首页 > 最新文献

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

英文 中文
Exploring Visualisations for Financial Statements in Virtual Reality 探索虚拟现实中财务报表的可视化
Tanja Kojić, Sandra Ashipala, S. Möller, Jan-Niklas Voigt-Antons
Recent developments in Virtual Reality (VR) provide vast opportunities for data visualization. Individuals must be motivated to understand the data presented concerning their personal financial statements, as with better understanding comes more efficient money management and a healthier future-minded focus on planning for their personal finances. This paper aims to investigate how a 3D in VR visualization scenario influences an immersed users’ capability to understand and engage with personal financial statement data in comparison to a scenario where a user would be interacting with 2D personal financial statement data on paper. This was achieved by creating a 2D paper prototype data and utilizing the benefits of 3D in a VR prototype visualization. Both prototypes consisted of chart representations of personal financial statement data, which were tested in a user study. Also, participants (N=23) were given a set of tasks (such as ”Find the quarter in which the least amount of expenses was spent”) to solve by using 2D or 3D financial statements. Results show that participants reported interaction is statistically significant more natural with 2D data on paper than interactions with 3D data in VR. Also, participants reported that they perceived statistically significant more considerable delay between outcome and their action with 3D data in VR. However, effectiveness, measured by the percentage of correctly solved tasks, in both versions enabled participants to answer almost all given tasks successfully. Those results are showing that VR as a medium could be used for analyzing financial statements. In future developments, several additional directions could be incorporated. Exploring data visualization is essential not only for the financial sector but also for other domains such as taxes or law reports.
虚拟现实(VR)的最新发展为数据可视化提供了巨大的机会。个人必须有动力去理解有关他们个人财务报表的数据,因为更好的理解会带来更有效的资金管理和更健康的未来意识,专注于他们的个人财务规划。本文旨在研究与用户与纸质2D个人财务报表数据交互的场景相比,VR中的3D可视化场景如何影响浸入式用户理解和参与个人财务报表数据的能力。这是通过创建2D纸质原型数据和利用3D在VR原型可视化中的优势来实现的。这两种原型都由个人财务报表数据的图表表示组成,并在用户研究中进行了测试。此外,参与者(N=23)被分配了一组任务(如“找到花费最少费用的季度”),通过使用2D或3D财务报表来解决。结果表明,参与者报告的与纸质2D数据的交互比与VR中的3D数据的交互更自然。此外,参与者报告说,他们在VR中的3D数据中感知到结果和行动之间的统计显著延迟。然而,以正确解决任务的百分比来衡量的有效性,在两个版本中,参与者都能成功地回答几乎所有给定的任务。这些结果表明,虚拟现实作为一种媒介可以用于分析财务报表。在今后的发展中,可以纳入几个额外的方向。探索数据可视化不仅对金融部门很重要,而且对税务或法律报告等其他领域也很重要。
{"title":"Exploring Visualisations for Financial Statements in Virtual Reality","authors":"Tanja Kojić, Sandra Ashipala, S. Möller, Jan-Niklas Voigt-Antons","doi":"10.1109/AIVR50618.2020.00018","DOIUrl":"https://doi.org/10.1109/AIVR50618.2020.00018","url":null,"abstract":"Recent developments in Virtual Reality (VR) provide vast opportunities for data visualization. Individuals must be motivated to understand the data presented concerning their personal financial statements, as with better understanding comes more efficient money management and a healthier future-minded focus on planning for their personal finances. This paper aims to investigate how a 3D in VR visualization scenario influences an immersed users’ capability to understand and engage with personal financial statement data in comparison to a scenario where a user would be interacting with 2D personal financial statement data on paper. This was achieved by creating a 2D paper prototype data and utilizing the benefits of 3D in a VR prototype visualization. Both prototypes consisted of chart representations of personal financial statement data, which were tested in a user study. Also, participants (N=23) were given a set of tasks (such as ”Find the quarter in which the least amount of expenses was spent”) to solve by using 2D or 3D financial statements. Results show that participants reported interaction is statistically significant more natural with 2D data on paper than interactions with 3D data in VR. Also, participants reported that they perceived statistically significant more considerable delay between outcome and their action with 3D data in VR. However, effectiveness, measured by the percentage of correctly solved tasks, in both versions enabled participants to answer almost all given tasks successfully. Those results are showing that VR as a medium could be used for analyzing financial statements. In future developments, several additional directions could be incorporated. Exploring data visualization is essential not only for the financial sector but also for other domains such as taxes or law reports.","PeriodicalId":348199,"journal":{"name":"2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131130292","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
