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

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Training with a world champion: augmented reality applications in sport Design-led research 与世界冠军一起训练:增强现实在运动设计主导研究中的应用
S. Palmieri, Alessio Righi, M. Bisson, A. Ianniello
Recent and continuous innovations in the field of extended reality and, in particular, augmented reality, are able to revolutionize different aspects of the reference market sectors. At the same time, a constant evolution in the area of artificial intelligence, machine learning and deep learning, if combined with the aforementioned innovations, allows to conceive solutions able to shape new ways to inform, to improve skills and to spend time. The ability to simulate contexts, environments, actions and emotions and the possibility to use the data generated by the simulations in a disruptive way permit to imagine and create learning and strengthening paths.This developing research has been carried out within the Interdepartmental Laboratory EDME (Environmental Design Multisensory Experience), which belongs to the Design Department of Politecnico di Milano. It has been conducted by investigating the state of the art of augmented reality and artificial intelligence technologies, highlighting interesting and highly innovative case studies; from this first phase we moved on to analyze the sport sector in which an important potential for future development was recognized. The last part of the first phase of this research project consisted in the elaboration of a concept for an enabling technological system and a business model with a high innovation coefficient, whose realization is hypothesized for the year 2030.It is intended to demonstrate how a design operation, which started from emerging technologies and a sector of high interest and assumed a scenario of use over ten years, is not only extremely interesting but also, and above all, useful to consciously predict and accompany the aforementioned technological development.
扩展现实领域的最新和持续创新,特别是增强现实,能够彻底改变参考市场部门的不同方面。与此同时,人工智能、机器学习和深度学习领域的不断发展,如果与上述创新相结合,就可以构想出能够塑造新的方式来提供信息、提高技能和花费时间的解决方案。模拟情境、环境、行动和情绪的能力,以及以颠覆性方式使用模拟产生的数据的可能性,允许想象和创造学习和强化路径。这项发展中的研究是在隶属于米兰理工大学设计系的跨部门实验室EDME(环境设计多感官体验)内进行的。它是通过调查增强现实和人工智能技术的最新发展来进行的,突出了有趣和高度创新的案例研究;从第一阶段开始,我们开始分析体育部门,这是一个重要的未来发展潜力。本研究项目第一阶段的最后一部分包括阐述一个使能技术系统和具有高创新系数的商业模式的概念,其实现的假设是在2030年。它旨在展示如何设计操作,从新兴技术和高度感兴趣的部门开始,并假设十年以上的使用场景,不仅非常有趣,而且最重要的是,有意识地预测和伴随上述技术发展是有用的。
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引用次数: 1
Title Page 标题页
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引用次数: 0
Breast3D: An Augmented Reality System for Breast CT and MRI Breast3D:乳房CT和MRI增强现实系统
Benjamin Allison, Xujiong Ye, Faraz Janan
Adoption of Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) - known collectively as Extended Reality (XR) devices has been rapidly increasing over recent years. However, the focus of XR research has shown a lack of diversity in solutions to the problems within medicine, with it being predominantly focused in augmenting surgical procedures. Whilst important, XR applied to aiding medical diagnosis and surgical planning is relatively unexplored. In this paper we present a fully functional mammographic image analysis system, Breast3D, that can reconstruct MRI and CT scan data in XR. With breast cancer Breast Imaging-Reporting and Data System (BI-RADS) risk lexicon, early detection and clinical workflow such as Multi-disciplinary team (MDT) meetings for cancer in mind, our new mammography visualization system reconstructs CT and MRI volumes in a real 3D space. Breast3D is built upon the past literature and inspired from research for diagnosis and surgical planning. In addition to visualising the models in MR using the Microsoft HoloLens, Breast3D is versatile and portable to different XR head-mounted displays such as HTC Vive. Breast3D demonstrates the early potential for XR within diagnostics of 3D mammographic modalities, an application that has been proposed but until now has not been implemented.
