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Proceedings of the 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry最新文献

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AR costumes: automatically augmenting watertight costumes from a single RGB image AR服装:从单个RGB图像自动增强水密服装
Christoph Maurhofer, Gökçen Çimen, Mattia Ryffel, R. Sumner, M. Guay
We describe a method to automatically augment a watertight digital costume onto a person's body from a monocular RGB image. When overlaying a digital costume onto a body using pose matching, several parts of the person's cloth or skin remain visible due to differences in shape and proportions. In this paper, we present a practical solution to these artifacts which requires minimal costume parameterization work, and a straightforward inpainting approach. To our knowledge, our approach is the first to deliver plausible watertight costumes from RGB imagery only, and is compatible with mobile devices. We show successful results at high resolution in our video and project web page, as well as defects in the discussion section of paper, which can serve as comparison for future improvements.
我们描述了一种从单目RGB图像自动增加水密数字服装到人身上的方法。当使用姿势匹配将数字服装叠加到人体上时,由于形状和比例的差异,人的衣服或皮肤的几个部分仍然可见。在本文中,我们提出了一种实用的解决方案,它需要最小的服装参数化工作,以及一种直接的涂漆方法。据我们所知,我们的方法是第一个从RGB图像中提供可信的水密服装,并且与移动设备兼容。我们在视频和项目网页中展示了高分辨率下的成功结果,同时在论文的讨论部分也展示了不足之处,可以作为以后改进的对比。
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引用次数: 4
System for preventing loss of replay desire in games by guiding the user to voluntary leaving from and returning to the game sessions 通过引导用户自愿离开和返回游戏会话来防止游戏中重玩欲望的丧失的系统
Shota Homma, Masaki Abe, Taichi Watanabe, Koji Mikami
We have conducted a research on the time-loss experience during game play. From the study, we propose system design for preventing loss of replay desire in games by guiding voluntary leave. Experiments have shown the effectiveness of the proposed system. In the first step of this study, we have conducted a preliminary experiment for finding whether increasing cognitive workload can guide voluntary leave. The results indicated that adjusting difficulty level by modifications to the appearances of the game objects makes a difference in the cognitive workload.
我们对游戏过程中的时间损耗体验进行了研究。在研究的基础上,我们提出了通过引导自愿离开来防止游戏重玩欲望丧失的制度设计。实验证明了该系统的有效性。在本研究的第一步,我们进行了一个初步的实验,以发现增加认知工作量是否可以引导自愿休假。结果表明,通过改变游戏对象的外观来调整难度等级会对认知负荷产生影响。
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引用次数: 0
Two-way cooperation of architectural 3d cad and game engine 建筑3d cad与游戏引擎双向合作
Keita Kado, Gakuhito Hirasawa
Building information modeling (BIM) is the concept that involves building a three-dimensional model (3D model) as a virtual building and using this virtual building to perform various simulations and evaluations. 3D visualization using virtual reality is a typical use of BIM. A game engine---that is, a development environment for video games---has been effectively utilized as a development environment for architectural virtual reality (VR) applications. Various functions provided by the game engine can be used to develop VR applications. However, the intermediate file-based data coordination that is conventionally used requires problematic tasks associated with the cyclic process involving design and visualization. A two-way cooperation that interconnects architectural 3D CAD and a VR application developed in a game engine is described in this paper, with a special emphasis on 3D model management. In the two-way cooperation system, 3D models in architectural 3D CAD are shared with the VR application through a relay database. Three-dimensional model representation that is mesh-based and parametric-based is employed to manage 3D models. In addition, two expansions, a delta update function and an editing function, make cooperation smooth and bidirectional. An immersive VR application designed for decision making with stakeholders such as architects or clients is demonstrated in this study.
