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

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Electromyography and Augmented Reality for Motor Rehabilitation 肌电图和增强现实用于运动康复
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.14
G. A. Assis, A. Brandão, L. Y. Araki, A. G. Corrêa
Strokes have caused physical disability in adults and even in children, all over the world. The motor deficiencies caused by stroke are characterized by paralysis or weakness on the side of the body opposite to that of the brain lesion. This Augmented Reality System developed provides visual feedback of the movement of a virtual arm for motor rehabilitation of the upper limbs. This paper presents an algorithm for real-time processing of the electromyography signals acquired from a low cost and low power device. The resultant electromyography signals are used to trigger virtual arm animations or are still stored for later analysis of muscle activations during the training. A preliminary study of a patient with stroke sequelae was performed to adjust the instruments and procedures of the study.
中风在世界各地都造成了成年人甚至儿童的身体残疾。中风引起的运动缺陷的特点是与脑损伤相反的身体一侧瘫痪或虚弱。开发的增强现实系统为上肢的运动康复提供虚拟手臂运动的视觉反馈。本文提出了一种对低成本、低功耗设备采集的肌电信号进行实时处理的算法。由此产生的肌电图信号被用来触发虚拟手臂动画,或者仍然被存储起来,以便以后在训练期间分析肌肉的激活情况。对一例中风后遗症患者进行了初步研究,以调整研究的仪器和程序。
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引用次数: 3
Gamification as a Learning Strategy in a Simulation of Dental Anesthesia 游戏化在牙科麻醉模拟中的学习策略
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.42
Matheus A. O. Ribeiro, C. G. Corrêa, Fátima L. S. Nunes
Considering the high failure rate in the procedure of applying dental anesthesia, this paper presents the process of gamification of a simulator of this procedure. The objective of this serious game is to promote a more attractive learning strategy that encourages and at the same time evaluates training, reducing risks to patients. For this, it was conducted a literature review about serious games applications related to health care. From these examples, the elements of games that could be added to the current context were highlighted. An analysis of the simulator, describing its most relevant points was performed. Results, as well as discussion of problems, solutions and testing showed that the gamification process was successful and the game can be submitted to the experts evaluation.
针对牙科麻醉应用过程中失败率较高的问题,本文介绍了该过程模拟器的游戏化过程。这个严肃游戏的目标是推广一种更有吸引力的学习策略,鼓励并同时评估培训,减少患者的风险。为此,我们进行了一项关于与医疗保健相关的严肃游戏应用的文献回顾。从这些例子中,我们可以看到可以添加到当前情境中的游戏元素。对模拟器进行了分析,描述了其最相关的点。结果,以及对问题、解决方案和测试的讨论表明,游戏化过程是成功的,游戏可以提交给专家评估。
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引用次数: 11
An Immersive Visualization Study on Molecules Manipulation 分子操作的沉浸式可视化研究
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.30
Luis Gustavo Freire da Costa, L. Nedel
In the context of visualization and interaction with molecules, the representation of a 3D virtual environment potentially helps the understanding of data and structure manipulation that, in other case, would demand too much effort to be interpreted in a conventional way. Additionally, the exploration of these 3D environments in an immersive way may also improve the usability regarding velocity, precision and comfort. In this work, we study the benefits of molecular manipulation in virtual environments based on Head-Mounted Displays and natural 3D interfaces. We implemented a virtual environment to visualize and manipulate molecules, and tested it with users in order to verify the advantages of the immersive approach against the desktop one. Results achieved demonstrate the benefits of using immersive visualization for this specific purpose.
