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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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A unified simulation framework for water phase transition based on particles 基于粒子的水相转变统一模拟框架
Chenyu Bian, Shuangjiu Xiao, Zhi Li
Water phase transitions are fundamental and complex phenomena in nature. Previous researches usually studied every process during water phase transitions individually and simulated it separately. This is because the phase transition process of water is very complex. In this paper, we proposed a novel method to simulate the processes of water phase transitions uniformly. We firstly established PBMR (Position Based Material Representation) which is based on PBD (Position Based Dynamics) to describe all three different kinds of water material. And then, we designed a unified computational process to modeled water phase transitions. In our unified computational process, heat transfer mechanism and mass transfer mechanism were main concerns in our consideration. With our method, it is capable to simulate water phase transition uniformly.
水相变是自然界中基本而复杂的现象。以往的研究通常是对水相变过程中的各个过程进行单独的研究和模拟。这是因为水的相变过程非常复杂。本文提出了一种均匀模拟水相变过程的新方法。我们首先建立了PBMR (Position Based Material Representation),它基于PBD (Position Based Dynamics)来描述这三种不同的水物质。然后,我们设计了一个统一的计算过程来模拟水的相变。在我们的统一计算过程中,传热机理和传质机理是我们主要考虑的问题。该方法能够均匀地模拟水的相变过程。
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引用次数: 0
Development of a VR prototype for enhancing earthquake evacuee safety 开发增强地震疏散人员安全的虚拟现实原型
Hui Liang, Fei Liang, Fenglong Wu, Changhai Wang, Jian Chang
Training and education for enhancing evacuee safety is essential to reduce deaths, injuries and damages from disasters, such as fire and earthquake. However, traditional training approaches, e.g. evacuation drills, hardly simulate the real world emergency, which lead to the limitation of reality and poor interaction. In addition, traditional approaches may not provide investigation of participants' behavior during evacuations and give feedback after training. As a novel and effective alternative to overcome these limitations, in this paper, a VR-based training prototype system is designed and implemented for enhance earthquake evacuation safety. Key modules including earthquake scenario simulation, damage representation, interaction, player investigation and feedback are developed. In the immersive VR environment, players can be provided with learning outcomes as well as behavior feedback as crucial goals for safety training. Based on the result of the evaluation, this prototype has proven to be promising for enhancing earthquake evacuee safety and shows positive pedagogical functions.
加强撤离人员安全的培训和教育对于减少火灾和地震等灾害造成的死亡、伤害和损失至关重要。然而,传统的训练方法,如疏散演习,很难模拟真实的突发事件,导致现实性的局限性和交互性差。此外,传统方法可能无法对疏散期间参与者的行为进行调查,也无法在培训后提供反馈。本文设计并实现了一种基于虚拟现实的训练原型系统,以提高地震疏散的安全性。开发了地震情景模拟、灾害表现、交互、玩家调查和反馈等关键模块。在沉浸式VR环境中,可以为玩家提供学习成果和行为反馈,作为安全培训的重要目标。根据评估结果,该原型被证明有希望提高地震疏散人员的安全,并显示出积极的教学功能。
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引用次数: 12
Analyzing the relationship between pressure sensitivity and player experience 分析压力敏感性与玩家体验之间的关系
Henry Fernández, Koji Mikami, K. Kondo
This paper summarizes the findings of a study about patterns between the levels of pressure exerted on a gamepad's buttons and the way that players feel when playing. We designed an experiment to trigger different emotions (boredom, frustration, fun) from players when playing a 2D space shooter and analyzed the relationship between pressure and experience. Results show clear trends and a close correlation between pressure and specific players' aspects. Older players tended to press the button harder and players with more experience tended to press it softer. We also found out that there is a strong correlation between pressure and aspects such as difficulty, fun, arousal and dominance, being the correlation: pressure/fun (76.92%) and pressure/dominance (78.57%) the most relevant ones. Finally, frustration, boredom and valence had unclear results, however, trends showed the following: the more frustration, the harder players pressed the button, boredom has an inversely proportional relation with pressure and the results for valence were 61.54% positive, without having a solid final conclusion about this parameter. We propose a parameters classification to carry on with this result in our next step and show how could we design an effective estimation method in the future.
