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2018 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)最新文献

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A Knowledge Oriented Virtual Reality Tool for Exploring Seismic Data 面向知识的地震数据挖掘虚拟现实工具
W. Santos, Reinaldo Silva, R. Santos, M. Moreno
In this demo, we present a Virtual Reality (VR) Prototype that assists geoscientist in the task of seismic interpretation. The system renders a 3D seismic volume in a virtual reality environment where users may see semantic information and add annotations. The data integration is provided by a hybrid knowledge base that handles multimodal data like 3D models and multimedia content. The knowledge base can support other systems as well, which permits reasoning over the data. Therefore, our proposed system is intended to assist users in seismic interpretation by combining visual inspection with immersion, semantic information retrieval, and structured storage.
在这个演示中,我们展示了一个虚拟现实(VR)原型,帮助地球科学家完成地震解释的任务。该系统在虚拟现实环境中呈现三维地震体,用户可以看到语义信息并添加注释。数据集成由一个混合知识库提供,该知识库处理多模态数据,如3D模型和多媒体内容。知识库也可以支持其他系统,从而允许对数据进行推理。因此,我们提出的系统旨在通过将视觉检查与沉浸、语义信息检索和结构化存储相结合来帮助用户进行地震解释。
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引用次数: 4
Integrating Biomechanical and Animation Motion Capture Methods in the Production of Participant Specific, Scaled Avatars 整合生物力学和动画动作捕捉方法在生产参与者特定的,缩放头像
L. Hopper, Nahoko Sato
3D motion capture of human movement in animation and biomechanics has developed in relatively separate and parallel domains. The two disciplines use different language, software, computational models and have different aims. As a result, in the life sciences, human movement is predominantly analyzed as non-visual biomechanical data. Whereas human movement visualization in animation typically lacks the accuracy outside of that required in the entertainment industry. This project draws from both disciplines to develop a novel approach in the creation of participant specific, motion capture skeletons which are retargeted onto participant specific, anatomically scaled, humanoid avatars. The customized motion capture marker placement, skeleton and character scaling used in this new approach aims to retain a high level of movement fidelity and minimize discrepancies between participant and avatar movement. This process has been used in the visualization of aesthetic movement such as dance and provides a step towards the generation of a digital double which can facilitate full body immersion into digital environments.
人体运动的三维动作捕捉在动画和生物力学中已经在相对独立和平行的领域发展起来。这两个学科使用不同的语言、软件、计算模型,并且有不同的目标。因此,在生命科学中,人类运动主要作为非视觉生物力学数据进行分析。然而,动画中的人体运动可视化通常缺乏娱乐行业所需的准确性。该项目从这两个学科中汲取灵感,开发了一种新的方法来创建参与者特定的动作捕捉骨骼,这些骨骼被重新定位到参与者特定的、按解剖比例缩放的人形化身上。在这种新方法中使用的自定义动作捕捉标记位置,骨架和角色缩放旨在保持高水平的运动保真度,并最大限度地减少参与者和角色运动之间的差异。这一过程已被用于舞蹈等美学运动的可视化,并为生成数字替身提供了一步,这可以促进全身沉浸在数字环境中。
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引用次数: 1
A Study of Situated Product Recommendations in Augmented Reality 增强现实中定位产品推荐的研究
Brandon Huynh, Adam Ibrahim, YunSuk Chang, Tobias Höllerer, J. O'Donovan
Augmented Reality interfaces increasingly utilize artificial intelligence systems to tailor content and experiences to the user. We explore the effects of one such system - a recommender system for online shopping - which allows customers to view personalized product recommendations in the physical spaces where they might be used. We describe results of a 2x3 condition exploratory study in which recommendation quality was varied across 3 user interface types. Our results highlight potential differences in user perception of the recommended objects in an AR environment. Specifically, users rate product recommendations significantly higher in AR and in a 3D browser interface, and show a significant increase in trust in the recommender system, compared to a web interface with 2D product images. Through semi-structured interviews, we gather participant feedback which suggests AR interfaces perform better due to their ability to view products within the physical context where they will be used.