建筑信息建模(BIM)是指建立一个三维模型(3D模型)作为虚拟建筑,并利用这个虚拟建筑进行各种模拟和评估的概念。利用虚拟现实进行三维可视化是BIM的典型应用。游戏引擎——也就是视频游戏的开发环境——已经被有效地用作架构虚拟现实(VR)应用程序的开发环境。游戏引擎提供的各种功能可以用来开发VR应用。然而,通常使用的中间基于文件的数据协调需要与涉及设计和可视化的循环过程相关的有问题的任务。本文描述了一种将建筑3D CAD和在游戏引擎中开发的VR应用程序相互连接的双向合作,特别强调了3D模型管理。在双向协作系统中,建筑三维CAD中的三维模型通过中继数据库与VR应用共享。采用基于网格和参数的三维模型表示方法对三维模型进行管理。此外,两个扩展,一个增量更新功能和一个编辑功能,使合作顺利和双向。本研究展示了一个沉浸式VR应用程序,用于与建筑师或客户等利益相关者进行决策。
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引用次数: 3
Weakly supervised 6D pose estimation for robotic grasping 机器人抓取的弱监督6D姿态估计
Yaoxin Li, Jin Sun, Xiaoqian Li, Zhanpeng Zhang, Hui Cheng, Xiaogang Wang
Learning based robotic grasping methods achieve substantial progress with the development of the deep neural networks. However, the requirement of large-scale training data in the real world limits the application scopes of these methods. Given the 3D models of the target objects, we propose a new learning-based grasping approach built on 6D object poses estimation from a monocular RGB image. We aim to leverage both a large-scale synthesized 6D object pose dataset and a small scale of the real-world weakly labeled dataset (e.g., mark the number of objects in the image), to reduce the system deployment difficulty. In particular, the deep network combines the 6D pose estimation task and an auxiliary task of weak labels to perform knowledge transfer between the synthesized and real-world data. We demonstrate the effectiveness of the method in a real robotic environment and show substantial improvements in the successful grasping rate (about 11.9% on average) to the proposed knowledge transfer scheme.
随着深度神经网络的发展,基于学习的机器人抓取方法取得了长足的进步。然而,现实世界对大规模训练数据的需求限制了这些方法的应用范围。考虑到目标物体的三维模型,我们提出了一种新的基于学习的抓取方法,该方法基于单目RGB图像的6D物体姿态估计。我们的目标是利用大规模的合成6D物体姿态数据集和小规模的现实世界弱标记数据集(例如,标记图像中物体的数量)来降低系统部署难度。特别是,深度网络结合了6D姿态估计任务和弱标签的辅助任务,在合成数据和真实数据之间进行知识转移。我们在真实的机器人环境中证明了该方法的有效性,并显示了所提出的知识转移方案在成功抓取率(平均约11.9%)方面的实质性改进。
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引用次数: 1
Correlating gamers' brainwaves to their subjective feelings in virtual reality games under different viewing perspectives 虚拟现实游戏中不同视角下玩家脑电波与主观感受的关联研究
D. Monteiro, Hai-Ning Liang, N. Baghaei
Consumer virtual reality (VR) is a relatively new mass technology that needs to be explored further so we can understand how it affects players from a psychophysiological perspective and how it differs from a common display during gameplay. One aspect of VR gameplay that is particularly underexplored when it comes to psychophysiological data is viewing perspective. This research aims to assess and analyse how players' brainwaves correlate to their subjective feelings when playing in first-person and third-person viewing perspectives in VR. We report the findings of an experiment in which participants play a game in VR under first-and third-person perspectives and have their EEG data recorded. Our findings indicate that some waves correlate to subjective feelings regardless of viewing perspective, whereas others are more reliant on which perspective the gamers are playing in (e.g. Alpha). The results of this research are applicable to the design of VR games, especially those aimed at improving players' health.
