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2017 19th Symposium on Virtual and Augmented Reality (SVR)最新文献

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From Virtual Reality to Digital Arts with Mosaicode 从虚拟现实到Mosaicode的数字艺术
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.33
F. Schiavoni, L. Goncalves
Visual programming languages (VPL) simplifies the process of writing a program by letting users create programs through manipulation of graphical elements. Many VPLs focuses on a single domain, simplifying some complicated concepts of a General Purpose Language (GPL), being called Domain Specific Language (DSL). In Digital Art, PureData and EyesWeb are examples of VPLs that allow artists to do advanced projects with basic programming skills. In this paper, we introduce Mosaicode, a Visual Programming Environment to Digital Art domain, presenting some features of digital art and possibilities to implement these features in our VPL.
可视化编程语言(VPL)允许用户通过操作图形元素来创建程序,从而简化了编写程序的过程。许多vpl专注于单一领域,简化了通用目的语言(GPL)的一些复杂概念,称为领域特定语言(DSL)。在数字艺术中,PureData和eyeesweb是vpi的例子,允许艺术家用基本的编程技能做高级项目。本文介绍了一种用于数字艺术领域的可视化编程环境Mosaicode,给出了数字艺术的一些特性以及在我们的VPL中实现这些特性的可能性。
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引用次数: 11
Comparing Different Strategies for Frame-to-Frame Rigid Registration of Point Clouds 点云帧间刚体配准的不同策略比较
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.20
Fernando A. A. Yamada, M. Vieira, G. Giraldi, A. Apolinario
Pairwise surface rigid registration aims to find the rigid transformation that best register two surfaces represented by point clouds. This work presents a comparison between seven algorithms, with different strategies to tackle rigid registration tasks. We focus on the frame-to-frame problem by using both point clouds and a RGB-D video stream in the experimental results. The former, is considered under different viewpoints, with the addition of outliers and noise. Once the ground truth rotation is provided, we discuss four different metrics to measure the rotation error in this case. The video sequence with depth information is segmented to get the target object. Next, the registration algorithms are applied and the average root mean squared error is computed. Since the ground truth is not available in this case, we develop a superposition strategy to visually check performance of the algorithms. Besides, we analyse the robustness of the techniques against spatial and temporal sampling rates.
两两曲面刚性配准的目的是寻找最适合配准由点云表示的两个曲面的刚体变换。这项工作提出了七个算法之间的比较,用不同的策略来处理刚性配准任务。在实验结果中,我们通过使用点云和RGB-D视频流来关注帧到帧的问题。前者是在不同的观点下考虑的,并添加了异常值和噪声。一旦提供了地面真值旋转,我们将讨论在这种情况下测量旋转误差的四种不同度量。对具有深度信息的视频序列进行分割,得到目标对象。然后,应用配准算法并计算平均均方根误差。由于在这种情况下无法获得基础真理,因此我们开发了一种叠加策略来直观地检查算法的性能。此外,我们分析了该技术对空间和时间采样率的鲁棒性。
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引用次数: 2
Navigation and Interaction in a CAVE through Microsoft Kinect Device Integration 通过微软Kinect设备集成在洞穴中的导航和交互
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.12
Lauro Victor Ramos Cavadas, J. Oliveira
This work presents the development and validation of a natural interaction method in an immersive CAVE environment. The Microsoft Kinect was used to track the user actions, but only the infrared camera of the device was used, through a gesture recognition model developed by (LEITE, 2015). From such gesture recognition, a nre grammer was defined, as needed for an immersive environment such a the CAVE. Our study shows that the results were satisfactory, specially with regard to the "system usability", which was mentioned by users as something they could get used to use daily.
这项工作展示了在沉浸式洞穴环境中自然交互方法的开发和验证。使用微软Kinect来跟踪用户的动作,但仅使用该设备的红外摄像头,通过(LEITE, 2015)开发的手势识别模型。从这样的手势识别中,定义了一个新的语法,这是像CAVE这样的沉浸式环境所需要的。我们的研究表明,结果是令人满意的,特别是在“系统可用性”方面,用户提到了他们可以习惯日常使用的东西。
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引用次数: 0
Towards Playing a 3D First-Person Shooter Game Using a Classification Deep Neural Network Architecture 使用分类深度神经网络架构玩3D第一人称射击游戏
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.24
Y. L. Nogueira, C. Vidal, J. B. C. Neto
In this work, we present a network architecture to solve a supervised learning problem, the classification of a handwritten dataset, and a reinforcement learning problem, a complex First-Person Shooter 3D game environment. We used a Deep Neural Network model to solve both problems. For classification, we used a Softmax regression and cross entropy loss to train the network. To play the game, we used a Q-Learning adaptation for Deep Learning to train the autonomous agent. In both cases, the input was only the pixels of an image. We show that this single network architecture is suitable for the classification task and is capable of playing the 3D game. This result gives us an insight into the possibility of a general network architecture, capable of solving any kind of problems, regardless of the learning paradigm.
