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

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Development of a Method for Capturing Human Motion Using a RGB-D Camera 使用RGB-D相机捕捉人体运动的方法的发展
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.21
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
人体动作捕捉系统在计算机视觉领域和主要娱乐行业的研究越来越多。这些系统能够在一段时间内跟踪身体关节的位置和方向及其在空间中的轨迹。它们被用于各种应用,如数字游戏、影视虚拟人物动画、手势识别、医疗康复等。新的低成本和高分辨率的设备的出现,提供了深入的信息,促使新的研究。然而,仅基于深度信息的系统(通常是实时系统)在运动跟踪方面并不具有很高的准确性。考虑到这一背景,本论文项目提出了一种仅使用一个RGB-D传感器捕获人体运动的方法,将从图像中捕获的纹理和深度信息相结合,以获得与虚拟骨骼相关的更高精度的推断运动。这种方法并不适用于实时应用程序(如视频游戏),但适用于那些需要更高精度的应用程序,如电影中的虚拟角色动画和医疗康复
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引用次数: 1
AGaR: A VR Serious Game to Support the Recovery of Post-Stroke Patients 琼脂:一款支持中风后患者康复的VR严肃游戏
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.15
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.
游戏可以使训练过程对患者更具吸引力。考虑到上肢功能康复过程的复杂性,本文介绍了琼脂的发展和初步评估–这是一款带有虚拟现实和自然互动的严肃游戏,既可以帮助患者进行重复练习,也可以帮助物理治疗师跟踪康复过程。此外,我们还收集并分析了患者粘性数据,并将其与其他基于类似目标开发的游戏进行对比。在这个游戏中,患者必须将两个不同的图像与互补的含义联系起来,使用运动传感器将图像拖到目标位置。为了评估这个游戏,我们对患者进行了初步实验。结果表明,在实验参与者的回合中,他们所做的错误联想的数量因患者而异,没有发现标准。在整个游戏过程中,玩家的粘性会不断增加。
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引用次数: 17
Assessing the Experience of Immersion in Electronic Games 评估电子游戏中的沉浸体验
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.27
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
尽管沉浸感的定义仍然存在争议,但它被普遍认为是一种能够让游戏体验更具吸引力的品质。现代电子游戏作为一种引人注目的沉浸式媒体脱颖而出,尤其是考虑到最近消费者级虚拟现实硬件的进步。开发沉浸式游戏不仅需要在文学作品中找到理论背景,还需要更实用的指导方针来帮助开发者赋予他们的游戏体验真正的沉浸感。在本文中,我们基于对用户认为具有沉浸感的游戏的分析,研究赋予电子游戏沉浸感质量的具体特征。我们基于这些功能开发了一款沉浸式游戏原型。通过对我们的原型和所选游戏的比较评估,我们发现有6个功能能够提供沉浸式的游戏体验
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引用次数: 7
Virtual Reality as a Support Tool for the Treatment of Flying Phobia: A Pilot Study 虚拟现实作为治疗飞行恐惧症的辅助工具:一项试点研究
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.17
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.
对飞行的恐惧是影响世界人口的一个现实问题。大约25%的成年人在被要求乘坐任何类型的航空运输时,他们的焦虑水平显著增加,10%的人会避免这种情况。被证明是治疗恐惧症最有效的方法是在体内暴露。然而,使用真实的飞机和真实的航班将飞行恐惧症患者暴露在这些刺激下的难度和成本,有时甚至是危险,使许多研究人员、治疗师和患者望而却步,尽管飞行恐惧症很普遍,而且影响很大。在这项研究中,我们提出了一个虚拟现实应用程序,该应用程序促进了系统暴露于刺激下,导致与飞越计算机生成环境的恐惧相关的焦虑水平显著增加。为了评估拟议的应用程序,特别是它所带来的“存在感”,我们从与精神科医生和一名试点患者的访谈和问卷中获得了定性数据。
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引用次数: 5
Dynamic Analysis of Software Systems through Virtual Reality 基于虚拟现实的软件系统动态分析
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.52
Filipe Fernandes, C. Rodrigues, C. Werner
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.
