Everton Simoes da Motta, A. Sementille, I. A. Aguilar
Human motion capture systems are being increasingly studied in the area of computer vision and also by major entertainment industries. These systems are able to track the position and orientation of joints of the body and its trajectory in space over a period of time. They are used in various applications such as digital games, animation of virtual characters for film and television, gesture recognition, medical rehabilitation, etc. The emergence of new low-cost and good resolution devices that provide depth information has prompted new research. However, systems that are based only on depth information (usually realtime systems) do not present a high accuracy in movement tracking. Considering this context, this thesis project presents the development of a method for capturing human movements using only one RGB-D sensor, combining captured texture from the image and depth information in order to obtain a higher accuracy of the inferred motion, which are associated with a virtual skeleton. This method is not intended for real-time applications (like video games), but those that require greater accuracy, such as the animation of virtual characters, for film, and medical rehabilitation
{"title":"Development of a Method for Capturing Human Motion Using a RGB-D Camera","authors":"Everton Simoes da Motta, A. Sementille, I. A. Aguilar","doi":"10.1109/SVR.2017.21","DOIUrl":"https://doi.org/10.1109/SVR.2017.21","url":null,"abstract":"Human motion capture systems are being increasingly studied in the area of computer vision and also by major entertainment industries. These systems are able to track the position and orientation of joints of the body and its trajectory in space over a period of time. They are used in various applications such as digital games, animation of virtual characters for film and television, gesture recognition, medical rehabilitation, etc. The emergence of new low-cost and good resolution devices that provide depth information has prompted new research. However, systems that are based only on depth information (usually realtime systems) do not present a high accuracy in movement tracking. Considering this context, this thesis project presents the development of a method for capturing human movements using only one RGB-D sensor, combining captured texture from the image and depth information in order to obtain a higher accuracy of the inferred motion, which are associated with a virtual skeleton. This method is not intended for real-time applications (like video games), but those that require greater accuracy, such as the animation of virtual characters, for film, and medical rehabilitation","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"341 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":"122850439","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}
Amanda M. M. Funabashi, R. V. Aranha, T. Silva, Carlos B. M. Monteiro, Willian S. Silva, Fátima L. S. Nunes
Games can make training procedures more engaging for patients. Considering the complexity of the process for upper limb function rehabilitation, this paper presents the development and an initial evaluation of the AGaR – a serious game with virtual reality and natural interaction, both to aid patients to execute repetitive exercises and to aid physiotherapists to follow the rehabilitation process. Additionally, we obtain and analyze data about patients' engagement as a differential in relation to others games developed for similar goals. In this game, the patient has to associate two different images with complementary meanings, using a movement sensor to drag the image to the target. To evaluate the game, an initial experiment was conducted with patients. The results show that, within the rounds played by the participants of the experiment, the number of wrong associations made by them varies according to patient, with no standard found. The engagement tends to increase during use of the game, throughout the rounds.
{"title":"AGaR: A VR Serious Game to Support the Recovery of Post-Stroke Patients","authors":"Amanda M. M. Funabashi, R. V. Aranha, T. Silva, Carlos B. M. Monteiro, Willian S. Silva, Fátima L. S. Nunes","doi":"10.1109/SVR.2017.15","DOIUrl":"https://doi.org/10.1109/SVR.2017.15","url":null,"abstract":"Games can make training procedures more engaging for patients. Considering the complexity of the process for upper limb function rehabilitation, this paper presents the development and an initial evaluation of the AGaR – a serious game with virtual reality and natural interaction, both to aid patients to execute repetitive exercises and to aid physiotherapists to follow the rehabilitation process. Additionally, we obtain and analyze data about patients' engagement as a differential in relation to others games developed for similar goals. In this game, the patient has to associate two different images with complementary meanings, using a movement sensor to drag the image to the target. To evaluate the game, an initial experiment was conducted with patients. The results show that, within the rounds played by the participants of the experiment, the number of wrong associations made by them varies according to patient, with no standard found. The engagement tends to increase during use of the game, throughout the rounds.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"17 2 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":"128926930","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}