Augmented Reality and Autism Spectrum Disorder Rehabilitation: Scoping review 增强现实和自闭症谱系障碍康复:范围审查
Hanin A. Almurashi, Rahma Bouaziz
Currently, augmented reality is integrated into several areas (medical, therapeutic, educational, entertainment,). One of these important areas in which the augmented reality has been incorporated in the field of rehabilitation for autism spectrum disorder (ASD) children, but it does not serve the field well. This report will provide an overview of how to use AR technology in the field of autism spectrum disorder (ASD), from an entertainment perspective to develop their communication skills. Where solutions to the problems suggested in previous research will be discussed and attempted to develop them to reach new hypotheses that serve the use of augmented reality AR to better rehabilitate the behavior of autistic children. The report proposes a future hypothesis and a research plan to solve the problem.
目前,增强现实被整合到几个领域(医疗、治疗、教育、娱乐)。其中一个重要的领域是增强现实已经被纳入自闭症谱系障碍(ASD)儿童的康复领域,但它并没有很好地服务于该领域。本报告将概述如何在自闭症谱系障碍(ASD)领域使用AR技术,从娱乐的角度来发展他们的沟通技巧。在这里,将讨论并尝试开发先前研究中提出的问题的解决方案,以达到新的假设,这些假设将服务于使用增强现实AR来更好地恢复自闭症儿童的行为。该报告提出了一个未来的假设和研究计划来解决这个问题。
{"title":"Augmented Reality and Autism Spectrum Disorder Rehabilitation: Scoping review","authors":"Hanin A. Almurashi, Rahma Bouaziz","doi":"10.1109/AIVR50618.2020.00051","DOIUrl":"https://doi.org/10.1109/AIVR50618.2020.00051","url":null,"abstract":"Currently, augmented reality is integrated into several areas (medical, therapeutic, educational, entertainment,). One of these important areas in which the augmented reality has been incorporated in the field of rehabilitation for autism spectrum disorder (ASD) children, but it does not serve the field well. This report will provide an overview of how to use AR technology in the field of autism spectrum disorder (ASD), from an entertainment perspective to develop their communication skills. Where solutions to the problems suggested in previous research will be discussed and attempted to develop them to reach new hypotheses that serve the use of augmented reality AR to better rehabilitate the behavior of autistic children. The report proposes a future hypothesis and a research plan to solve the problem.","PeriodicalId":348199,"journal":{"name":"2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115010399","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: 2
Interactive Design of Gallery Walls via Mixed Reality 基于混合现实的画廊墙面交互设计
Haikun Huang, Yuxuan Zhang, Tomer Weiss, Rebecca W. Perry, L. Yu
We present a novel interactive design tool that allows users to create and visualize gallery walls via a mixed reality device. To use our tool, a user selects a wall to decorate and chooses a focal art item. Our tool then helps the user complete their design by optionally recommending additional art items or automatically completing both the selection and placement of additional art items. Our tool holistically considers common design criteria such as alignment, color, and style compatibility in the synthesis of a gallery wall. Through a mixed reality device, such as a Magic Leap One headset, the user can instantly visualize the gallery wall design in situ and can interactively modify the design in collaboration with our tool’s suggestion engine. We describe the suggestion engine and its adaptability to users with different design goals. We also evaluate our mixedreality-based tool for creating gallery wall designs and compare it with a 2D interface, providing insights for devising mixed reality interior design applications.