复杂系统的维护是软件开发过程生命周期中最昂贵和最困难的阶段,因为开发人员花费了大量的时间来试图理解结构和主要的系统行为。因此,本文旨在提出一种方法,通过虚拟现实方法来支持对复杂软件系统动态行为的理解,称为VisAr3D-Dynamic。进行了一项观察性研究并得出结论,与传统工具相比,该方法在支持程序理解活动方面获得了更大的优势。
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引用次数: 7
The Development of a Facial Animation System Based on Performance and the Use of an RGB-D Camera 基于性能的人脸动画系统的开发及RGB-D相机的使用
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.19
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.
近几十年来,科学界和娱乐界对捕捉人类面部运动和识别面部表情以生成逼真的面部动画的兴趣有所增加。我们提出了一个用于基于性能的面部动画测试算法的模块化框架。该框架包括在文献中发现的管道中使用的模块,作为创建blendshapes数据集的模块,用于识别权重的算法处理模块,以及最后一个基于blendshapes创建虚拟人脸的重定向模块。该框架使用RGB-D摄像头,即英特尔公司的RealSense F200摄像头。整个框架是基于混合形状的。
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引用次数: 0
Using Augmented Reality to overlapping information in live airport cameras 使用增强现实技术在实时机场摄像机中重叠信息
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.53
E. Zorzal, Ariel Fernandes, Bruno Castro
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.
IP摄像机用于机场的各个部分,以帮助管理和控制地面上的飞机。本文描述了一个原型的实现,该原型将这些摄像机的馈送相交,并使用地面雷达的实时数据将相关信息应用于实际捕获的图像上的飞机。
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引用次数: 3
Virtual Reality System for the Treatment of Acrophobia 治疗恐高症的虚拟现实系统
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.18
Raquel Ellem Marcelino de Oliveira, J. Oliveira
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.
虚拟现实(VR)越来越多地被用作治疗各种恐惧症的解决方案。本文介绍了一种将VR应用于暴露疗法治疗恐高症的系统。用户暴露在两个虚拟环境中,这两个环境具有再现不同程度焦虑的特征。在这些环境中,用户可以在治疗师的监控下与虚拟人物和物体进行导航和交互。此外,用户还可以控制导致焦虑的行为,比如暴露的高度。
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引用次数: 8
ARkanoidAR: An Augmented Reality System to Guide Biomechanical Movements at Sagittal Plane ARkanoidAR:一个增强现实系统来引导矢状面生物力学运动
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.34
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.
在运动康复方面,对更好的方法的探索是激烈的。同时,自然交互技术被认为是康复指导的一种很好的方法,因为它们可以为增强现实中的视觉反馈提供内容。本文描述了一种名为ARkanoidAR的增强现实物理治疗康复系统,该系统使用微软Kinect实现,其主要重点是为生物力学运动提供反馈,更具体地说,是发生在矢状面上的运动。本文的主要目的是提出ARkanoidAR并评估其在康复环境中的可用性。我们构思并应用了一个可用性测试,测试结果表明该应用在引导和吸引用户进行运动康复训练方面是有效的,并且易于设置和操作。
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引用次数: 7
Improved Meshless Method for Simulating Incompressible Fluids on GPU GPU上不可压缩流体模拟的改进无网格方法
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.46
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.
多年来,模拟流体流动的无网格方法一直在不断发展,因为它们是处理大变形的一个很好的选择,而这正是基于网格的方法无法有效执行的地方。一种著名的无网格方法是运动粒子半隐式(MPS)方法,它被设计用来模拟自由表面真正不可压缩的流体流动。自该方法诞生以来,人们对其准确性和精密度提出了许多变化和改进,由于这些,它已被证明在广泛的海军和机械工程问题中非常有用。然而,它的一个缺点是计算量大,一些相当耗时的功能,这阻碍了它在计算机图形学和虚拟现实应用中的更多应用。图形处理器(GPU)为科学计算提供了前所未有的能力。为了提高gpu的加速性能,重点研究了泊松压力方程的求解。这项工作受益于相关工作中提出的一些技术,也受益于CUDA语言,以获得稳定,准确和gpu加速的MPS方法,这是这项工作的主要贡献。结果表明,该方法的GPU版本的执行速度大约是CPU版本的6到10倍,可靠性相同,两者都扩展到三维空间。最后,一个包含62,600个粒子的模拟在3D中完全渲染。
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引用次数: 3
期刊
2017 19th Symposium on Virtual and Augmented Reality (SVR)
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