A. Bastos, R. Gomes, Clemilson Costa dos Santos, J. G. R. Maia
Despite the definition of immersion still being a source of controversy, it is generally accepted as a quality that turns experiences more appealing. Modern electronic games stand out as a notably immersive media, especially when the recent advances in consumer-level virtual reality hardware are taken into account. Development of immersive games requires not only a theoretical background usually found in literature but more practical guidelines for assisting developers to endow their experiences with actual immersion. In this paper, we investigate specific features that confer the quality of immersion to an electronic game based on the analysis of titles the audience consider as immersive. We developed a prototype of an immersive game based on these features. Comparative evaluation of our prototype and the selected titles suggests that six features were able to provide an immersive experience in games
{"title":"Assessing the Experience of Immersion in Electronic Games","authors":"A. Bastos, R. Gomes, Clemilson Costa dos Santos, J. G. R. Maia","doi":"10.1109/SVR.2017.27","DOIUrl":"https://doi.org/10.1109/SVR.2017.27","url":null,"abstract":"Despite the definition of immersion still being a source of controversy, it is generally accepted as a quality that turns experiences more appealing. Modern electronic games stand out as a notably immersive media, especially when the recent advances in consumer-level virtual reality hardware are taken into account. Development of immersive games requires not only a theoretical background usually found in literature but more practical guidelines for assisting developers to endow their experiences with actual immersion. In this paper, we investigate specific features that confer the quality of immersion to an electronic game based on the analysis of titles the audience consider as immersive. We developed a prototype of an immersive game based on these features. Comparative evaluation of our prototype and the selected titles suggests that six features were able to provide an immersive experience in games","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"320 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":"116293601","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}
Rodrigo Braga, Leonardo Camello, Vinicius Costa, A. Raposo, H. Rodrigues, P. Ventura
Fear of flying is a real problem that affects the world's population. Approximately 25% of adults experience a significant increase in their anxiety levels when required to take any type of air transport and 10% of them avoid the situation. The approach that has proven to be the most effective in the treatment of phobias is in vivo exposure. However, the difficulty and the cost, and sometimes even the danger, of using real airplanes and real flights to expose people with fear of flying to these stimuli have daunted many researchers, therapists, and patients despite the prevalence and the impact of the fear of flying. We present in this study a virtual reality application that promotes a systematic exposure to the stimuli that causes significant increase in anxiety levels related to fear of flying through computer generated environments. To evaluate the proposed application, in special the "sense of presence" caused by it, we obtained qualitative data from interviews and questionnaires with the psychiatrists and a pilot patient.
{"title":"Virtual Reality as a Support Tool for the Treatment of Flying Phobia: A Pilot Study","authors":"Rodrigo Braga, Leonardo Camello, Vinicius Costa, A. Raposo, H. Rodrigues, P. Ventura","doi":"10.1109/SVR.2017.17","DOIUrl":"https://doi.org/10.1109/SVR.2017.17","url":null,"abstract":"Fear of flying is a real problem that affects the world's population. Approximately 25% of adults experience a significant increase in their anxiety levels when required to take any type of air transport and 10% of them avoid the situation. The approach that has proven to be the most effective in the treatment of phobias is in vivo exposure. However, the difficulty and the cost, and sometimes even the danger, of using real airplanes and real flights to expose people with fear of flying to these stimuli have daunted many researchers, therapists, and patients despite the prevalence and the impact of the fear of flying. We present in this study a virtual reality application that promotes a systematic exposure to the stimuli that causes significant increase in anxiety levels related to fear of flying through computer generated environments. To evaluate the proposed application, in special the \"sense of presence\" caused by it, we obtained qualitative data from interviews and questionnaires with the psychiatrists and a pilot patient.","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":"129033282","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 maintenance of complex systems is the most expensive and difficult phase of the software development process life cycle due to the significant amount of time spent by developers trying to comprehend the structure and mainly the system behavior. Therefore, this paper aims to present an approach to support the understanding of the dynamic behavior of complex software systems through Virtual Reality approach, named VisAr3D-Dynamic. An observational study was conducted and concluded that the approach gained greater advantage in supporting program comprehension activities when compared to a traditional tool.