近年来,虚拟现实(VR)、增强现实(AR)和混合现实(MR)——统称为扩展现实(XR)设备的采用迅速增加。然而,XR研究的重点表明,在解决医学问题方面缺乏多样性,主要集中在扩大外科手术上。虽然很重要,但XR在辅助医学诊断和手术计划方面的应用还相对较少。在本文中,我们提出了一个全功能的乳房x线图像分析系统,Breast3D,可以重建MRI和CT扫描数据在x射线。结合乳腺癌影像报告和数据系统(BI-RADS)的风险词汇、早期检测和临床工作流程,如多学科团队(MDT)会议,我们的新型乳房x光成像可视化系统在真实的3D空间中重建CT和MRI体积。Breast3D是建立在过去的文献和灵感来自研究诊断和手术计划。除了使用微软HoloLens在MR中可视化模型外,Breast3D还具有多功能和便携性,可用于不同的XR头戴式显示器,如HTC Vive。Breast3D展示了XR在3D乳房x线摄影模式诊断中的早期潜力,这是一种已经提出但迄今尚未实施的应用。
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引用次数: 5
Virtual Reality Lifelog Explorer: A Prototype for Immersive Lifelog Analytics 虚拟现实生活日志浏览器:沉浸式生活日志分析的原型
Aaron Duane, B. Jónsson, C. Gurrin
The Virtual Reality Lifelog Explorer is a prototype for immersive personal data analytics, intended as an exploratory effort to produce more sophisticated virtual or augmented reality analysis prototypes in the future. An earlier version of this prototype competed in, and won, the first Lifelog Search Challenge (LSC) held at ACM ICMR in 2018.
虚拟现实生活日志浏览器是沉浸式个人数据分析的原型,旨在作为探索性的努力,在未来产生更复杂的虚拟或增强现实分析原型。该原型的早期版本参加并赢得了2018年在ACM ICMR举行的第一届生命日志搜索挑战赛(LSC)。
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引用次数: 0
High-quality First-person Rendering Mixed Reality Gaming System for In Home Setting 高品质的第一人称渲染混合现实游戏系统
Yu-Yen Chung, Hung-Jui Guo, H. G. Kumar, B. Prabhakaran
With the advent of low-cost RGB-D cameras, mixed reality serious games using ‘live’ 3D human avatars have become popular. Here, RGB-D cameras are used for capturing and transferring user’ motion and texture onto the 3D human avatar in virtual environments. A system with a single camera is more suitable for such mixed reality games deployed in homes, considering the ease of setting up the system. In these mixed reality games, users can have either a third-person perspective or a first-person perspective of the virtual environments used in the games. Since first-person perspective provides a better Sense of Embodiment (SoE), in this paper, we explore the problem of providing a first-person perspective for mixed reality serious games played in homes. We propose a real time textured humanoid-avatar framework to provide a first-person perspective and address the challenges involved in setting up such a gaming system in homes. Our approach comprises: (a) SMPL humanoid model optimization for capturing user’ movements continuously; (b) a real-time texture transferring and merging OpenGL pipeline to build a global texture atlas across multiple video frames. We target the proposed approach towards a serious game for amputees, called Mr.MAPP (Mixed Reality-based framework for Managing Phantom Pain), where amputee’ intact limb is mirrored in real-time in the virtual environment. For this purpose, our framework also introduces a mirroring method to generate a textured phantom limb in the virtual environment. We carried out a series of visual and metrics-based studies to evaluate the effectiveness of the proposed approaches for skeletal pose fitting and texture transfer to SMPL humanoid models, as well as the mirroring and texturing missing limb (for future amputee based studies).
随着低成本RGB-D相机的出现,使用“实时”3D真人化身的混合现实严肃游戏变得流行起来。在这里,RGB-D相机用于捕捉和传输用户的动作和纹理到虚拟环境中的3D人类化身。考虑到设置系统的便利性,带有单个摄像头的系统更适合部署在家庭中的混合现实游戏。在这些混合现实游戏中,用户可以使用游戏中虚拟环境的第三人称视角或第一人称视角。因为第一人称视角提供了更好的体现感(SoE),所以在本文中,我们将探讨为混合现实严肃游戏提供第一人称视角的问题。我们提出了一个实时纹理人形化身框架,以提供第一人称视角,并解决在家庭中设置这样一个游戏系统所涉及的挑战。我们的方法包括:(a) SMPL类人模型优化,用于连续捕获用户的动作;(b)实时纹理传输和合并OpenGL管道,构建跨多个视频帧的全局纹理图集。我们的目标是提出一种针对截肢者的严肃游戏,称为Mr.MAPP(基于混合现实的管理幻痛框架),在虚拟环境中,截肢者的完整肢体被实时镜像。为此,我们的框架还引入了一种镜像方法来在虚拟环境中生成纹理幻肢。我们进行了一系列基于视觉和度量的研究,以评估所提出的方法在骨骼姿势拟合和纹理转移到SMPL类人模型以及镜像和纹理缺失肢体(用于未来基于截肢者的研究)方面的有效性。
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引用次数: 2
Exploring the feasibility of mitigating VR-HMD-induced cybersickness using cathodal transcranial direct current stimulation 探讨利用阴极经颅直流电刺激减轻vr - hmd致晕动病的可行性
Gang Li, Francisco Macía Varela, Abdullah Habib, Qi Zhang, Mark Mcgill, S. Brewster, F. Pollick