在这项工作中,我们提出了一个网络架构来解决一个监督学习问题,一个手写数据集的分类,以及一个强化学习问题,一个复杂的第一人称射击3D游戏环境。我们使用深度神经网络模型来解决这两个问题。对于分类,我们使用Softmax回归和交叉熵损失来训练网络。为了玩这个游戏,我们使用了深度学习的Q-Learning适应来训练自主代理。在这两种情况下,输入都只是图像的像素。我们证明了这种单一的网络结构适合于分类任务,并且能够玩3D游戏。这个结果让我们深入了解了通用网络架构的可能性,能够解决任何类型的问题,而不考虑学习范式。
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引用次数: 6
Aurasma: A Tool for Education Aurasma:一个教育工具
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.40
Veronica Rocha Barbosa Holzschuh, T. Bogoni
This paper is a preliminary result of a investigation on use the Augmented Reality Aurasma application in the teaching-learning in Geography teaching support process. A field study with qualitative data collection was carried out to identify the applicability of the system in a public school. In this methodology initially we were trainning the teacher to use the Aurasma and later the system was used in the classroom with 9 students. At the end of experiment, questionnaires were applied to the teacher and students to collect their impressions about the tool. Preliminary data indicate to an improvement of the teaching-learning process, leaving the student more focused in the classroom, however, new experiments with more students and teachers are needed to obtain more precise conclusions.
本文是对地理教学支持过程中使用增强现实Aurasma应用于教与学的初步研究结果。为了确定该系统在一所公立学校的适用性,进行了定性数据收集的实地研究。在这种方法中,我们最初是培训老师使用Aurasma,后来该系统被用于有9名学生的教室。在实验结束时,对教师和学生进行问卷调查,收集他们对工具的印象。初步数据表明,教学过程的改善,使学生更专注于课堂,然而,需要更多的学生和教师的新实验来获得更精确的结论。
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引用次数: 0
A Simulator for Regional Anesthesia Training 区域麻醉训练模拟器
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.44
Davi C. Gomes, L. Machado
Virtual Reality (VR) has as goal the creation of digital three dimensional environments to run in real time interactive and realistic experiences. The experiences can be augmented by the use of haptic systems, able to provide sense of touch in virtual objects. The anesthesia procedure is present in all surgeries to keep stable the patient physiology. The use of VR based simulators for anesthesia training can allow decreasing of costs, reduction of risks and avoid the practice in real patients without previous practical experience. The objective of the present work was the modeling of a computer based simulator for the training of interns in regional anesthesia with focus on epidural and spinal anesthesia. Meetings with interns in anesthesiology, lecturers and practitioners were necessary to define the system requirements. It resulted in a diagram with the activities present in the procedure and necessary to the learning process. The virtual environment and some activities were implemented with the Unity 3D engine. Tasks that demanded force feedback were proposed to be used with the PHANToM® OMNI device and the software libraries integrated with this engine. As initial results we obtained the modeling of the environment, of the tasks to be performed by users and the implementation of the initial and monitoring steps
虚拟现实(VR)的目标是创造数字三维环境,以实现实时交互和逼真的体验。这种体验可以通过使用触觉系统来增强,这种系统能够在虚拟物体中提供触觉。麻醉过程存在于所有手术中,以保持患者生理稳定。使用基于VR的模拟器进行麻醉训练可以降低成本,降低风险,避免在没有实践经验的真实患者中进行实践。本研究的目的是建立一个基于计算机的模拟器,用于区域麻醉实习生的培训,重点是硬膜外麻醉和脊髓麻醉。有必要与麻醉学实习生、讲师和从业人员开会,以确定系统的要求。它产生了一个图表,其中包含了过程中存在的活动,并且是学习过程所必需的。虚拟环境和一些活动是用Unity 3D引擎实现的。需要力反馈的任务建议与PHANToM®OMNI设备和与此引擎集成的软件库。作为初始结果,我们获得了环境的建模、用户要执行的任务以及初始和监视步骤的实现
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引用次数: 6
Mobile Augmented Reality Systems Applied to Food Packaging - A Heuristic Evaluation 移动增强现实系统应用于食品包装-启发式评价
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.39
A. S. G. Acioly, M. Soares
The article aims to present the results of a usability analysis of Augmented Reality systems developed for food packaging. For this, an evaluation of two applications available in the market was made, based on the heuristics proposed by Jakob Nielsen. Twenty-six specialists participated in the evaluation. From the results of the analysis, guidelines were generated for the elaboration of an application in Augmented Reality for purposes of orientation of use and safety for packaging.