在可视化和分子交互的背景下,3D虚拟环境的表示可能有助于理解数据和结构操作,在其他情况下,用传统的方式解释需要太多的努力。此外,以身临其境的方式探索这些3D环境也可以提高速度、精度和舒适度方面的可用性。在这项工作中,我们研究了基于头戴式显示器和自然3D界面的虚拟环境中分子操作的好处。我们实现了一个虚拟环境来可视化和操纵分子,并与用户进行了测试,以验证沉浸式方法相对于桌面方法的优势。所取得的结果证明了为这一特定目的使用沉浸式可视化的好处。
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引用次数: 5
Empowering People with Intellectual Disabilities through the Use of an Immersive System 通过使用沉浸式系统为智障人士赋权
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.43
S. D. Piovesan, Rosana Wagner, L. Passerino
The inclusion of people with disabilities in the labor market can be a difference in the quality of life of individuals, and to participate equally in society, respecting the rights and obligations is still a challenge. This article presents the development of an immersive system and the evaluation of it focusing on the empowerment of people with intellectual disabilities to labor inclusion. The research is technological and qualitative nature, and the main goal is to demonstrate how a system that uses the Immersive Environments concepts can through the mediation process help empower and eliminate barriers in the workplace learning of these students. The Immersive Virtual Environment Solassist was developed using the UDK game engine and validated in a research participant company. The study was conducted with 11 students with intellectual disabilities, most excluded portion of the labor market. The use of the developed system, together with the analysis of the mediations, showed the feasibility of using for their labor insertion.
将残疾人纳入劳动力市场可以使个人的生活质量有所不同,而平等参与社会、尊重其权利和义务仍然是一项挑战。本文介绍了一个沉浸式系统的开发和评估,重点是赋予智障人士劳动包容的权力。这项研究是技术性和定性的,主要目标是展示一个使用沉浸式环境概念的系统如何通过中介过程帮助这些学生增强和消除工作场所学习中的障碍。沉浸式虚拟环境Solassist是使用UDK游戏引擎开发的,并在一家参与研究的公司中进行了验证。这项研究是对11名智力残疾的学生进行的,他们大多被排除在劳动力市场之外。通过对所开发的系统的使用,以及对介质的分析,表明了将其用于人工插入的可行性。
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引用次数: 3
Interactive Musical Game with a Gesture-Controlled Virtual Puppet 交互式音乐游戏与手势控制的虚拟木偶
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.41
Joyce Horn Fonteles, Maria Stephanie S. Fernandes, Daniel L. Queiroz, M. A. Rodrigues
In this work, we present an interactive musical game for children, developed using the Unreal Engine 4, with gestural control using the Leap Motion device. To each musical note is assigned a specific gesture to be played with the hand and fingers, so that a virtual puppet can dance according to the music, stimulating the improvement of motor control of children while playing, as well as the learning of basic musical structures of any song. A real-time visual and gestural feedback is generated so that children can compare the gestures they make to those that are determined by the notes of a MIDI file, which are represented in a playful way in the game by a sequence of cards containing drawings of hand gestures. In addition, usability tests were conducted and showed that the learning approach through the execution of gestures, as well as the association of musical concepts to the gamefication, pleased the children, who kept their attention, managed to retain the information learned and found the game fun.
在这项工作中,我们提出了一个儿童互动音乐游戏,使用虚幻引擎4开发,使用Leap Motion设备进行手势控制。对每一个音符分配一个特定的手势,用手和手指来演奏,使虚拟木偶可以根据音乐跳舞,刺激儿童在演奏中运动控制的改善,以及学习任何歌曲的基本音乐结构。实时的视觉和手势反馈会产生,这样孩子们就可以将他们做出的手势与MIDI文件的音符进行比较,这些音符在游戏中以一种有趣的方式通过一系列包含手势的卡片来表示。此外,我们还进行了可用性测试,结果表明,通过手势执行的学习方法,以及将音乐概念与游戏化相关联,让孩子们感到高兴,他们保持了注意力,成功地保留了所学的信息,并发现了游戏的乐趣。
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引用次数: 4
Haptic Surgery Simulation for Cataract 白内障触觉手术模拟
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.16
Leticia Fonseca Toledo, J. Oliveira, Rodolfo V. Haack