我们提出了一种新颖的交互式设计工具,允许用户通过混合现实设备创建和可视化画廊墙壁。要使用我们的工具,用户选择要装饰的墙壁并选择焦点艺术项目。然后,我们的工具通过推荐额外的美术道具或自动完成额外美术道具的选择和放置来帮助用户完成他们的设计。我们的工具从整体上考虑了常见的设计标准,如在画廊墙的合成中对齐、颜色和风格兼容性。通过混合现实设备,例如Magic Leap One耳机,用户可以即时将画廊墙壁设计可视化,并可以与我们工具的建议引擎协作交互式修改设计。我们描述了建议引擎及其对不同设计目标用户的适应性。我们还评估了用于创建画廊墙壁设计的基于混合现实的工具,并将其与2D界面进行比较,为设计混合现实室内设计应用程序提供见解。
{"title":"Interactive Design of Gallery Walls via Mixed Reality","authors":"Haikun Huang, Yuxuan Zhang, Tomer Weiss, Rebecca W. Perry, L. Yu","doi":"10.1109/AIVR50618.2020.00013","DOIUrl":"https://doi.org/10.1109/AIVR50618.2020.00013","url":null,"abstract":"We present a novel interactive design tool that allows users to create and visualize gallery walls via a mixed reality device. To use our tool, a user selects a wall to decorate and chooses a focal art item. Our tool then helps the user complete their design by optionally recommending additional art items or automatically completing both the selection and placement of additional art items. Our tool holistically considers common design criteria such as alignment, color, and style compatibility in the synthesis of a gallery wall. Through a mixed reality device, such as a Magic Leap One headset, the user can instantly visualize the gallery wall design in situ and can interactively modify the design in collaboration with our tool’s suggestion engine. We describe the suggestion engine and its adaptability to users with different design goals. We also evaluate our mixedreality-based tool for creating gallery wall designs and compare it with a 2D interface, providing insights for devising mixed reality interior design applications.","PeriodicalId":348199,"journal":{"name":"2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122453776","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
Implementations of the Gesture-based Immersive Interaction and ML-driven Sound Generation for Haptic Companion Doll 基于手势的沉浸式交互和ml驱动的声音生成的实现
Lee Jen Tun, R. J. Rajapakse, Y. Hung, K. Miyata
The main purpose of virtual reality is to immerse a user in a virtual environment. However, the most common criticism of companion robotics is that they are not able to provide effective tactile feedback. In this research, we will propose an interactive companion doll that has a tail mechanism controlled by the user’s hand gestures as well as generate sound feedback by applying OSC and Wekinator. For the VR content, we designed six emotions for the companion doll to be able to provide the user with different feelings while they are interacting with the companion doll in the virtual and physical worlds.
虚拟现实的主要目的是让用户沉浸在虚拟环境中。然而,对同伴机器人最常见的批评是它们不能提供有效的触觉反馈。在本研究中,我们将提出一种交互式伴侣娃娃,该娃娃具有由用户手势控制的尾巴机制,并通过OSC和Wekinator产生声音反馈。在VR内容上,我们为陪伴人偶设计了六种情感,让用户在虚拟世界和物理世界中与陪伴人偶互动时,能够感受到不同的感受。
{"title":"Implementations of the Gesture-based Immersive Interaction and ML-driven Sound Generation for Haptic Companion Doll","authors":"Lee Jen Tun, R. J. Rajapakse, Y. Hung, K. Miyata","doi":"10.1109/AIVR50618.2020.00078","DOIUrl":"https://doi.org/10.1109/AIVR50618.2020.00078","url":null,"abstract":"The main purpose of virtual reality is to immerse a user in a virtual environment. However, the most common criticism of companion robotics is that they are not able to provide effective tactile feedback. In this research, we will propose an interactive companion doll that has a tail mechanism controlled by the user’s hand gestures as well as generate sound feedback by applying OSC and Wekinator. For the VR content, we designed six emotions for the companion doll to be able to provide the user with different feelings while they are interacting with the companion doll in the virtual and physical worlds.","PeriodicalId":348199,"journal":{"name":"2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126351082","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
Mirrorlabs - creating accessible Digital Twins of robotic production environment with Mixed Reality Mirrorlabs -使用混合现实创建可访问的机器人生产环境数字双胞胎
D. Aschenbrenner, Jonas S. I. Rieder, D. V. Tol, J. Dam, Z. Rusák, J. Blech, Mohammad Azangoo, Salo Panu, Karl Kruusamäe, Houman Masnavi, Igor Rybalskii, A. Aabloo, M. Petry, Gustavo Teixeira, B. Thiede, P. Pedrazzoli, Andrea Ferrario, Michele Foletti, Matteo Confalonieri, Daniele Bertaggia, Thodoris Togias, S. Makris
How to visualize recorded production data in Virtual Reality? How to use state of the art Augmented Reality displays that can show robot data? This paper introduces an opensource ICT framework approach for combining Unity-based Mixed Reality applications with robotic production equipment using ROS Industrial. This publication gives details on the implementation and demonstrates the use as a data analysis tool in the context of scientific exchange within the area of Mixed Reality enabled human-robot co-production.