消费者虚拟现实(VR)是一项相对较新的大众技术,需要进一步探索,以便我们能够从心理生理学角度了解它如何影响玩家,以及它与游戏过程中的普通显示有何不同。当涉及到心理生理学数据时,VR游戏玩法的一个未被充分探索的方面是观看视角。这项研究旨在评估和分析玩家在VR中以第一人称和第三人称视角玩游戏时的脑电波与他们的主观感受之间的关系。我们报告了一项实验的结果,参与者在第一人称和第三人称视角下玩VR游戏,并记录了他们的脑电图数据。我们的研究结果表明,一些波与主观感受有关,而与观看角度无关,而另一些波则更依赖于玩家所处的视角(如Alpha)。本研究的结果适用于VR游戏的设计,特别是那些以提高玩家健康为目的的游戏。
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引用次数: 3
Conceptual framework for the usability evaluation of gamified virtual reality environment for non-gamers 非游戏玩家游戏化虚拟现实环境可用性评估的概念框架
S. F. M. Zaidi, Craig Duthie, E. Carr, Samah Hassan Abd El Maksoud
Loneliness has been shown to have a negative effect on both mental and physical health. Regular video game players always keep themselves busy with the games they love playing. Whereas, non-gamers are mostly involved in other physical/social activities that sustain positive impact on their lives. When it comes to not being able to keep up with these activities, loneliness starts to creep in their lives, especially when they get older. Virtual reality(VR) provides a more accessible option for people to become engaged in physical and social activities from the comfort of their homes as they get immersed into the 3D simulation. This paper proposes a usability framework for (VR) casual game development for non-gamers, that would help developers to get important game elements in pre-production phase avoiding major changes in the production phase. Moreover, when the prototype was tested for user-experience, results were positive, suggesting that the framework we proposed was successful in producing an immersive VR game prototype for our target users. The prototype helped alleviating feeling of loneliness and elevating positive mood.
孤独已被证明对心理和身体健康都有负面影响。普通的电子游戏玩家总是让自己忙于他们喜欢玩的游戏。而非游戏玩家则主要参与其他能够对他们的生活产生积极影响的身体/社交活动。当涉及到无法跟上这些活动时,孤独感开始在他们的生活中蔓延,尤其是当他们变老的时候。虚拟现实(VR)为人们提供了一个更方便的选择,让他们在舒适的家中沉浸在3D模拟中,从事体育和社交活动。本文提出了一个面向非游戏玩家的(VR)休闲游戏开发可用性框架,这将帮助开发者在预制作阶段获得重要的游戏元素,避免在制作阶段做出重大改变。此外,当原型进行用户体验测试时,结果是积极的,这表明我们提出的框架在为目标用户制作沉浸式VR游戏原型方面是成功的。该原型有助于缓解孤独感,提升积极情绪。
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引用次数: 14
Public/private interactive wearable projection display 公共/私人交互式可穿戴投影显示
Yuta Sugiura, T. Chong, Wataru Kawai, B. Thomas
We propose a wearable projection system that displays both public and private information concurrently. The system is composed of a 2-layer forearm mounted screen and a head worn device which projects images on the screen. The screen can be switched between two modes, light-diffusing mode, where projected image is visible to the surrounding viewers and light-transmitting mode, where projected image is only limited to the user. We conducted a set of design workshop to identify the optimal placement and interactions with this display system. We also implemented three display methods to present public or private information, which are contextualized with several use-case applications, supported with four sets of gestures.
我们提出了一种可穿戴投影系统,可以同时显示公共和私人信息。该系统由一个两层前臂安装的屏幕和一个在屏幕上投射图像的头戴设备组成。屏幕可以在两种模式之间切换:光漫射模式,其中投影图像对周围的观众可见;光透射模式,其中投影图像仅限于用户。我们进行了一系列的设计研讨会,以确定该展示系统的最佳位置和交互。我们还实现了三种显示方法来显示公共或私有信息,这些信息与几个用例应用程序进行了上下文化,并支持四组手势。
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引用次数: 4
Multi-reality games: an experience across the entire reality-virtuality continuum 多重现实游戏:跨越整个现实-虚拟连续体的体验
Llogari Casas, Loïc Ciccone, Gökçen Çimen, P. Wiedemann, M. Fauconneau, R. Sumner, Kenny Mitchell
Interactive play can take very different forms, from playing with physical board games to fully digital video games. In recent years, new video game paradigms were introduced to connect real-world objects to virtual game characters. However, even these applications focus on a specific section of the Reality-Virtuality Continuum, where the visual embodiment of characters is either largely static toys in the real world or pre-animated within the virtual world according to a determined set of motions. We introduce a novel concept, called Multi-Reality Games, that encompasses interactions with real and virtual objects to span the entire spectrum of the Reality-Virtuality Continuum, from the real world to digital and/or back. Our application on real-virtual game interaction makes an evolutionary step toward the convergence of real and virtual game characters. Rather than static toys or pre-built and unconfigurable virtual counterparts, we bring together technologies from the entire Reality-Virtuality Continuum to target new game experiences. We showcase our framework by proposing a game application on a mobile device. Without the need to change the location or set, we enable intuitive and seamless interactions between physical, augmented and virtual elements. The experience brings both worlds closer, and enables the user to customize the virtual scenario according to physical references.
