualization systems focus on the player–team data visualization, which is not intuitive enough for team season win–loss data and game time-series data visualization and neglects the prediction of all-star players.

Methods

This study used an interactive visualization system designed with parallel aggregated ordered hypergraph dynamic hypergraphs, Calliope visualization data story technology, and iStoryline narrative visualization technology to visualize the regular statistics and game time data of players and teams. NPIPVis includes dynamic hypergraphs of a teamʹs wins and losses and game plot narrative visualization components. In addition, an integrated learning-based all-star player prediction model, SRR-voting, which starts from the existing minority and majority samples, was proposed using the synthetic minority oversampling technique and RandomUnderSampler methods to generate and eliminate samples of a certain size to balance the number of allstar and average players in the datasets. Next, a random forest algorithm was introduced to extract and construct the features of players and combined with the voting integrated model to predict the all-star players, using Grid- SearchCV, to optimize the hyperparameters of each model in integrated learning and then combined with five-fold cross-validation to improve the generalization ability of the model. Finally, the SHapley Additive exPlanations (SHAP) model was introduced to enhance the interpretability of the model.

Results

The experimental results of comparing the SRR-voting model with six common models show that the accuracy, F1-score, and recall metrics are significantly improved, which verifies the effectiveness and practicality of the SRR-voting model.

Conclusions

This study combines data visualization and machine learning to design a National Basketball Association data visualization system to help the general audience visualize game data and predict all-star players; this can also be extended to other sports events or related fields.

数据驱动的赛事分析已逐渐成为现代竞技体育分析的中坚力量。竞技体育数据分析任务越来越多地使用计算机视觉和机器学习模型进行智能数据分析。现有的体育可视化系统主要集中在球员-球队数据的可视化上,对球队赛季胜负数据和比赛时间序列数据的可视化不够直观,忽略了对全明星球员的预测。方法采用并行聚合有序超图动态超图、Calliope可视化数据故事技术和iStoryline叙事可视化技术设计的交互式可视化系统,对运动员和球队的常规统计数据和比赛时间数据进行可视化。NPIPVis包括球队输赢的动态超图和游戏情节叙事可视化组件。此外,提出了基于学习的全明星球员综合预测模型SRR-voting,该模型从现有的少数和多数样本出发,采用合成少数过采样技术和RandomUnderSampler方法生成和剔除一定规模的样本,以平衡数据集中全明星和普通球员的数量。接下来,引入随机森林算法提取和构造球员特征,结合投票综合模型预测全明星球员,利用Grid- SearchCV对综合学习中各模型的超参数进行优化,再结合五重交叉验证提高模型的泛化能力。最后,引入SHapley加性解释(SHAP)模型,增强模型的可解释性。结果将SRR-voting模型与6种常用模型进行对比,结果表明该模型在准确率、F1-score和召回率指标上均有显著提高,验证了SRR-voting模型的有效性和实用性。本研究将数据可视化与机器学习相结合,设计一个nba数据可视化系统,帮助普通观众将比赛数据可视化,预测全明星球员;这也可以扩展到其他体育赛事或相关领域。
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引用次数: 0
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Virtual Reality Intelligent Hardware
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