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2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)最新文献

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Using Virtual Reality for scenario-based Responsible Research and Innovation approach for Human Robot Co-production 基于场景的虚拟现实负责任研究与人机协同生产创新途径
D. Aschenbrenner, D. V. Tol, Z. Rusák, C. Werker
This paper proposes to use Virtual Reality scenarios to explore the reaction of stakeholders within an innovation process in the context of the introduction of robots working in close collaboration with users. The goal is to design the system upfront in such a way, that it is not perceived as a threat to the worker or his/her job. Within the responsible research and innovation approach, the introduction of new technology needs to be accompanied by a careful investigation of the thoughts and feelings of all stakeholders. Especially workers who are currently not working with robots but their workspace is currently undergoing an Industry 4.0 driven transformation, experience fear, that this new technology will make their jobs redundant. On the other hand, it can be observed, that successful robot interaction processes, on the one hand, increase the overall productivity, but also can enhance human well-being. The feeling of “teamwork” with the artificial intelligence entity can develop to be equally positive and motivating. To be able to design future workspaces which will result in a “teamwork” perception instead of the “fear” perception, the use of VR can be applied.
本文建议使用虚拟现实场景来探索在引入机器人与用户密切合作的背景下,创新过程中利益相关者的反应。我们的目标是以这样一种方式预先设计系统,即它不会被视为对工人或他/她的工作的威胁。在负责任的研究和创新方法中,新技术的引入需要伴随着对所有利益相关者的想法和感受的仔细调查。尤其是那些目前没有与机器人一起工作,但他们的工作场所正在经历工业4.0驱动的转型的工人,他们担心这项新技术会使他们的工作变得多余。另一方面,可以观察到,成功的机器人交互过程,一方面提高了整体生产力,同时也可以提高人类的福祉。与人工智能实体“团队合作”的感觉可以发展成同样积极和激励。为了能够设计未来的工作空间,从而产生“团队合作”的感知,而不是“恐惧”的感知,可以使用VR。
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引用次数: 4
Juxtopia® CAMMRAD PREPARE: Wearable AI-AR Platform for Clinical Training Emergency First Response Teams CAMMRAD PREPARE:用于临床培训应急第一反应小组的可穿戴AI-AR平台
J. Doswell, Justin Johnson, Brandon Brockington, Aaron Mosby, Arthur Chinery
The Juxtopia® Open-Wear research team collaborated with the Maryland Fire & Rescue Institute (MFRI) to test how the Juxtopia® artificial intelligent (AI) wearable augmented reality (AR) intervention may better deliver a hands-free clinical training intervention to firefighter Emergency Medical Technicians (EMT) and prepare them for effective response to hazardous material (HAZMAT) incidences. During a controlled study, human subjects participated in a minimal risk research (i.e., both as victims or caregivers) in which firefighter EMTs participated in a simulated training exercise that mimicked their real-world operations. During the study, there were two testing days. Day one included (10) victims and (20) caregivers who participated in a full day of training and familiarized themselves with wearable AR Head Mounted Display (HMD) and a Juxtopia® Virtual Tutor (JVT) software application. The results demonstrated that an AI instructor enabled AR system can train EMTs in core clinical skills for effective HAZMAT response.
近topia®开放式穿戴研究团队与马里兰州消防与救援研究所(MFRI)合作,测试近topia®人工智能(AI)可穿戴增强现实(AR)干预如何更好地为消防员紧急医疗技术人员(EMT)提供免提临床培训干预,并为他们有效应对危险物质(HAZMAT)事件做好准备。在一项对照研究中,人类受试者参加了一项风险最小的研究(即,作为受害者或护理者),其中消防急救人员参加了模拟现实世界操作的模拟训练演习。在研究过程中,有两个测试日。第一天包括(10)名受害者和(20)名护理人员,他们参加了一整天的培训,并熟悉了可穿戴AR头戴式显示器(HMD)和一个虚拟导师(JVT)软件应用程序。结果表明,人工智能指导员支持的AR系统可以培训emt有效应对危险物质的核心临床技能。
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引用次数: 1
Invisible Dynamic Mechanic Adjustment in Virtual Reality Games 虚拟现实游戏中的无形动态机制调整
Justus Robertson, R. E. Cardona-Rivera, R. Young
A key part of managing a player’s virtual reality experience is ensuring that the environment behaves consistently to the player’s interaction. In some instances, however, it is important to change how the world behaves–i.e. the world’s simulation rules or mechanics–because doing so preserves the virtual environment’s intended quality. Mechanics changes must be done carefully; if too overt, they may be perceivable and potentially thwart a player’s sense of presence or agency.This paper reports the result of a study, which demonstrates the widely-held but heretofore-untested belief that changing an environment’s mechanics without considering what the player knows is visible to the player. The study’s findings motivate the paper’s second contribution: an automated method to perform invisible dynamic mechanics adjustment, which affords shifting a game’s previously-established mechanics in a manner that is not perceivably inconsistent to players. This method depends on a knowledge-tracking strategy and two such strategies are presented: (1) a conservative one, relevant to a wide variety of virtual environments, and (2) a more nuanced one, relevant to environments that will be experienced via head-mounted virtual reality displays. The paper concludes with a variety of design-centered considerations for the use of this artificial intelligence system within virtual reality.