如何在虚拟现实中可视化记录的生产数据?如何使用可以显示机器人数据的最先进的增强现实显示器?本文介绍了一种开源ICT框架方法,用于使用ROS Industrial将基于unity的混合现实应用与机器人生产设备相结合。本出版物提供了实施的详细信息,并演示了在混合现实人类-机器人联合生产领域的科学交流背景下作为数据分析工具的使用。
{"title":"Mirrorlabs - creating accessible Digital Twins of robotic production environment with Mixed Reality","authors":"D. Aschenbrenner, Jonas S. I. Rieder, D. V. Tol, J. Dam, Z. Rusák, J. Blech, Mohammad Azangoo, Salo Panu, Karl Kruusamäe, Houman Masnavi, Igor Rybalskii, A. Aabloo, M. Petry, Gustavo Teixeira, B. Thiede, P. Pedrazzoli, Andrea Ferrario, Michele Foletti, Matteo Confalonieri, Daniele Bertaggia, Thodoris Togias, S. Makris","doi":"10.1109/AIVR50618.2020.00017","DOIUrl":"https://doi.org/10.1109/AIVR50618.2020.00017","url":null,"abstract":"How to visualize recorded production data in Virtual Reality? How to use state of the art Augmented Reality displays that can show robot data? This paper introduces an opensource ICT framework approach for combining Unity-based Mixed Reality applications with robotic production equipment using ROS Industrial. This publication gives details on the implementation and demonstrates the use as a data analysis tool in the context of scientific exchange within the area of Mixed Reality enabled human-robot co-production.","PeriodicalId":348199,"journal":{"name":"2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125438927","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: 6
Plane-Based Local Behaviors for Multi-Agent 3D Simulations with Position-Based Dynamics 基于位置动力学的多智能体三维仿真的平面局部行为
R. Sharma, Tomer Weiss, Marcelo Kallmann
Position-Based Dynamics (PBD) has been shown to provide a flexible framework for modeling per-agent collision avoidance behavior for crowd and multi-agent simulations in planar scenarios. In this work, we propose to extend the approach such that collision avoidance reactions can utilize in a controlled way the volumetric 3D space around each agent when deciding how to avoid collisions with other agents. We propose to use separation planes for collision avoidance, using either preferred or automatically determined planes. Our results demonstrate the ability to control the spatial 3D behavior of simulated agents by constraining the produced movements according to the separation planes. Our method is generic and can be integrated with different crowd simulation techniques. We also compare our results with a 3D collision avoidance method based on Reciprocal Velocity Obstacles (RVOs).