{"title":"Dynamic Analysis of Software Systems through Virtual Reality","authors":"Filipe Fernandes, C. Rodrigues, C. Werner","doi":"10.1109/SVR.2017.52","DOIUrl":"https://doi.org/10.1109/SVR.2017.52","url":null,"abstract":"The maintenance of complex systems is the most expensive and difficult phase of the software development process life cycle due to the significant amount of time spent by developers trying to comprehend the structure and mainly the system behavior. Therefore, this paper aims to present an approach to support the understanding of the dynamic behavior of complex software systems through Virtual Reality approach, named VisAr3D-Dynamic. An observational study was conducted and concluded that the approach gained greater advantage in supporting program comprehension activities when compared to a traditional tool.","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":"128536724","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}
Carlos Eduardo Rossi Cubas da Silva, A. Sementille
In recent decades, interest in capturing human face movements and identifying expressions for the purpose of generating realistic facial animations has increased in both the scientific community and the entertainment industry. We present a modular framework for testing algorithms used in performance-based facial animation. The framework includes the modules used in pipelines found in the literature as a module for creating datasets of blendshapes, an algorithm processing module for identification of weights and, finally, a redirection module that creates a virtual face based on blendshapes. The framework uses a RGB-D camera, the RealSense F200 camera from Intel. The entire framework is based on blendshapes that are blends of shapes.
{"title":"The Development of a Facial Animation System Based on Performance and the Use of an RGB-D Camera","authors":"Carlos Eduardo Rossi Cubas da Silva, A. Sementille","doi":"10.1109/SVR.2017.19","DOIUrl":"https://doi.org/10.1109/SVR.2017.19","url":null,"abstract":"In recent decades, interest in capturing human face movements and identifying expressions for the purpose of generating realistic facial animations has increased in both the scientific community and the entertainment industry. We present a modular framework for testing algorithms used in performance-based facial animation. The framework includes the modules used in pipelines found in the literature as a module for creating datasets of blendshapes, an algorithm processing module for identification of weights and, finally, a redirection module that creates a virtual face based on blendshapes. The framework uses a RGB-D camera, the RealSense F200 camera from Intel. The entire framework is based on blendshapes that are blends of shapes.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"89 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":"115172856","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}
IP cameras are used in various parts of an aerodrome to help manage and control aircraft on the ground. This paper describes the implementation of a prototype that intersects the feed of these cameras and apply relevant information to aircraft on the actual captured image using real-time data from a ground radar.
{"title":"Using Augmented Reality to overlapping information in live airport cameras","authors":"E. Zorzal, Ariel Fernandes, Bruno Castro","doi":"10.1109/SVR.2017.53","DOIUrl":"https://doi.org/10.1109/SVR.2017.53","url":null,"abstract":"IP cameras are used in various parts of an aerodrome to help manage and control aircraft on the ground. This paper describes the implementation of a prototype that intersects the feed of these cameras and apply relevant information to aircraft on the actual captured image using real-time data from a ground radar.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"81 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":"115722273","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) is increasingly being used as a therapeutic solution for different phobias. In this paper we describe a system that applies VR in Exposure Therapy to treat Acrophobia. Users are exposed to two Virtual Environments, which have features to reproduce different levels of anxiety. In these environments, users can navigate and interact with avatars and objects, while being monitored by a therapist. In addition, users can also control the actions responsible for create the anxiety, such as the height they are exposed.
{"title":"Virtual Reality System for the Treatment of Acrophobia","authors":"Raquel Ellem Marcelino de Oliveira, J. Oliveira","doi":"10.1109/SVR.2017.18","DOIUrl":"https://doi.org/10.1109/SVR.2017.18","url":null,"abstract":"Virtual Reality (VR) is increasingly being used as a therapeutic solution for different phobias. In this paper we describe a system that applies VR in Exposure Therapy to treat Acrophobia. Users are exposed to two Virtual Environments, which have features to reproduce different levels of anxiety. In these environments, users can navigate and interact with avatars and objects, while being monitored by a therapist. In addition, users can also control the actions responsible for create the anxiety, such as the height they are exposed.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"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":"122047675","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. R. Barioni, T. Chaves, L. Figueiredo, V. Teichrieb, E. Neto, A. D. Gama
In motor rehabilitation, the search for better methodologies is intense. In parallel, natural interaction technologies are considered to be a nice approach for rehabilitation guidance, as they can provide content for visual feedback in augmented reality. This paper describes an augmented reality physiotherapy rehabilitation system called ARkanoidAR, which was implemented using the Microsoft Kinect and whose main focus is to provide feedback for biomechanical movements, more specifically those which occurs on the sagittal plane. The main objective of this paper is to propose the ARkanoidAR and evaluate its usability in the rehabilitation context. We conceived and applied a usability quiz, and its results obtained shows that the application is efficient in guiding and engaging users to do motor rehabilitation exercises and that it is easy to be set up and handled.