增强现实界面越来越多地利用人工智能系统为用户定制内容和体验。我们探索了一个这样的系统——在线购物推荐系统——的效果,它允许客户在可能使用它们的物理空间中查看个性化的产品推荐。我们描述了一项2x3条件探索性研究的结果,其中推荐质量在3种用户界面类型中有所不同。我们的研究结果突出了AR环境中用户对推荐对象感知的潜在差异。具体来说,与带有2D产品图像的web界面相比,用户在AR和3D浏览器界面中对产品推荐的评价明显更高,并且对推荐系统的信任度显著增加。通过半结构化访谈,我们收集了参与者的反馈,这些反馈表明AR界面表现更好,因为它们能够在使用产品的物理环境中查看产品。
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引用次数: 7
Decoding Subjective Emotional Arousal during a Naturalistic VR Experience from EEG Using LSTMs 利用LSTMs解码自然VR体验中的主观情绪唤醒
Simon M. Hofmann, Felix Klotzsche, A. Mariola, V. Nikulin, A. Villringer, Michael Gaebler
Emotional arousal (EA) denotes a heightened state of activation that has both subjective and physiological aspects. The neurophysiology of subjective EA, among other mind-brain-body phenomena, can best be tested when subjects are stimulated in a natural fashion. Immersive virtual reality (VR) enables naturalistic experimental stimulation and thus promises to increase the ecological validity of research findings i.e., how well they generalize to real-life settings. In this study, 45 participants experienced virtual rollercoaster rides while their brain activity was recorded using electroencephalography (EEG). A Long Short-Term Memory (LSTM) recurrent neural network (RNN) was then trained on the alpha-frequency (8-12 Hz) component of the EEG signal (input) and the retrospectively acquired continuous reports of subjective EA (target). With the LSTM-based model, subjective EA could be predicted significantly above chance level. This demonstrates a novel EEG-based decoding approach for subjective states of experience in naturalistic research designs using VR.
情绪觉醒(EA)是指一种具有主观和生理两方面的高度激活状态。当实验对象以自然的方式受到刺激时,主观EA的神经生理学,以及其他脑-脑-体现象,可以得到最好的测试。沉浸式虚拟现实(VR)实现了自然的实验刺激,从而有望提高研究结果的生态有效性,即它们在现实生活环境中的推广程度。在这项研究中,45名参与者体验了虚拟过山车,同时用脑电图(EEG)记录了他们的大脑活动。然后用脑电图信号的α频率(8-12 Hz)分量(输入)和回顾性获得的主观EA连续报告(目标)训练长短期记忆(LSTM)递归神经网络(RNN)。基于lstm模型的主观EA预测显著高于概率水平。这展示了一种新颖的基于脑电图的解码方法,用于使用VR的自然研究设计中的主观体验状态。
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引用次数: 21
IEEE AIVR 2018 Technical Program Committee Members and Reviewers IEEE AIVR 2018技术计划委员会成员和评审员
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引用次数: 0
Planar Simplification of Indoor Point-Cloud Environments 室内点云环境的平面简化
Stephan Feichter, H. Hlavacs
The reconstruction and visualization of threedimensional point-cloud models, obtained by terrestrial laser scanners, is interesting to many research areas. This paper presents an algorithm to decimate redundant information in realworld indoor point-cloud scenes. The key idea is to recognize planar segments from the point-cloud and to decimate their inlier points by the triangulation of the boundary, describing the shape. To achieve this RANSAC, normal vector filtering, statistical clustering, alpha shape boundary recognition and the constrained Delaunay triangulation are used. The algorithm is tested on various large dense point-clouds and is capable of reduction rates from approximately 75-95%.