基于位置的动力学(PBD)为平面场景中人群和多智能体的避碰行为建模提供了一个灵活的框架。在这项工作中,我们建议扩展该方法,使避碰反应可以在决定如何避免与其他代理碰撞时,以受控的方式利用每个代理周围的体积三维空间。我们建议使用分离平面来避免碰撞,使用首选或自动确定的平面。我们的结果证明了通过根据分离平面约束产生的运动来控制模拟代理的空间三维行为的能力。该方法具有通用性,可与不同的人群仿真技术相结合。我们还将我们的结果与基于互反速度障碍(RVOs)的三维避碰方法进行了比较。
{"title":"Plane-Based Local Behaviors for Multi-Agent 3D Simulations with Position-Based Dynamics","authors":"R. Sharma, Tomer Weiss, Marcelo Kallmann","doi":"10.1109/AIVR50618.2020.00044","DOIUrl":"https://doi.org/10.1109/AIVR50618.2020.00044","url":null,"abstract":"Position-Based Dynamics (PBD) has been shown to provide a flexible framework for modeling per-agent collision avoidance behavior for crowd and multi-agent simulations in planar scenarios. In this work, we propose to extend the approach such that collision avoidance reactions can utilize in a controlled way the volumetric 3D space around each agent when deciding how to avoid collisions with other agents. We propose to use separation planes for collision avoidance, using either preferred or automatically determined planes. Our results demonstrate the ability to control the spatial 3D behavior of simulated agents by constraining the produced movements according to the separation planes. Our method is generic and can be integrated with different crowd simulation techniques. We also compare our results with a 3D collision avoidance method based on Reciprocal Velocity Obstacles (RVOs).","PeriodicalId":348199,"journal":{"name":"2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132167813","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: 3
Malicious Design in AIVR, Falsehood and Cybersecurity-oriented Immersive Defenses AIVR中的恶意设计、虚假和面向网络安全的沉浸式防御
Nadisha-Marie Aliman, L. Kester
Advancements in the AI field unfold tremendous opportunities for society. Simultaneously, it becomes increasingly important to address emerging ramifications. Thereby, the focus is often set on ethical and safe design forestalling unintentional failures. However, cybersecurity-oriented approaches to AI safety additionally consider instantiations of intentional malice – including unethical malevolent AI design. Recently, an analogous emphasis on malicious actors has been expressed regarding security and safety for virtual reality (VR). In this vein, while the intersection of AI and VR (AIVR) offers a wide array of beneficial cross-fertilization possibilities, it is responsible to anticipate future malicious AIVR design from the onset on given the potential socio-psycho-technological impacts. For a simplified illustration, this paper analyzes the conceivable use case of Generative AI (here deepfake techniques) utilized for disinformation in immersive journalism. In our view, defenses against such future AIVR safety risks related to falsehood in immersive settings should be transdisciplinarily conceived from an immersive co-creation stance. As a first step, we motivate a cybersecurity-oriented procedure to generate defenses via immersive design fictions. Overall, there may be no panacea but updatable transdisciplinary tools including AIVR itself could be used to incrementally defend against malicious actors in AIVR.
人工智能领域的进步为社会带来了巨大的机遇。同时,处理新出现的后果也变得越来越重要。因此,重点往往放在道德和安全的设计上,以防止意外的失败。然而,以网络安全为导向的人工智能安全方法还考虑了故意恶意的实例,包括不道德的恶意人工智能设计。最近,在虚拟现实(VR)的安全性方面也表达了对恶意行为者的类似强调。在这种情况下,虽然人工智能和虚拟现实(AIVR)的交叉提供了广泛的有益的交叉受精可能性,但考虑到潜在的社会心理技术影响,从一开始就有责任预测未来的恶意AIVR设计。为了简化说明,本文分析了在沉浸式新闻中用于虚假信息的生成人工智能(这里是深度伪造技术)的可想象用例。在我们看来,在沉浸式设置中,对未来AIVR安全风险的防御应该从沉浸式共同创造的立场出发,跨学科地构思。作为第一步,我们激发了一个面向网络安全的程序,通过沉浸式设计虚构来生成防御。总的来说,可能没有灵丹妙药,但包括AIVR本身在内的可更新的跨学科工具可用于逐步防御AIVR中的恶意行为者。