{"title":"ARkanoidAR: An Augmented Reality System to Guide Biomechanical Movements at Sagittal Plane","authors":"R. R. Barioni, T. Chaves, L. Figueiredo, V. Teichrieb, E. Neto, A. D. Gama","doi":"10.1109/SVR.2017.34","DOIUrl":"https://doi.org/10.1109/SVR.2017.34","url":null,"abstract":"In motor rehabilitation, the search for better methodologies is intense. In parallel, natural interaction technologies are considered to be a nice approach for rehabilitation guidance, as they can provide content for visual feedback in augmented reality. This paper describes an augmented reality physiotherapy rehabilitation system called ARkanoidAR, which was implemented using the Microsoft Kinect and whose main focus is to provide feedback for biomechanical movements, more specifically those which occurs on the sagittal plane. The main objective of this paper is to propose the ARkanoidAR and evaluate its usability in the rehabilitation context. We conceived and applied a usability quiz, and its results obtained shows that the application is efficient in guiding and engaging users to do motor rehabilitation exercises and that it is easy to be set up and handled.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"8 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":"124940316","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}
A. Silva, Mozart W. S. Almeida, Caio Brito, V. Teichrieb
Meshless methods to simulate fluid flows have been increasingly evolving through the years since they are a great alternative to deal with large deformations, which is where mesh-based methods fail to perform efficiently. A well known meshless method is the Moving Particle Semi-implicit (MPS) method, which was designed to simulate free-surface truly incompressible fluid flows. Many variations and refinements of the method's accuracy and precision have been proposed since its creation and, due to these, it has proved to be very useful in a wide range of naval and mechanical engineering problems. However, one of its drawbacks is high computational load and some quite time-consuming functions, which prevents it to be more used in Computer Graphics and Virtual Reality applications. Graphics Processing Units (GPU) provide unprecedented capabilities for scientific computations. To promote the GPU-acceleration, the solution of the Poisson Pressure equation was brought into focus. This work benefits from some of the techniques presented in the related work and also from the CUDA language in order to get a stable, accurate and GPU-accelerated MPS method, which is this work's main contribution. It is shown that the GPU version of the method developed can perform from, approximately, 6 to 10 times faster with the same reliability as the CPU version, both extended to three dimensions. Lastly, a simulation containing a total of 62,600 particles is fully rendered in 3D.
{"title":"Improved Meshless Method for Simulating Incompressible Fluids on GPU","authors":"A. Silva, Mozart W. S. Almeida, Caio Brito, V. Teichrieb","doi":"10.1109/SVR.2017.46","DOIUrl":"https://doi.org/10.1109/SVR.2017.46","url":null,"abstract":"Meshless methods to simulate fluid flows have been increasingly evolving through the years since they are a great alternative to deal with large deformations, which is where mesh-based methods fail to perform efficiently. A well known meshless method is the Moving Particle Semi-implicit (MPS) method, which was designed to simulate free-surface truly incompressible fluid flows. Many variations and refinements of the method's accuracy and precision have been proposed since its creation and, due to these, it has proved to be very useful in a wide range of naval and mechanical engineering problems. However, one of its drawbacks is high computational load and some quite time-consuming functions, which prevents it to be more used in Computer Graphics and Virtual Reality applications. Graphics Processing Units (GPU) provide unprecedented capabilities for scientific computations. To promote the GPU-acceleration, the solution of the Poisson Pressure equation was brought into focus. This work benefits from some of the techniques presented in the related work and also from the CUDA language in order to get a stable, accurate and GPU-accelerated MPS method, which is this work's main contribution. It is shown that the GPU version of the method developed can perform from, approximately, 6 to 10 times faster with the same reliability as the CPU version, both extended to three dimensions. Lastly, a simulation containing a total of 62,600 particles is fully rendered in 3D.","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":"130075028","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}