本文旨在介绍增强现实系统开发的食品包装的可用性分析的结果。为此,基于Jakob Nielsen提出的启发式方法,对市场上可用的两种应用程序进行了评估。26名专家参加了评价。根据分析结果,制定了用于包装的使用方向和安全目的的增强现实应用的详细指导方针。
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引用次数: 1
Augmented Reality and Serious Games: A Systematic Literature Mapping 增强现实与严肃游戏:系统的文献映射
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.37
Marco Aurelio Pellens, M. Hounsell, A. Silva
Augmented Reality (AR) has become a popular technology for both the public and industries. Serious Games (SG) incorporating pedagogical elements for learning, training, or inform. The creation of SG can use AR techniques for their development, with the prospect of new possibilities due to this integration. A Systematic Literature Mapping (SLM) allows a synthesized view of research carried out in the area. The objective of this paper is to present a SLM to identify the state of the art regarding SG with the use of AR, identification of techniques, tools, devices, results, application areas, publication vehicles and main research objectives. It was found that the use of AR in SG is growing in publications, especially at conferences. The SG with AR are mainly puzzles for a player using markers, have been used in curricular education, evaluated the learning and obtained positive results. However, the lack of variety in SG types, areas of application, tools and forms of evaluation was evident.
增强现实(AR)已经成为公众和行业的热门技术。严肃游戏(SG)包含学习、训练或信息的教学元素。SG的创建可以使用AR技术进行开发,由于这种整合,具有新的可能性的前景。系统文献映射(SLM)允许在该领域进行的研究的综合视图。本文的目的是提出一个SLM,以识别有关使用AR的SG的最新技术,识别技术,工具,设备,结果,应用领域,出版工具和主要研究目标。研究发现,在出版物中,特别是在会议上,AR在SG中的使用越来越多。带AR的SG主要是用标记为玩家设计的谜题,已经在课程教学中使用,并对学习进行了评价,取得了积极的效果。然而,SG的类型、应用领域、工具和评价形式缺乏多样性是显而易见的。
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引用次数: 5
Use of Virtual Reality and Serious Game for 3D Conditioning and Printing of Low Cost Prostheses 利用虚拟现实和严肃游戏进行低成本假肢的3D调理和打印
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.13
R. Cavalcante, S. Scholten, J. P. Alvim, E. Lamounier, A. Soares, Alexandre Cardoso
This work presents a Virtual Reality training environment for upper limb amputees. Based on principles of a serious game, the training environment aims to condition the patient to use a prosthesis before it is manufactured. Studies show that the time of adjustment for use of a real prosthesis is considerably high. This often brings immense dismay to those patients who are already psychologically depressed. Thus, the project presented here aims to provide a more attractive and stimulating environment, to motivate users during their adaptation period. In addition, traditional prostheses are very expensive and difficult to access for the neediest population. Therefore, this project aims to produce prosthesis through 3D printers, aiming at reducing costs. For this, the virtual game environment presents the prosthesis to be manufactured with the option of resizing it, based on reactions to the serious game and anatomical formations of the amputee. Finally, in the training environment, the creation of facilitating elements in the process of rehabilitation and adaptation to the prosthesis is sought, through simulations of real-life situations by means of Virtual Reality techniques.
本研究为上肢截肢者提供了一个虚拟现实训练环境。基于一个严肃游戏的原则,训练环境旨在使患者在假肢制造之前就能使用它。研究表明,使用真正的假体需要相当长的时间来调整。这常常给那些心理上已经抑郁的病人带来极大的沮丧。因此,这里展示的项目旨在提供一个更具吸引力和刺激性的环境,以激励用户在适应期间。此外,传统的假肢非常昂贵,对最需要的人群来说很难获得。因此,本项目旨在通过3D打印机生产假肢,旨在降低成本。为此,虚拟游戏环境展示了要制造的假体,并根据对严肃游戏的反应和截肢者的解剖结构来调整它的大小。最后,在训练环境中,通过虚拟现实技术模拟现实生活中的情况,寻求在康复和适应假肢的过程中创造便利因素。
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引用次数: 2
3D Object Tracking in RGB-D Images Using Particle Swarm Optimization 基于粒子群优化的RGB-D图像三维目标跟踪
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.22
J. G. D. Santos, J. P. Lima
Model based tracking techniques allow computing the pose of 3d objects without needing to use markers. In order to perform a precise tracking, these techniques have been using RGB-D sensors together with particle filters for evaluating several pose hypotheses of the object in a given frame from features such as points 3D coordinates, color and normal vector. This work presents a proposal to use of the particle swarm optimization method for allowing 3d object model based tracking. Experiments showed that the proposed method obtained precise results when compared to ground truth values and to state of the art techniques that perform object tracking from RGB-D images.
基于模型的跟踪技术允许在不需要使用标记的情况下计算3d对象的姿态。为了进行精确的跟踪,这些技术一直在使用RGB-D传感器和粒子过滤器来评估给定帧中物体的几个姿势假设,如点3D坐标,颜色和法向量。本文提出了一种利用粒子群优化方法实现三维目标模型跟踪的方法。实验表明,与地面真值和从RGB-D图像执行目标跟踪的最新技术相比,所提出的方法获得了精确的结果。
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引用次数: 3
期刊
2017 19th Symposium on Virtual and Augmented Reality (SVR)
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