Many head-mounted virtual reality display (VR-HMD) applications that involve moving visual environments (e.g., virtual rollercoaster, car and airplane driving) will trigger cybersickness (CS). Previous research Arshad et al. (2015) has explored the inhibitory effect of cathodal transcranial direct current stimulation (tDCS) on vestibular cortical excitability, applied to traditional motion sickness (MS), however its applicability to CS, as typically experienced in immersive VR, remains unknown. The presented double-blinded 2x2x3 mixed design experiment (independent variables: stimulation condition [cathodal/anodal]; timing of VR stimulus exposure [before/after tDCS]; sickness scenario [slight symptoms onset/moderate symptoms onset/recovery]) aims to investigate whether the tDCS protocol adapted from Arshad et al. (2015) is effective at delaying the onset of CS symptoms and/or accelerating recovery from them in healthy participants. Quantitative analysis revealed that the cathodal tDCS indeed delayed the onset of slight symptoms if compared to that in anodal condition. However, there are no significant differences in delaying the onset of moderate symptoms nor shortening time to recovery between the two stimulation types. Possible reasons for present findings are discussed and suggestions for future studies are proposed.
许多头戴式虚拟现实显示器(VR-HMD)应用涉及移动的视觉环境(例如,虚拟过山车、汽车和飞机驾驶),会引发晕动症(CS)。先前的研究Arshad等人(2015)探索了阴极经颅直流电刺激(tDCS)对前庭皮层兴奋性的抑制作用,并将其应用于传统的晕动病(MS),但其对CS的适用性,如沉浸式VR的典型体验,尚不清楚。采用双盲2x2x3混合设计实验(自变量:刺激条件[阴极/阳极];VR刺激暴露时间[tDCS前/后];疾病情景[轻微症状发作/中度症状发作/恢复])旨在调查Arshad等人(2015)改编的tDCS方案是否能有效延缓健康参与者CS症状的发作和/或加速其恢复。定量分析显示,与阳极状态相比,阴极tDCS确实延迟了轻微症状的发作。然而,两种刺激类型在延迟中度症状发作和缩短恢复时间方面没有显著差异。讨论了目前研究结果的可能原因,并对未来的研究提出了建议。
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引用次数: 3
Algorithm-Aware Neural Network Based Image Compression for High-Speed Imaging 基于算法感知神经网络的高速成像图像压缩
Reid Pinkham, Tanner Schmidt, A. Berkovich
In wearable AR/VR systems, data transmission between cameras and central processors can account for a significant portion of total system power, particularly in high framerate applications. Thus, it becomes necessary to compress video streams to reduce the cost of data transmission. In this paper we present a CNN-based compression scheme for such vision systems. We demonstrate that, unlike conventional compression techniques, our method can be tuned for specific machine vision applications. This enables increased compression for a given application performance target. We present results for Detectron2 Keypoint Detection and compare the performance and computational complexity of our method to existing compression schemes, such as H.264. We created a new high-framerate dataset which represents common scenarios for wearable AR/VR devices.
在可穿戴AR/VR系统中,摄像头和中央处理器之间的数据传输可能占系统总功率的很大一部分,特别是在高帧率应用中。因此,有必要对视频流进行压缩以降低数据传输的成本。本文提出了一种基于cnn的视觉系统压缩方案。我们证明,与传统的压缩技术不同,我们的方法可以针对特定的机器视觉应用进行调整。这可以为给定的应用程序性能目标增加压缩。我们给出了Detectron2关键点检测的结果,并将我们的方法与现有的压缩方案(如H.264)的性能和计算复杂度进行了比较。我们创建了一个新的高帧率数据集,它代表了可穿戴AR/VR设备的常见场景。
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引用次数: 8
Workload, Presence and Task Performance of Virtual Object Manipulation on WebVR WebVR虚拟对象操作的工作量、存在和任务性能
Wenxin Sun, Mengjie Huang, Rui Yang, Jingjing Zhang, Liu Wang, Ji Han, Yong Yue
WebVR technology is widely used as a visualization approach to display virtual objects on 2D webpages. Much of the current literature on virtual object manipulation on the 2D screen pays particular attention to task performance, but few studies focus on users’ psychological feedback and no literature aims at its relationship with task performance. This paper compares manipulation modes with different degrees of freedom (DoF) in translation and rotation on WebVR to explore users’ workload and presence by self-reported data, and task performance by measuring completion time and error rate. The experiment results present that the increase of DoF is associated with lower perceived workload, while people may feel a higher level of presence during tasks. Additionally, this study only finds a positive correlation between workload and efficiency, and a negative correlation between presence and efficiency, which means that when feeling less workload or more presence, people tend to spend less time to complete translation and rotation tasks on WebVR.