本文总结了一项关于手柄按键压力水平与玩家体验方式之间模式的研究结果。我们设计了一个实验来激发玩家在玩2D太空射击游戏时的不同情绪(无聊、沮丧、有趣),并分析了压力和体验之间的关系。结果显示,压力与运动员特定方面之间存在明显的趋势和密切的相关性。年龄较大的玩家倾向于更用力地按压按键,而经验丰富的玩家则倾向于更轻柔地按压按键。我们还发现,压力与难度、乐趣、激励和支配等方面存在很强的相关性,其中压力/乐趣(76.92%)和压力/支配(78.57%)相关性最强。最后,挫折感、无聊感和效价的结果不明确,但趋势如下:玩家越沮丧,越用力按键,无聊感与压力呈反比关系,效价的结果为61.54%,该参数没有确切的最终结论。我们提出了一种参数分类方法来继续我们下一步的研究,并展示了我们如何在未来设计一种有效的估计方法。
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引用次数: 0
Design and evaluation of multiple role-playing in a virtual film set 虚拟电影场景中多人角色扮演的设计与评价
I-Sheng Lin, Tsai-Yen Li, Quentin Galvane, M. Christie
Cinematography affects how the audience perceives a movie. A same story plot can be interpreted differently through the presentation of different camera movements, which show the importance of cinematography in filmmaking. Typically, filmmaking is costly, and beginners and amateurs rarely have the opportunity to play and do an experiment on a film set. In this work, we aim to design and construct a virtual environment for film shooting, allowing a user to play multiple roles in a virtual film set and emulating the process of the filmmaking. Our system provides camera shooting assistants, tools for field directing and real-time editing, aiming to help novices learn cinematographic concepts, track the progress of filmmaking, and create a personalized movie. In order to verify that our system is a user-friendly and effective tool for experiencing filmmaking, we have conducted an experiment to observe the behaviors and obtain feedback from participants with various cinematographic backgrounds.
电影摄影影响观众对电影的看法。同样的故事情节可以通过不同镜头动作的呈现得到不同的诠释,这也体现了电影摄影在电影制作中的重要性。一般来说,电影制作是昂贵的,初学者和业余爱好者很少有机会在电影布景上玩和做实验。在这项工作中,我们的目标是设计和构建一个虚拟的电影拍摄环境,让用户在一个虚拟的电影场景中扮演多个角色,模拟电影制作的过程。我们的系统提供相机拍摄助手,现场导演和实时编辑工具,旨在帮助新手学习电影概念,跟踪电影制作进度,创造个性化的电影。为了验证我们的系统是一个用户友好且有效的体验电影制作的工具,我们进行了一个实验,观察不同电影背景的参与者的行为并获得反馈。
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引用次数: 3
CamBridge: a bridge of camera aesthetic between virtual environment designers and players 剑桥:虚拟环境设计师和玩家之间的相机美学桥梁
Chanchan Xu, Guangzheng Fei, Honglei Han
The designer of the virtual environment have been trying for decades to provide the player with more enjoyable, comfortable and also informative user experiences, and yet still fail to ensure that the player follow the preset instructions and even implicit suggestions faithfully and naturally, due to the designer's invisibility during runtime, and the player's individual diversity and individual impromptu in manipulations. We believe that the camera is the mainly messenger for the designer and the player to communicate, and intend to build a bridge between them. By binding the designer's aesthetic ideas to the parameters of the camera's movement, we enable the player to roam in the virtual scene with the guidance from the designer. We also propose a navigation guiding language (NGL) to assist the binding and the guiding process. A user study is made to evaluate the performance of our method. Experiments and questionnaires have shown that our method can offer a more attentive and pleasing experience to the player with implicit guidance.
几十年来,虚拟环境的设计师一直在努力为玩家提供更愉快、舒适和信息丰富的用户体验,但由于设计师在运行时的不可见性,以及玩家的个体多样性和个人即兴操作,仍然无法确保玩家忠实而自然地遵循预设的指示甚至隐含的建议。我们认为镜头是设计师和玩家交流的主要信使,并打算在他们之间架起一座桥梁。通过将设计师的美学理念与摄像机的运动参数结合在一起,我们让玩家能够在设计师的引导下在虚拟场景中漫游。我们还提出了一种导航引导语言(NGL)来辅助绑定和引导过程。通过用户研究来评估我们的方法的性能。实验和问卷调查表明,我们的方法可以通过隐含引导为玩家提供更专注且更愉悦的体验。
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引用次数: 0
PROME 卑谬
Nianchen Deng, Xubo Yang, Yanqing Zhou
Human parametric models can provide useful constraints for human shape estimation to produce more accurate results. However, the state-of-art models are computational expensive which limit their wide use in interactive graphics applications. We present PROME (PROjected MEasures) - a novel human parametric model which has high expressive power and low computational complexity. Projected measures are sets of 2D contour poly-lines that capture key measure features defined in anthropometry. The PROME model builds the relationship between 3D shape and pose parameters and 2D projected measures. We train the PROME model in two parts: the shape model formulates deformations of projected measures caused by shape variation, and the pose model formulates deformations of projected measures caused by pose variation. Based on the PROME model we further propose a fast shape estimation method which estimates the 3D shape parameters of a subject from a single image in nearly real-time. The method builds an optimize problem and solves it using gradient optimizing strategy. Experiment results show that the PROME model has well capability in representing human body in different shape and pose comparing to existing 3D human parametric models, such as SCAPE[Anguelov et al. 2005] and TenBo[Chen et al. 2013], yet keeps much lower computational complexity. Our shape estimation method can process an image in about one second, orders of magnitude faster than state-of-art methods, and the estimating result is very close to the ground truth. The proposed method can be widely used in interactive applications such as virtual try-on and virtual reality collaboration.