管理玩家虚拟现实体验的一个关键部分是确保环境的行为与玩家的互动一致。然而,在某些情况下,改变世界的行为方式是很重要的。世界的模拟规则或机制——因为这样做保留了虚拟环境的预期质量。必须谨慎地进行机制改变;如果过于明显,它们可能会被察觉,并可能阻碍玩家的存在感或代理感。本文报告了一项研究的结果,该结果证明了一种被广泛接受但迄今尚未得到验证的信念,即在不考虑玩家所知的情况下改变环境机制。该研究的发现激发了论文的第二个贡献:一种执行无形动态机制调整的自动化方法,它能够以一种玩家不会察觉到不一致的方式改变游戏之前建立的机制。这种方法依赖于一种知识跟踪策略,并提出了两种这样的策略:(1)一种保守的策略,与各种各样的虚拟环境相关;(2)一种更细致的策略,与将通过头戴式虚拟现实显示器体验的环境相关。本文总结了在虚拟现实中使用这种人工智能系统的各种以设计为中心的考虑。
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引用次数: 1
Introducing the concept of ikigai to the ethics of AI and of human enhancements 将ikigai的概念引入人工智能和人类增强的伦理
Soenke Ziesche, Roman V. Yampolskiy
It has been shown that an important criterion for human happiness and longevity is what is expressed by the Japanese concept of ikigai, which means “reason or purpose to live”. In the course of their lives humans usually search for their individual ikigai, ideally find it and hence devote time to it. As it is widely expected that both AI and XR will be increasingly disruptive of our known daily time use schedule, this will likely also have an impact on the space of potential ikigai. Since ikigai constitutes a vital component of the lives of humans, these consequences for ikigai have to be examined towards both ethical human enhancement as well as ikigai-friendly AI. In this paper the term “i-risk” is introduced for undesirable scenarios in which humans and potentially also other minds are deprived of the pursuit of their individual ikigai. This paper outlines ikigai-related challenges as well as desiderata for the three categories XR/human enhancement, AI safety and AI welfare.
研究表明,衡量人类幸福和长寿的一个重要标准是日本的ikigai概念,意思是“活着的理由或目的”。在他们的一生中,人们通常会寻找他们个人的ikigai,理想的情况是找到它,并为此投入时间。由于人们普遍预计人工智能和XR将越来越多地破坏我们已知的日常时间使用计划,这可能也会对潜在的ikigai空间产生影响。由于ikigai构成了人类生活的重要组成部分,因此必须对ikigai的这些后果进行检查,以提高人类的道德水平,以及ikigai友好的AI。在本文中,术语“i-risk”被引入到不受欢迎的场景中,在这些场景中,人类和潜在的其他心灵被剥夺了对个人ikigai的追求。本文概述了与人工智能相关的挑战以及三类人工智能/人类增强、人工智能安全和人工智能福利的需求。
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引用次数: 4
A Review of Deep Learning Approaches to EEG-Based Classification of Cybersickness in Virtual Reality 基于脑电图的虚拟现实晕机分类的深度学习方法综述
Caglar Yildirim
Cybersickness is an unpleasant side effect of exposure to a virtual reality (VR) experience and refers to such physiological repercussions as nausea and dizziness triggered in response to VR exposure. Given the debilitating effect of cybersickness on the user experience in VR, academic interest in the automatic detection of cybersickness from physiological measurements has crested in recent years. Electroencephalography (EEG) has been extensively used to capture changes in electrical activity in the brain and to automatically classify cybersickness from brainwaves using a variety of machine learning algorithms. Recent advances in deep learning (DL) algorithms and increasing availability of computational resources for DL have paved the way for a new area of research into the application of DL frameworks to EEGbased detection of cybersickness. Accordingly, this review involved a systematic review of the peer-reviewed papers concerned with the application of DL frameworks to the classification of cybersickness from EEG signals. The relevant literature was identified through exhaustive database searches, and the papers were scrutinized with respect to experimental protocols for data collection, data preprocessing, and DL architectures. The review revealed a limited number of studies in this nascent area of research and showed that the DL frameworks reported in these studies (i.e., DNN, CNN, and RNN) could classify cybersickness with an average accuracy rate of 93%. This review provides a summary of the trends and issues in the application of DL frameworks to the EEG-based detection of cybersickness, with some guidelines for future research.