WebVR技术作为一种在二维网页上显示虚拟物体的可视化方法被广泛应用。目前关于2D屏幕上虚拟物体操作的文献大多侧重于任务表现,但很少有研究关注用户的心理反馈,也没有文献关注其与任务表现的关系。本文在WebVR上比较了不同自由度的平移和旋转操作模式,通过自述数据来考察用户的工作量和存在感,通过测量完成时间和错误率来考察任务绩效。实验结果表明,自由度的增加与较低的感知工作量有关,而人们在任务中可能会感到更高的存在感。此外,本研究发现工作量与效率之间存在正相关关系,而存在感与效率之间存在负相关关系,这意味着当工作量减少或存在感增加时,人们在WebVR上完成翻译和轮换任务的时间往往会减少。
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引用次数: 6
Lane Line Map Estimation for Visual Alignment 用于视觉对齐的车道线地图估计
Minjung Son, Hyun Sung Chang
Lane detection is important for visualization-tasks as well as autonomous driving. However, recent approaches have focused principally on the latter part, employing sophisticated sensors. This paper presents a novel lane line map estimation method from single images, which is applicable for visualization tasks such as augmented reality (AR) navigation. Our learning-based approach is designed for sparse lane data under perspective view. It works reliably even in various difficult situations, such as those involving irregular data forms, sensor variations, dynamic environments, and obstacles. We also suggest the visual alignment concept to define visual matching between the estimated lane line map and the corresponding external map, thereby enabling the conversion of various applications related to visualization into score maximization. Experimental results demonstrated that the proposed method could not only be directly used for lane-based 2D data augmentation but also be extended to 3D localization, for viewpoint pose estimation, which is essential for various AR scenarios.
车道检测对于可视化任务和自动驾驶都很重要。然而,最近的方法主要集中在后一部分,采用复杂的传感器。本文提出了一种新的单幅车道线地图估计方法,该方法适用于增强现实(AR)导航等可视化任务。我们的基于学习的方法是针对透视图下的稀疏车道数据设计的。即使在各种困难的情况下,例如涉及不规则数据形式、传感器变化、动态环境和障碍物的情况下,它也能可靠地工作。我们还提出了视觉对齐的概念,以定义估计的车道线地图与相应的外部地图之间的视觉匹配,从而使与可视化相关的各种应用转换为分数最大化。实验结果表明,该方法不仅可以直接用于基于车道的二维数据增强,还可以扩展到三维定位,用于各种AR场景的视点姿态估计。
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引用次数: 0
From Virtual Reality to Neuroscience and Back: a Use Case on Peripersonal Hand Space Plasticity 从虚拟现实到神经科学再回来:个人手空间可塑性的用例
Agata Marta Soccini, F. Ferroni, M. Ardizzi
The human brain does not represent space homogeneously, but it constructs multiple representations of it depending on the source of sensory stimulation and the nature of interaction between the body and the environment. The peripersonal space is defined as an imaginary area coded as separated sector of space, as if there were a boundary between what the body might or might not interact with. We present an experimental pattern that combines the use of virtual reality (VR) and functional magnetic resonance imaging (fMRI) to investigate human behavior and neural basis in case of training of the plasticity of the peripersonal space around the hand. The expected results may provide knowledge on a phenomenon interesting for behavioral neuroscience as well as for the interaction of embodied self-avatars in virtual environments.
人脑并不是同质地表征空间,而是根据感官刺激的来源和身体与环境之间相互作用的性质,构建空间的多重表征。个人空间被定义为一个想象的区域,被编码为空间的分离部分,就好像在身体可能与什么互动或不与什么互动之间有一个界限。我们提出了一种结合虚拟现实(VR)和功能磁共振成像(fMRI)的实验模式,在手部周围个人空间可塑性训练的情况下,研究人类行为和神经基础。预期的结果可能为行为神经科学以及虚拟环境中具身自我化身的相互作用提供有趣的现象知识。
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引用次数: 4
期刊
2020 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)
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