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引用次数: 0
Fusion of wifi and vision based on smart devices for indoor localization 基于智能设备的wifi与视觉融合室内定位
Jing Guo, Shaobo Zhang, Wanqing Zhao, Jinye Peng
Indoor localization is an important problem with a wide range of applications such as indoor navigation, robot mapping, especially augmented reality(AR). One of most important tasks in AR technology is to estimate the target objects' position information in real environment. The existed AR systems mostly utilize specialized marker to locate, some AR systems track real 3D object in real environment but need to get the the position information of index points in environment in advance. The above methods are not efficiency and limit the application of AR system, so that solving indoor localization problem has significant meaning for the development of AR technology. The development of computer vision (CV) techniques and the ubiquity of intelligent devices with cameras provides the foundation for offering accurate localization services. However, pure CV-based solutions usually involve hundreds of photos and pre-calibration to construct an densely sampled 3D model, which is a labor-intensive overhead for practical deployment. And a large amount of computation cost is difficult to satisfy the requirement for efficiency in mobile device. In this paper, we present iStart, a lightweight, easy deployed, image-based indoor localization system, which can be run on smart phone and VR/AR devices like HTC Vive, Google Glasses and so on. With core techniques rooted in data hierarchy scheme of WiFi fingerprints and photos, iStart also acquires user localization with a single photo of surroundings with high accuracy and short delay. Extensive experiments in various environments show that 90 percentile location deviations are less than 1 m, and 60 percentile location deviations are less than 0.5 m.
室内定位是一个重要的问题,具有广泛的应用,如室内导航,机器人地图,特别是增强现实(AR)。在增强现实技术中,最重要的任务之一是对真实环境中目标物体的位置信息进行估计。现有的增强现实系统大多利用专门的标记进行定位,一些增强现实系统在真实环境中跟踪真实的三维物体,但需要提前获取环境中索引点的位置信息。以上方法效率不高,限制了AR系统的应用,因此解决室内定位问题对AR技术的发展具有重要意义。计算机视觉(CV)技术的发展和智能相机设备的普及为提供准确的定位服务提供了基础。然而,纯粹的基于cv的解决方案通常涉及数百张照片和预校准,以构建密集采样的3D模型,这对于实际部署来说是一种劳动密集型的开销。而大量的计算成本难以满足移动设备对效率的要求。在本文中,我们提出了iStart,一个轻量级的,易于部署的,基于图像的室内定位系统,它可以运行在智能手机和VR/AR设备,如HTC Vive,谷歌眼镜等。iStart的核心技术植根于WiFi指纹和照片的数据层次方案,利用单张周围环境照片获得用户定位,精度高,时延短。在各种环境下的大量实验表明,90%的百分位定位偏差小于1 m, 60%的百分位定位偏差小于0.5 m。
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引用次数: 1
A VR-based, hybrid modeling approach to fire evacuation simulation 一种基于vr的火灾疏散模拟混合建模方法
Tao Gu, Changbo Wang, Gaoqi He
VR-based simulation could significantly improve the user experience by offering users vivid and near-life visual scenes, hence helping users better handle dangerous situations safely such as fire accidents. In this paper, we design a fire evacuation simulation system and propose a hybrid crowd evacuation modeling and simulation approach, which is a layer-based model adopting both local and global techniques partially into different layers. In essence, this model integrates an agent-based model with an improved dynamical network flow model, which is capable of taking into account issues both from individual diversity and from crowd movement tendency to simulate crowd evacuation. An emergency response mechanism driven by videos is then designed according to the model. Once fire accidents are detected in videos, the system will first simulate accidents according to the fire level provided by the monitoring module and then start an evacuation routine or adjust evacuation routes. The simulation system can be experienced by users in a virtual environment. Finally, evaluations have been conducted to test the rationality of our model and results show that the proposed model can simulate the crowd movement and agent behavior in dynamic environments efficiently.