晕屏病是接触虚拟现实(VR)体验后产生的一种不愉快的副作用,指的是接触虚拟现实后引发的恶心、头晕等生理反应。鉴于晕动症对虚拟现实用户体验的削弱作用,近年来,学术界对通过生理测量自动检测晕动症的兴趣达到了顶峰。脑电图(EEG)已被广泛用于捕捉大脑电活动的变化,并使用各种机器学习算法从脑电波中自动分类晕机。深度学习算法的最新进展和深度学习计算资源的不断增加,为深度学习框架应用于基于脑电图的晕机检测的新研究领域铺平了道路。因此,本综述系统地回顾了同行评议的论文,这些论文涉及将DL框架应用于脑电图信号的晕动病分类。通过详尽的数据库搜索确定了相关文献,并根据数据收集、数据预处理和DL架构的实验协议对论文进行了仔细审查。该综述揭示了在这一新兴研究领域的有限数量的研究,并表明这些研究中报告的深度学习框架(即DNN, CNN和RNN)可以以93%的平均准确率对晕机进行分类。本文综述了在基于脑电图的晕动病检测中应用DL框架的趋势和问题,并为未来的研究提供了一些指导。
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引用次数: 8
Assessing the Effectiveness of Virtual Reality Gaming to Reduce Anxiety and Increase Cognitive Bandwidth 评估虚拟现实游戏减少焦虑和增加认知带宽的有效性
Daniel Hawes, A. Arya
Recent research indicates that a majority of postsecondary students in North America “felt overwhelming anxiety” in the past few years, an effect that is negatively impacting their academic performance and overall well-being. Building on recent technology and cognitive priming research, we propose a theoretical framework and technology solution to address the student anxiety challenge using technologybased priming. As an initial test of our theoretical framework, this study aims to test the effectiveness of Virtual Reality gaming applications to reduce anxiety and increase cognitive bandwidth. In this preliminary, within-subjects study design, N=10, the primed participants showed a marked increase in cognitive test performance subsequent to the priming activity compared to the non-primed test session. The results also showed that highly anxious subjects derived more benefit from the priming activity than less anxious subjects.
最近的研究表明,在过去的几年里,北美的大多数高等教育学生“感到压倒性的焦虑”,这种影响对他们的学习成绩和整体幸福感产生了负面影响。基于最近的技术和认知启动研究,我们提出了一个理论框架和技术解决方案,以解决使用基于技术的启动的学生焦虑挑战。作为我们理论框架的初步测试,本研究旨在测试虚拟现实游戏应用在减少焦虑和增加认知带宽方面的有效性。在这个初步的受试者内研究设计中,N=10,与未启动的测试阶段相比,启动参与者在启动活动后的认知测试表现显着提高。结果还表明,高度焦虑的受试者比焦虑程度较低的受试者从启动活动中获得更多的好处。
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引用次数: 1
Avatars rendering and its effect on perceived realism in Virtual Reality 虚拟现实中虚拟形象的渲染及其对感知真实感的影响
Elena Molina, A. Jerez, Núria Pelechano Gómez
Immersive virtual environments have proven to be a plausible platform to be used by multiple disciplines to simulate different types of scenarios and situations at a low cost. When participants are immersed in a virtual environment experience presence, they are more likely to behave as if they were in the real world. Improving the level of realism should provide a more compelling scenario so that users will experience higher levels of presence, and thus be more likely to behave as if they were in the real world. This paper presents preliminary results of an experiment in which participants navigate through two versions of the same scenario with different levels of realism of both the environment and the avatars. Our current results, from a between subjects experiment, show that the reported levels of quality in the visualization are not significantly different, which means that other aspects of the virtual environment and/or avatars must be taken into account in order to improve the perceived level of realism.
沉浸式虚拟环境已被证明是一个可行的平台,可用于多个学科以低成本模拟不同类型的场景和情况。当参与者沉浸在虚拟环境中体验存在感时,他们更有可能表现得像在现实世界中一样。提高现实主义水平应该提供一个更引人注目的场景,这样用户就会体验到更高层次的存在感,从而更有可能像在现实世界中一样行事。本文介绍了一项实验的初步结果,在该实验中,参与者在具有不同程度的环境和虚拟角色的现实主义的相同场景的两个版本中导航。我们目前的结果,来自受试者之间的实验,表明报告的可视化质量水平没有显著差异,这意味着必须考虑到虚拟环境和/或化身的其他方面,以提高现实主义的感知水平。
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引用次数: 2
A Preliminary Investigation into a Deep Learning Implementation for Hand Tracking on Mobile Devices 移动设备上手部跟踪的深度学习实现初探
M. Gruosso, N. Capece, U. Erra, Francesco Angiolillo
Hand tracking is an essential component of computer graphics and human-computer interaction applications. The use of RGB camera without specific hardware and sensors (e.g., depth cameras) allows developing solutions for a plethora of devices and platforms. Although various methods were proposed, hand tracking from a single RGB camera is still a challenging research area due to occlusions, complex backgrounds, and various hand poses and gestures. We present a mobile application for 2D hand tracking from RGB images captured by the smartphone camera. The images are processed by a deep neural network, modified specifically to tackle this task and run on mobile devices, looking for a compromise between performance and computational time. Network output is used to show a 2D skeleton on the user’s hand. We tested our system on several scenarios, showing an interactive hand tracking level and achieving promising results in the case of variable brightness and backgrounds and small occlusions.
