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.
{"title":"From Virtual Reality to Digital Arts with Mosaicode","authors":"F. Schiavoni, L. Goncalves","doi":"10.1109/SVR.2017.33","DOIUrl":"https://doi.org/10.1109/SVR.2017.33","url":null,"abstract":"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.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"196 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115653278","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}
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.
{"title":"Comparing Different Strategies for Frame-to-Frame Rigid Registration of Point Clouds","authors":"Fernando A. A. Yamada, M. Vieira, G. Giraldi, A. Apolinario","doi":"10.1109/SVR.2017.20","DOIUrl":"https://doi.org/10.1109/SVR.2017.20","url":null,"abstract":"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.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129905936","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}
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.
{"title":"Navigation and Interaction in a CAVE through Microsoft Kinect Device Integration","authors":"Lauro Victor Ramos Cavadas, J. Oliveira","doi":"10.1109/SVR.2017.12","DOIUrl":"https://doi.org/10.1109/SVR.2017.12","url":null,"abstract":"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.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126439357","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}
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.
{"title":"Towards Playing a 3D First-Person Shooter Game Using a Classification Deep Neural Network Architecture","authors":"Y. L. Nogueira, C. Vidal, J. B. C. Neto","doi":"10.1109/SVR.2017.24","DOIUrl":"https://doi.org/10.1109/SVR.2017.24","url":null,"abstract":"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.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134167171","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}
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.
{"title":"Aurasma: A Tool for Education","authors":"Veronica Rocha Barbosa Holzschuh, T. Bogoni","doi":"10.1109/SVR.2017.40","DOIUrl":"https://doi.org/10.1109/SVR.2017.40","url":null,"abstract":"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.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124431624","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}
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
{"title":"A Simulator for Regional Anesthesia Training","authors":"Davi C. Gomes, L. Machado","doi":"10.1109/SVR.2017.44","DOIUrl":"https://doi.org/10.1109/SVR.2017.44","url":null,"abstract":"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","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127989042","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}
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.
{"title":"Mobile Augmented Reality Systems Applied to Food Packaging - A Heuristic Evaluation","authors":"A. S. G. Acioly, M. Soares","doi":"10.1109/SVR.2017.39","DOIUrl":"https://doi.org/10.1109/SVR.2017.39","url":null,"abstract":"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.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"28 5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125556024","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}
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.
{"title":"Augmented Reality and Serious Games: A Systematic Literature Mapping","authors":"Marco Aurelio Pellens, M. Hounsell, A. Silva","doi":"10.1109/SVR.2017.37","DOIUrl":"https://doi.org/10.1109/SVR.2017.37","url":null,"abstract":"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.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121689170","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}
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.
{"title":"Use of Virtual Reality and Serious Game for 3D Conditioning and Printing of Low Cost Prostheses","authors":"R. Cavalcante, S. Scholten, J. P. Alvim, E. Lamounier, A. Soares, Alexandre Cardoso","doi":"10.1109/SVR.2017.13","DOIUrl":"https://doi.org/10.1109/SVR.2017.13","url":null,"abstract":"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.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116087635","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}
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.
{"title":"3D Object Tracking in RGB-D Images Using Particle Swarm Optimization","authors":"J. G. D. Santos, J. P. Lima","doi":"10.1109/SVR.2017.22","DOIUrl":"https://doi.org/10.1109/SVR.2017.22","url":null,"abstract":"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.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115007395","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}