互动游戏可以采取非常不同的形式,从玩物理棋盘游戏到玩全数字视频游戏。近年来,新的电子游戏范式被引入,将现实世界的物体与虚拟游戏角色联系起来。然而,即使是这些应用程序也专注于现实-虚拟连续体的特定部分,其中角色的视觉体现要么是现实世界中的静态玩具,要么是虚拟世界中的预动画,根据一组确定的动作。我们引入了一个新颖的概念,称为多现实游戏,它包括与真实和虚拟物体的交互,以跨越现实-虚拟连续体的整个频谱,从现实世界到数字和/或返回。我们在现实与虚拟游戏交互中的应用,使现实与虚拟游戏角色的融合迈出了进化的一步。而不是静态玩具或预先构建和不可配置的虚拟对应物,我们汇集了整个现实-虚拟连续体的技术,以瞄准新的游戏体验。我们通过在移动设备上提出一个游戏应用程序来展示我们的框架。无需更改位置或设置,我们可以在物理,增强和虚拟元素之间实现直观和无缝的交互。这种体验拉近了两个世界的距离,并使用户能够根据物理参考来定制虚拟场景。
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引用次数: 7
Hole-filling method for reconstructing separated arm models of the mongolian buddha statue for analyzing body shape of statues 利用补孔法重建蒙古佛像分离臂模型,分析佛像形体
Amartuvshin Renchin-Ochir, Enkhbayar Altantsetseg, K. Konno
Extracting reconstructed decoration and body parts from Buddha statues collection contributes to cultural and archaeological analyses. To fully analyze the similarity between different statues, reconstructed body parts without decoration are required. This paper proposes a sufficient hole-filling method to reconstruct solid models of a statue arm that does not feature decoration on the surface. In our approach, decoration and body parts are separated according to segmented decoration points. Once decoration parts are separated from the original model, complex holes and gaps are left in the body part. Thus, a hole-filling method is introduced in this paper, to construct a complete surface model of an arm. We implemented our hole-filling method using a general B-spline surface-fitting technique based on information from divided rectangular surfaces. Once the body part is completed using the hole-filling method, a solid model is reconstructed. The proposed method was tested on arm parts from Mongolian Buddha statues and the precision of the hole-filling method was confirmed. The solid model of an arm part was reconstructed from point clouds of completed body model.
从佛像收藏品中提取重建的装饰和身体部位有助于文化和考古分析。为了充分分析不同雕像之间的相似性,需要在没有装饰的情况下重建身体部位。本文提出了一种充分填充孔洞的方法来重建表面无装饰的雕像手臂实体模型。在我们的方法中,根据分割的装饰点将装饰和身体部位分开。一旦装饰部分与原模型分离,身体部分就会留下复杂的孔洞和缝隙。因此,本文引入了一种填孔法来构造机械臂的完整曲面模型。我们使用基于分割矩形表面信息的一般b样条曲面拟合技术实现了我们的孔填充方法。一旦用孔填充法完成了主体部分,就可以重建实体模型。对蒙古佛像手臂部位进行了实验,验证了该方法的精度。利用已完成的人体模型的点云重建手臂部位的实体模型。
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引用次数: 4
TutAR
Daniel Eckhoff, C. Sandor, Christian Lins, U. Eck, Denis Kalkofen, Andreas Hein
With Augmented Reality (AR) on Optical See-Through Head-Mounted Displays (OST-HMD), users can observe the real world and computer graphics at the same time. In this work, we present the design and implementation of TutAR, a pipeline that semi-automatically creates AR tutorials of 2D RGB videos with hands-only procedures such as cardiopulmonary resuscitation (CPR). TutAR extracts relevant 3D hand motion from the input video. The derived hand motion will be displayed as an animated 3D hand relative to the human body and plays synchronously with the motion in the video on an OST-HMD.
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引用次数: 10
期刊
Proceedings of the 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
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