{"title":"Malicious Design in AIVR, Falsehood and Cybersecurity-oriented Immersive Defenses","authors":"Nadisha-Marie Aliman, L. Kester","doi":"10.1109/AIVR50618.2020.00031","DOIUrl":"https://doi.org/10.1109/AIVR50618.2020.00031","url":null,"abstract":"Advancements in the AI field unfold tremendous opportunities for society. Simultaneously, it becomes increasingly important to address emerging ramifications. Thereby, the focus is often set on ethical and safe design forestalling unintentional failures. However, cybersecurity-oriented approaches to AI safety additionally consider instantiations of intentional malice – including unethical malevolent AI design. Recently, an analogous emphasis on malicious actors has been expressed regarding security and safety for virtual reality (VR). In this vein, while the intersection of AI and VR (AIVR) offers a wide array of beneficial cross-fertilization possibilities, it is responsible to anticipate future malicious AIVR design from the onset on given the potential socio-psycho-technological impacts. For a simplified illustration, this paper analyzes the conceivable use case of Generative AI (here deepfake techniques) utilized for disinformation in immersive journalism. In our view, defenses against such future AIVR safety risks related to falsehood in immersive settings should be transdisciplinarily conceived from an immersive co-creation stance. As a first step, we motivate a cybersecurity-oriented procedure to generate defenses via immersive design fictions. Overall, there may be no panacea but updatable transdisciplinary tools including AIVR itself could be used to incrementally defend against malicious actors in AIVR.","PeriodicalId":348199,"journal":{"name":"2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133378580","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: 15
3D Model Retrieval Using Constructive Solid Geometry in Virtual Reality 虚拟现实中三维模型的构造几何检索
Samuel Börlin, Ralph Gasser, Florian Spiess, H. Schuldt
3D models play an increasingly important role in various areas, ranging from engineering to the cultural heritage domain. Therefore, tools to effectively and efficiently manage, explore and search large 3D model collections have become more important over the years. Most solutions so far use conventional 2D user interfaces and interaction relies on mouse and keyboard input. In this paper, we present vitrivr-VR, a 3D model retrieval system featuring a virtual reality (VR) user interface based on the multimedia search system vitrivr. Query formulation and results presentation takes place in a VR environment, in which users immerse themselves. vitrivr-VR enables the sculpting of 3D models through constructive solid geometry (CSG) using a VR controller and the use of these sculpted objects as query objects. To the best of our knowledge, vitrivr-VR is the first system that combines CSG and VR to enable 3D model retrieval.
3D模型在各个领域发挥着越来越重要的作用,从工程到文化遗产领域。因此,多年来,有效和高效地管理,探索和搜索大型3D模型集合的工具变得更加重要。到目前为止,大多数解决方案都使用传统的2D用户界面,交互依赖于鼠标和键盘输入。本文在多媒体搜索系统vitrivr的基础上,提出了一个具有虚拟现实用户界面的三维模型检索系统vitrivr-VR。查询公式和结果呈现在用户沉浸其中的VR环境中进行。vitrivr-VR可以使用VR控制器通过建设性立体几何(CSG)雕刻3D模型,并使用这些雕刻对象作为查询对象。据我们所知,vitrivr-VR是第一个将CSG和VR结合起来实现3D模型检索的系统。
{"title":"3D Model Retrieval Using Constructive Solid Geometry in Virtual Reality","authors":"Samuel Börlin, Ralph Gasser, Florian Spiess, H. Schuldt","doi":"10.1109/AIVR50618.2020.00077","DOIUrl":"https://doi.org/10.1109/AIVR50618.2020.00077","url":null,"abstract":"3D models play an increasingly important role in various areas, ranging from engineering to the cultural heritage domain. Therefore, tools to effectively and efficiently manage, explore and search large 3D model collections have become more important over the years. Most solutions so far use conventional 2D user interfaces and interaction relies on mouse and keyboard input. In this paper, we present vitrivr-VR, a 3D model retrieval system featuring a virtual reality (VR) user interface based on the multimedia search system vitrivr. Query formulation and results presentation takes place in a VR environment, in which users immerse themselves. vitrivr-VR enables the sculpting of 3D models through constructive solid geometry (CSG) using a VR controller and the use of these sculpted objects as query objects. To the best of our knowledge, vitrivr-VR is the first system that combines CSG and VR to enable 3D model retrieval.","PeriodicalId":348199,"journal":{"name":"2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122367554","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: 2
Photorealistic avatars to enhance the efficacy of Selfattachment psychotherapy 逼真的虚拟形象增强自我依恋心理治疗的效果
I. Ghaznavi, Duncan Gillies, D. Nicholls, A. Edalat