Virtual Reality may be considered a computational tool often used to aid in medical training, specially in surgical training. That allows surgeons to gain dexterity and experience in surgery without risking real patient lifes, reducing the probability of medical errors to occur, henceforth providing a better quality of life to patients. Due to the fragility of the human eye, more than most other areas of medicine, ophthalmology can greatly benefit from surgical simulations. One of the most common surgeries in that field, cataract surgery is one of the most commonly performed. It increases the quality of life of the patient greatly, as it reestablishes their proper sight. This work introduces a cataract surgery simulator. The simulator uses a tactile device to increase its effectiveness. It provides the user with theoretic and practical knowledge. The simulator uses a serious game approach, containing four phases to be subdued. A set of interactive menus allow the user to control the procedure, which is actually performed through the tactile device (a Geomagic Touch). The user, henceforth, gains dexterity, which shall be useful in real life surgeries performed in the future
虚拟现实可以被认为是一种计算工具,经常用于辅助医学培训,特别是外科培训。这使得外科医生在不危及病人生命的情况下获得手术的灵活性和经验,减少了医疗差错发生的可能性,从此为病人提供了更好的生活质量。由于人眼的脆弱性,眼科比大多数其他医学领域更能从手术模拟中获益。白内障手术是该领域最常见的手术之一,也是最常见的手术之一。它极大地提高了病人的生活质量,因为它重建了他们的正常视力。本文介绍了一种白内障手术模拟器。模拟器使用触觉装置来提高其有效性。它为用户提供了理论和实践知识。模拟器采用了一种严肃的游戏方法,包含四个阶段被制服。一组交互式菜单允许用户控制程序,这实际上是通过触觉设备(Geomagic Touch)执行的。因此,使用者获得了灵活性,这将在未来的现实生活中进行手术时很有用
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引用次数: 7
Aspects of User Profiles That Can Improve Mobile Augmented Reality Usage 用户配置文件的各个方面可以提高移动增强现实的使用
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.38
S. R. R. Sanches, Marcio Oizumi, C. Oliveira, Eduardo Filgueiras Damasceno, A. Sementille
Augmented Reality (AR) applications running on mobile devices have become more popular in recent years. As with digital games, many developers have begun to direct their applications to mobile platforms, although the processing power of these devices is usually smaller when compared to the computing power of laptops and desktops. Applications developed for computing devices, including mobile devices, typically have a well-defined target audience, and some of them use AR technology. The use of AR can actually add value to the application, but despite the additional motivation, interaction in this type of environment may be more complex compared to traditional applications. Considering this context, the main objective of the present work is to identify which key aspects in the user profile impact the design of mobile AR applications.
近年来,在移动设备上运行的增强现实(AR)应用程序变得越来越流行。与数字游戏一样,许多开发者已经开始将他们的应用转向移动平台,尽管与笔记本电脑和台式机的计算能力相比,这些设备的处理能力通常更小。为计算设备(包括移动设备)开发的应用程序通常具有明确定义的目标受众,其中一些应用程序使用AR技术。使用AR实际上可以为应用程序增加价值,但是尽管有额外的动机,与传统应用程序相比,这种类型环境中的交互可能更复杂。考虑到这种情况,本研究的主要目标是确定用户配置文件中的哪些关键方面会影响移动AR应用程序的设计。
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引用次数: 3
Architectures of Collaborative Virtual Environments for Teamwork Training 团队合作训练的协同虚拟环境架构
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.25
P. V. F. Paiva, L. Machado, J. Oliveira, R. Moraes, A. Valença
Currently, literature points out the lack of studies about collaborative virtual environments with intelligent tools capable of providing automatic evaluation feedback of different collaborative procedures (e.g., surgical, military training). In addition, there is a lack of classifications and methodologies for the implementation of CVEs with simultaneous evaluation of multiple users, making it difficult to standardize and implement such assessment tools. Such facts occur due to a series of issues, such as: complexity and high volume of data involved, inadequate representation of the specialized knowledge involved, amongst others. This work aims at presenting a classification proposal and methodology for the design of a subcategory of traditional CVEs, which we classify as Collaborative Virtual Environments for teamwork Training (CVET). Therefore, we take into account fundamental requirements, such as: number of users, computational and network communication performance, performance of artificial intelligence technique, amongst others.