由地面激光扫描仪获得的三维点云模型的重建和可视化是许多研究领域感兴趣的问题。提出了一种去除室内点云场景中冗余信息的算法。关键思想是从点云中识别平面线段,并通过边界的三角剖分来抽取其内层点,描述其形状。为了实现这种RANSAC,使用了法向量滤波、统计聚类、alpha形状边界识别和约束Delaunay三角剖分。该算法在各种大型密集点云上进行了测试,并取得了约75-95%的降噪率。
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引用次数: 3
A Natural Language Programming Application for Lego Mindstorms EV3 Lego Mindstorms EV3的自然语言编程应用程序
Yue Zhan, M. Hsiao
In this paper, a controlled natural language (CNL) based program synthesis system for the Lego Mindstorms EV3 (EV3) is introduced. The system is developed with the intention of helping middle and high school Lego robotics enthusiasts and non-programmers to learn the necessary skills for programming and engineering the robot with less effort. The system generates the resulting code in Microsoft Small Basic that controls the EV3 Intelligent Brick with supports for all EV3 sensors and motors. Preliminary results show that our approach is capable of generating functional, executable code based on the users' controlled natural language specifications. Detailed error messages are also given when confronted with unimplementable sentences.
介绍了一种基于可控自然语言(CNL)的Lego Mindstorms EV3 (EV3)程序合成系统。开发该系统的目的是帮助初高中乐高机器人爱好者和非程序员学习编程和设计机器人所需的技能。系统生成的结果代码在microsoftsmallbasic,控制EV3智能砖与支持所有EV3传感器和电机。初步结果表明,我们的方法能够根据用户控制的自然语言规范生成功能性的、可执行的代码。当遇到无法实现的句子时,还会给出详细的错误信息。
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引用次数: 0
Message from the IEEE AIVR 2018 General Co-Chairs IEEE AIVR 2018联合主席致辞
Chun-Ming Chang, Wolfgang Huerst, Xiaojuan Ma, Alexander Plopski, Klen Copic Pucihar, A. E. Saddik, Vida Groznik, Min-Chun Hu, M. Kljun, Zerrin Yumak, João Ascenso, R. Capobianco, Guido, D. Iwai, F. Sandnes, H. Schuldt, M. Sert, Jarno Vanne, Rong-Ming Chen, P. Sheu, J. Tsai
Research in Virtual Reality (VR) is concerned with computing technologies that allow humans to see, hear, talk, think, learn, and solve problems in virtual and augmented environments. Research in Artificial Intelligence (AI) addresses technologies that allow computing machines to mimic these same human abilities. Although these two fields evolved separately, they share an interest in human senses, skills, and knowledge production. Thus, bringing them together will enable us to create more natural and realistic virtual worlds and develop better, more effective applications. Ultimately, this will lead to a future in which humans and humans, humans and machines, and machines and machines are interacting naturally in virtual worlds, with use cases and benefits we are only just beginning to imagine.
虚拟现实(VR)的研究涉及计算技术,使人类能够在虚拟和增强环境中看到,听到,说话,思考,学习和解决问题。人工智能(AI)的研究致力于让计算机器模仿人类能力的技术。虽然这两个领域是分开发展的,但它们在人类感官、技能和知识生产方面有着共同的兴趣。因此,将它们结合在一起将使我们能够创建更自然、更逼真的虚拟世界,并开发更好、更有效的应用程序。最终,这将导致一个人类与人类、人类与机器、机器与机器在虚拟世界中自然交互的未来,其用例和好处我们才刚刚开始想象。
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引用次数: 0
A Compensation Method of Two-Stage Image Generation for Human-AI Collaborated In-Situ Fashion Design in Augmented Reality Environment 增强现实环境下人工智能协同现场服装设计的两阶段图像生成补偿方法
Zhenjie Zhao, Xiaojuan Ma
In this paper, we consider a human-AI collaboration task, fashion design, in augmented reality environment. In particular, we propose a compensation method of two-stage image generation neural network for generating fashion design with progressive users' inputs. Our work is based on a recent proposed deep learning model, pix2pix, that can successfully transform an image from one domain into another domain, such as from line drawings to color images. However, the pix2pix model relies on the condition that input images should come from the same distribution, which is usually hard for applying it to real humancomputer interaction tasks, where the input from users differs from individual to individual. To address the problem, we propose a compensation method of two-stage image generation. In the first stage, we ask users to indicate their design preference with an easy task, such as tuning clothing landmarks, and use the input to generate a compensation input. With the compensation input, in the second stage, we then concatenate it with the real sketch from users to generate a perceptual better result. In addition, to deploy the two-stage image generation neural network in augmented reality environment, we designed and implemented a mobile application where users can create fashion design referring to real world human models. With the augmented 2D screen and instant feedback from our system, users can design clothing by seamlessly mixing the real and virtual environment. Through an online experiment with 46 participants and an offline use case study, we showcase the capability and usability of our system. Finally, we discuss the limitations of our system and further works on human-AI collaborated design.