We have designed, developed, and tested an Immersive virtual reality (VR) platform to practice the protocols of Self-attachment psychotherapy. We made use of customized photorealistic avatars for the implementation of both the high-end version (based on Facebook’s Oculus) and the low-end version (based on Google’s cardboard) of our platform. Under the Selfattachment therapeutic framework, the causes of mental disorders such as chronic anxiety and depression are traced back to the individual’s insecure attachment with their primary caregiver during childhood and their subsequent problems in affect regulation. The conventional approach (without VR) to Selfattachment requires that the individual uses their childhood photographs to recall their childhood memories and then imagine that the child that they were is present with them. They thus establish a compassionate relationship with their childhood self and then, using love songs and dancing, create an affectional bond with them. Their adult self subsequently role plays a good parent and interacts with their imagined childhood self to perform various developmental and re-parenting activities. The goal is to enhance their capacities for self-regulation of emotion, which can lead them into earning secure attachment. It is hypothesized that our immersive virtual reality platform – which enables the users to interact with their customized 3D photorealistic childhood avatar - offers either a better alternative or at least a complementary visual tool to the conventional imaginal approach to Self-attachment. The platform was developed in Unity 3D, a cross-platform game engine, and takes advantage of the itSeez3D Avatar SDK for generating a customized photorealistic 3D avatar head from a 2D childhood image of the user. The platform also offers facial and body animations for some of the basic emotional states such as Happy, Sad, Scared and Joyful and it allows modifications to the avatar body (height/ width) and clothing color. A study to compare the use of the avatar-based approach (VR) to Self-attachment with the conventional photo-based approach showed promising results. Almost 85% of the participants reported that their photorealistic childhood avatar in VR was more relatable than their childhood photos. Both low-end and high-end VR based approaches were unanimously reported to be more effective than the conventional imaginal approach. Participants reported that the high-end version of the VR platform was more realistic and immersive than the low-end mobile VR version.
我们设计、开发并测试了一个沉浸式虚拟现实(VR)平台来实践自我依恋心理治疗的协议。我们在高端版本(基于Facebook的Oculus)和低端版本(基于谷歌的cardboard)的平台上使用了定制的逼真头像。在自我依恋治疗框架下,慢性焦虑和抑郁等精神障碍的原因可以追溯到个体在童年时期与主要照顾者的不安全依恋以及随后的情感调节问题。传统的自我依恋方法(没有VR)要求个体使用他们的童年照片来回忆他们的童年记忆,然后想象他们的孩子就在他们身边。因此,他们与童年的自己建立了一种富有同情心的关系,然后,通过情歌和舞蹈,与他们建立了一种情感纽带。他们的成年自我随后扮演了一个好父母的角色,并与他们想象的童年自我互动,进行各种发展和重新养育的活动。目标是增强他们自我调节情绪的能力,从而使他们获得安全的依恋。据推测,我们的沉浸式虚拟现实平台——使用户能够与他们定制的3D逼真的童年化身进行互动——为传统的自我依恋想象方法提供了更好的选择,或者至少是一种补充的视觉工具。该平台是在跨平台游戏引擎Unity 3D中开发的,并利用itSeez3D Avatar SDK从用户的2D童年图像中生成定制的逼真的3D头像头部。该平台还提供了一些基本情绪状态的面部和身体动画,如快乐,悲伤,害怕和快乐,它允许修改化身的身体(高度/宽度)和衣服颜色。一项比较基于虚拟形象的自我依恋方法(VR)与传统的基于照片的方法的研究显示了令人鼓舞的结果。几乎85%的参与者报告说,他们在VR中的逼真童年头像比他们的童年照片更有相关性。低端和高端基于VR的方法都被一致报道比传统的想象方法更有效。参与者反映,高端版本的VR平台比低端的移动VR版本更加逼真和沉浸。
{"title":"Photorealistic avatars to enhance the efficacy of Selfattachment psychotherapy","authors":"I. Ghaznavi, Duncan Gillies, D. Nicholls, A. Edalat","doi":"10.1109/AIVR50618.2020.00022","DOIUrl":"https://doi.org/10.1109/AIVR50618.2020.00022","url":null,"abstract":"We have designed, developed, and tested an Immersive virtual reality (VR) platform to practice the protocols of Self-attachment psychotherapy. We made use of customized photorealistic avatars for the implementation of both the high-end version (based on Facebook’s Oculus) and the low-end version (based on Google’s cardboard) of our platform. Under the Selfattachment therapeutic framework, the causes of mental disorders such as chronic anxiety and depression are traced back to the individual’s insecure attachment with their primary caregiver during childhood and their subsequent problems in affect regulation. The conventional approach (without VR) to Selfattachment requires that the individual