基于vr的仿真可以显著改善用户体验,为用户提供逼真逼真的视觉场景,从而帮助用户更好地安全处理火灾事故等危险情况。本文设计了一个火灾疏散仿真系统,并提出了一种混合人群疏散建模和仿真方法,该方法是一种基于层的模型,将局部和全局技术部分地应用于不同的层。从本质上讲,该模型将基于agent的模型与改进的动态网络流模型相结合,能够同时考虑个体多样性和人群运动倾向的问题来模拟人群疏散。然后根据该模型设计了视频驱动的应急响应机制。一旦在视频中检测到火灾事故,系统将首先根据监控模块提供的火灾等级进行事故模拟,然后启动疏散程序或调整疏散路线。该仿真系统可以让用户在虚拟环境中进行体验。最后,对模型的合理性进行了验证,结果表明该模型能够有效地模拟动态环境中的人群运动和agent行为。
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引用次数: 4
Facial tracking and animation for digital social system 面向数字社交系统的面部跟踪与动画
Dongjin Huang, Yuanqiu Yao, Wen Tang, Youdong Ding
Avatar expression appearing in the virtual social space is one of the key technologies to convey people's emotions and facilitate the social interactions effectively via the virtual social system. Aiming at lack of feasible solutions for synchronized facial expressions in current commercial virtual social systems, this paper presented a virtual social system with the focus on real-time avatar facial expressions. Firstly, cascaded pose regression was adopted to train a dynamic expression model to infer the expression coefficients from 2D video frames, and the facial landmarks in regression were extracted by supervised descent method instead of 2D cascaded pose regression to achieve better robustness and fault tolerance in facial tracking and animation. Secondly, we proposed a multi-scale adaptive expression coding technology for expression-voice data synchronization and striking balance between real-time and richness of facial expressions in varied complex network situations. The experimental results show that the proposed facial tracking and animation system is practical and feasible, and could produce a high degree of realistic emotional cues in virtual social system.
虚拟社会空间中出现的化身表情是通过虚拟社会系统有效传达人们情感、促进社会互动的关键技术之一。针对目前商用虚拟社交系统中面部表情同步缺乏可行的解决方案的问题,本文提出了一种以实时虚拟人物面部表情为核心的虚拟社交系统。首先,采用级联位姿回归训练动态表情模型,从二维视频帧中推断表情系数,并采用监督下降法提取回归中的人脸标志,以提高人脸跟踪和动画的鲁棒性和容错性。其次,提出了一种多尺度自适应表情编码技术,实现表情-语音数据同步,平衡各种复杂网络环境下面部表情的实时性和丰富性。实验结果表明,所提出的人脸跟踪与动画系统是切实可行的,能够在虚拟社会系统中产生高度逼真的情感线索。
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引用次数: 0
Image recoloring for home scene 为家庭场景的图像重新着色
Xianxuan Lin, Xun Wang, Frederick W. B. Li, Bailin Yang, Kaili Zhang, T. Wei
Indoor home scene coloring technology is a hot topic for home design, helping users make home coloring decisions. Image based home scene coloring is preferable for e-commerce customers since it only requires users to describe coloring expectations or manipulate colors through images, which is intuitive and inexpensive. In contrast, if home scene coloring is performed based on 3D scenes, the process becomes expensive due to the high cost and time in obtaining 3D models and constructing 3D scenes. To realize image based home scene coloring, our framework can extract the coloring of individual furniture together with their relationship. This allows us to formulate the color structure of the home scene, serving as the basis for color migration. Our work is challenging since it is not intuitive to identify the coloring of furniture and their parts as well as the coloring relationship among furniture. This paper presents a new color migration framework for home scenes. We first extract local coloring from a home scene image forming a regional color table. We then generate a matching color table from a template image based on its color structure. Finally we transform the target image coloring based on the matching color table and well maintain the boundary transitions among image regions. We also introduce an interactive operation to guide such transformation. Experiments show our framework can produce good results meeting human visual expectations.
室内家居场景配色技术是家居设计的热门话题,帮助用户做出家居配色决策。基于图像的家居场景着色更适合电商客户,因为它只需要用户描述着色期望或通过图像操作颜色,直观且价格低廉。相比之下,如果基于3D场景进行家庭场景着色,则由于获取3D模型和构建3D场景的成本和时间较高,该过程变得昂贵。为了实现基于图像的家居场景着色,我们的框架可以提取单个家具的着色以及它们之间的关系。这使我们能够制定家庭场景的色彩结构,作为色彩迁移的基础。我们的工作具有挑战性,因为识别家具及其部件的颜色以及家具之间的颜色关系并不直观。提出了一种新的家庭场景色彩迁移框架。首先从家庭场景图像中提取局部颜色,形成区域颜色表。然后,我们根据模板图像的颜色结构生成匹配的颜色表。最后根据匹配颜色表对目标图像进行颜色变换,并很好地保持了图像区域间的边界过渡。我们还引入了一个交互式操作来指导这种转换。实验结果表明,该框架能够产生满足人类视觉期望的良好效果。
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引用次数: 1
期刊
Proceedings of the 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
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