在本文中,我们考虑了一个人类与人工智能的协作任务,服装设计,在增强现实环境中。特别是,我们提出了一种两阶段图像生成神经网络的补偿方法,用于生成具有渐进式用户输入的服装设计。我们的工作基于最近提出的深度学习模型pix2pix,该模型可以成功地将图像从一个域转换为另一个域,例如从线条图转换为彩色图像。然而,pix2pix模型依赖于输入图像应该来自相同分布的条件,这通常很难将其应用于真正的人机交互任务,其中来自用户的输入因人而异。为了解决这个问题,我们提出了一种两阶段图像生成的补偿方法。在第一阶段,我们要求用户通过一个简单的任务来表明他们的设计偏好,比如调整服装标志,并使用输入来生成补偿输入。有了补偿输入,在第二阶段,我们将其与用户的真实草图连接起来,以产生更好的感知结果。此外,为了在增强现实环境中部署两阶段图像生成神经网络,我们设计并实现了一个移动应用程序,用户可以参考现实世界的人体模型创建时装设计。通过增强的2D屏幕和我们系统的即时反馈,用户可以通过无缝混合真实和虚拟环境来设计服装。通过一个有46名参与者的在线实验和一个离线用例研究,我们展示了我们系统的能力和可用性。最后,我们讨论了我们的系统的局限性和人类-人工智能协作设计的进一步工作。
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引用次数: 10
Exploring Seismic Data through Virtual Reality and Hybrid Knowledge Base 利用虚拟现实和混合知识库探索地震数据
W. Santos, Reinaldo Silva, R. Santos, M. Moreno
This paper discusses a VR-based system that aims to support professionals of the Oil & Gas Industry in interpreting seismic data. Seismic interpretation plays an important role in decision making prior to oil exploration. Part of the seismic interpretation process consists in visualizing slices from a volume generated by a seismograph and looking for specific patterns and features. In this work, we take this volume and render it in a VR environment. Our system integrates with a knowledge base to better support the decision-making process. With such an integration, experts can explore the 3D volume of a given seismic cube and spatially visualize semantic information of that area that is stored in the knowledge base. Therefore, our proposed system is intended to assist users in the whole process by combining visual inspection with immersion, semantic information retrieval, and structured storage.
本文讨论了一种基于vr的系统,旨在支持石油和天然气行业的专业人员解释地震数据。地震解释在石油勘探前的决策中起着重要作用。地震解释过程的一部分包括从地震仪生成的体积中可视化切片,并寻找特定的模式和特征。在这项工作中,我们将这个体量呈现在VR环境中。我们的系统集成了一个知识库,以更好地支持决策过程。通过这样的集成,专家可以探索给定地震立方体的三维体积,并将存储在知识库中的该区域的语义信息在空间上可视化。因此,我们提出的系统旨在通过视觉检查与沉浸,语义信息检索和结构化存储相结合来帮助用户完成整个过程。
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引用次数: 1
期刊
2018 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)
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