手部跟踪是计算机图形学和人机交互应用的重要组成部分。使用没有特定硬件和传感器的RGB相机(例如,深度相机)允许为大量设备和平台开发解决方案。尽管提出了各种方法,但由于遮挡、复杂的背景以及各种手部姿势和手势,单个RGB相机的手部跟踪仍然是一个具有挑战性的研究领域。我们提出了一个移动应用程序,用于从智能手机相机捕获的RGB图像进行2D手部跟踪。这些图像由一个深度神经网络处理,专门针对这项任务进行修改,并在移动设备上运行,在性能和计算时间之间寻找折衷方案。网络输出用于显示用户手上的二维骨架。我们在几个场景中测试了我们的系统,显示了交互式手部跟踪水平,并在可变亮度、背景和小遮挡的情况下取得了令人满意的结果。
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引用次数: 6
Story ARtist 艺术家的故事
M. Kegeleers, Rafael Bidarra
Most content creation applications currently in use are conventional PC applications with visualisation on a 2D screen and indirect interaction, e.g. through mouse and keyboard. Augmented Reality (AR) is a medium that can provide actual 3D visualisation and more hands-on interaction for these applications, due to its technology adding virtual elements to a real-world environment. We explored how AR can be used for story authoring, a specific type of content creation, and investigated how both types of existing AR interfaces, tangible and touch-less, can be combined in a useful way in that context [1]. The Story ARtist application was developed to evaluate the designed interactions and AR visualisation for story authoring. It features a tabletop environment to dynamically visualise the story authoring elements, augmented by the 3D space that AR provides. Story authoring is kept simple, with a linear plot point structure focused on core story elements like actions, characters and objects.
目前使用的大多数内容创建应用程序都是传统的PC应用程序,具有2D屏幕上的可视化和间接交互,例如通过鼠标和键盘。增强现实(AR)是一种可以为这些应用程序提供实际3D可视化和更多动手交互的媒介,因为它的技术将虚拟元素添加到现实世界环境中。我们探索了如何将AR用于故事创作,这是一种特定类型的内容创作,并研究了两种类型的现有AR界面,有形和非触摸,如何在这种情况下以有用的方式结合在一起[1]。Story ARtist应用程序的开发是为了评估设计的交互和AR可视化的故事创作。它的特点是一个桌面环境,可以动态地可视化故事创作元素,并通过AR提供的3D空间进行增强。故事创作保持简单,线性情节点结构专注于核心故事元素,如行动,角色和对象。
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引用次数: 1
Future Mobility Solutions: A Use Case for Understanding How VR Influences User Perception 未来移动解决方案:理解VR如何影响用户感知的用例
Onur Yildirim, Catlin Pidel, Mirjam West
Virtual Reality (VR) affords the opportunity to experience things that could be cost-prohibitive, dangerous, or even impossible in real life. One of these impossibilities is virtual time traveling, a way to be fully immersed in a simulation of the past or future. Our team used user-centered design methodologies and expert guidance to create a VR scenario exploring what the future of urban transportation could look like. Focusing on a sharing economy (e.g. mobility as a service), the experience uses existing technologies as well as science-based theoretical concepts to create an immersive, interactive simulation of how daily transit habits could evolve. A subsequent user study explored how VR can influence someone’s attitudes and perceptions towards these sorts of mobility concepts and technologies. Our results show that VR is an effective way to quickly and intuitively explain complex concepts and may also play a role in broadening user perspectives.
虚拟现实(VR)提供了体验现实生活中成本高昂、危险甚至不可能的事情的机会。其中一种不可能是虚拟时间旅行,这是一种完全沉浸在过去或未来模拟中的方式。我们的团队使用以用户为中心的设计方法和专家指导来创建一个VR场景,探索未来城市交通的样子。该体验专注于共享经济(例如,移动即服务),利用现有技术以及基于科学的理论概念,创建了一个身临其境的交互式模拟,模拟日常交通习惯的演变。随后的一项用户研究探讨了VR如何影响人们对这些移动概念和技术的态度和看法。我们的研究结果表明,VR是一种快速直观地解释复杂概念的有效方法,也可能在拓宽用户视角方面发挥作用。
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引用次数: 0
期刊
2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)
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