目前,文献指出缺乏具有智能工具的协作虚拟环境的研究,这些智能工具能够为不同的协作过程(如外科手术、军事训练)提供自动评估反馈。此外,缺乏对多个用户同时进行评估的cve实施的分类和方法,使得此类评估工具难以标准化和实施。这样的事实是由于一系列问题造成的,例如:所涉及的数据的复杂性和高容量,所涉及的专业知识的代表性不足等等。这项工作旨在提出一个分类建议和方法,用于设计传统cve的子类别,我们将其分类为团队合作训练的协作虚拟环境(CVET)。因此,我们考虑了基本要求,例如:用户数量,计算和网络通信性能,人工智能技术的性能等。
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引用次数: 2
Interactivity and Immersion Evaluation on Smartphones 智能手机的交互性和沉浸式评价
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.23
E. A. Lins, Andreison de Castro, Fabio Frohlich, A. C. B. D. Marchi, Rafael Rieder
The use of smartphones for activities like watching movies and playing games has become commonplace because of the flexibility that devices offer citizens in their increasingly overloaded daily routines. As a consequence, the market has explored the creation of accessories to enhance the user experience in performing these tasks. The present work selected as context the practice of watching movies on smartphones in order to evaluate Google Cardboard performance considering user comfort and sense of immersion. As a result of the pilot study, useful information was obtained to direct improvements for the accessory project, as well as an adverse response to our expectations regarding the user satisfaction in terms of comfort and immersion using this device.
使用智能手机看电影、玩游戏等活动已经变得司空见惯,因为智能手机为人们日益繁忙的日常生活提供了灵活性。因此,市场已经探索了配件的创造,以增强用户在执行这些任务时的体验。本研究选择在智能手机上观看电影的实践作为背景,以评估Google Cardboard在用户舒适度和沉浸感方面的表现。作为试点研究的结果,我们获得了对配件项目的直接改进有用的信息,以及对我们在使用该设备的舒适度和沉浸感方面对用户满意度的预期的不利反应。
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引用次数: 0
A Robust Balance Strategy Applied to Real-Time Animation Data with Kinect Sensor 基于Kinect传感器的实时动画数据鲁棒平衡策略
Pub Date : 2017-11-01 DOI: 10.1109/SVR.2017.10
Danilo Borges da Silva, C. Vidal, J. B. C. Neto, Italo N. S. Pessoa, Rubens Fernandes Nunes
The hardware evolution had promoted amazing possibilities of interaction in virtual environments, attracting a lot of research in the most diverse fields, especially in games. In this work, we explore the animation data captured by Microsoft Kinect in real-time for developing user interaction in a virtual simulated environment. We use physically based characters with balance treatment and proportional-derivative controllers to track the user's reference joints, making use of internal torques. For this, we show a strategy of contact that allows great stability for the character with artificial torques to the standing foot, and a policy of support changes that have three elements: the feet' positions from Kinect data, the support configuration of the virtual character and a virtual step strategy inspired by SIMBICON (Simple Biped Locomotion Control). As results, we expose the controller's abilities and interactivity in real-time without use of optimization or inverse dynamics.
硬件的发展促进了虚拟环境中交互的可能性,吸引了许多不同领域的研究,尤其是在游戏领域。在这项工作中,我们探索了微软Kinect实时捕获的动画数据,用于在虚拟模拟环境中开发用户交互。我们使用基于物理的角色与平衡处理和比例导数控制器来跟踪用户的参考关节,利用内部扭矩。为此,我们展示了一种接触策略,该策略通过对站立脚的人工扭矩为角色提供了极大的稳定性,以及一种支持变化策略,该策略包含三个元素:来自Kinect数据的脚的位置,虚拟角色的支持配置和受SIMBICON(简单双足运动控制)启发的虚拟步策略。因此,我们在不使用优化或逆动力学的情况下实时暴露了控制器的能力和交互性。
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引用次数: 2
期刊
2017 19th Symposium on Virtual and Augmented Reality (SVR)
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