uses their childhood photographs to recall their childhood memories and then imagine that the child that they were is present with them. They thus establish a compassionate relationship with their childhood self and then, using love songs and dancing, create an affectional bond with them. Their adult self subsequently role plays a good parent and interacts with their imagined childhood self to perform various developmental and re-parenting activities. The goal is to enhance their capacities for self-regulation of emotion, which can lead them into earning secure attachment. It is hypothesized that our immersive virtual reality platform – which enables the users to interact with their customized 3D photorealistic childhood avatar - offers either a better alternative or at least a complementary visual tool to the conventional imaginal approach to Self-attachment. The platform was developed in Unity 3D, a cross-platform game engine, and takes advantage of the itSeez3D Avatar SDK for generating a customized photorealistic 3D avatar head from a 2D childhood image of the user. The platform also offers facial and body animations for some of the basic emotional states such as Happy, Sad, Scared and Joyful and it allows modifications to the avatar body (height/ width) and clothing color. A study to compare the use of the avatar-based approach (VR) to Self-attachment with the conventional photo-based approach showed promising results. Almost 85% of the participants reported that their photorealistic childhood avatar in VR was more relatable than their childhood photos. Both low-end and high-end VR based approaches were unanimously reported to be more effective than the conventional imaginal approach. Participants reported that the high-end version of the VR platform was more realistic and immersive than the low-end mobile VR version.","PeriodicalId":348199,"journal":{"name":"2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129290737","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: 2
Learning Kinematic Machine Models from Videos 从视频中学习运动机器模型
Lucas Thies, M. Stamminger, F. Bauer
VR/AR applications, such as virtual training or coaching, often require a digital twin of a machine. Such a virtual twin must also include a kinematic model that defines its motion behavior. This behavior is usually expressed by constraints in a physics engine. In this paper, we present a system that automatically derives the kinematic model of a machine from RGB video with an optional depth channel. Our system records a live session while a user performs all typical machine movements. It then searches for trajectories and converts them into linear, circular and helical constraints. Our system can also detect kinematic chains and coupled constraints, for example, when a crank moves a toothed rod.
VR/AR应用,如虚拟培训或指导,通常需要机器的数字孪生体。这样的虚拟双胞胎还必须包括定义其运动行为的运动学模型。这种行为通常通过物理引擎中的约束来表达。在本文中,我们提出了一个从RGB视频中自动提取机器运动模型的系统,该系统具有可选的深度通道。当用户执行所有典型的机器动作时,我们的系统会记录一个实时会话。然后,它搜索轨迹并将其转换为线性、圆形和螺旋约束。我们的系统还可以检测运动链和耦合约束,例如,当曲柄移动齿杆时。
{"title":"Learning Kinematic Machine Models from Videos","authors":"Lucas Thies, M. Stamminger, F. Bauer","doi":"10.1109/AIVR50618.2020.00028","DOIUrl":"https://doi.org/10.1109/AIVR50618.2020.00028","url":null,"abstract":"VR/AR applications, such as virtual training or coaching, often require a digital twin of a machine. Such a virtual twin must also include a kinematic model that defines its motion behavior. This behavior is usually expressed by constraints in a physics engine. In this paper, we present a system that automatically derives the kinematic model of a machine from RGB video with an optional depth channel. Our system records a live session while a user performs all typical machine movements. It then searches for trajectories and converts them into linear, circular and helical constraints. Our system can also detect kinematic chains and coupled constraints, for example, when a crank moves a toothed rod.","PeriodicalId":348199,"journal":{"name":"2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123810622","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
期刊
2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1