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

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Exploring Cultural Heritage in Augmented Reality with GoFind! 用GoFind探索增强现实中的文化遗产!
Loris Sauter, Luca Rossetto, H. Schuldt
Historic photo collections are important instruments to document the development of cityscapes in the course of time. However, in most cases, such historic photos are buried in archives that are not easily accessible. But even when cultural heritage archives are opened and exposed to the public, for instance by specialized digital libraries, the value of the individual images is limited as they can only be used in the context of the digital library's retrieval engine and independent of the actual location that is being displayed. With GoFind!, we bring the retrieval engine of historic multimedia collections to mobile devices. The system provides location-based querying in historic multimedia collections and adds an augmented reality-based user interface that enables the overlay of historic images and the current view. GoFind! can be used by historians and tourists and provides a virtual view into the past of a city.
历史照片集是记录城市景观在时间进程中发展的重要工具。然而,在大多数情况下,这样的历史照片被埋在档案中,不容易获得。但是,即使文化遗产档案通过专门的数字图书馆向公众开放和暴露,单个图像的价值也是有限的,因为它们只能在数字图书馆检索引擎的背景下使用,而与实际展示的位置无关。GoFind !,我们将历史多媒体馆藏检索引擎带到移动设备上。该系统在历史多媒体收藏中提供基于位置的查询,并添加了一个基于增强现实的用户界面,使历史图像和当前视图能够叠加。GoFind !可以被历史学家和游客使用,并提供一个虚拟的视图到一个城市的过去。
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引用次数: 10
Encompassing English Language Learners in Virtual Reality 将英语学习者纳入虚拟现实
Eric Nersesian, Adam Spryszynski, Ulysee Thompson, M. Lee
Virtual reality (VR) has the potential to drastically alter the future landscape of education. Immersion can be a powerful educational tool, yet it can create isolation issues if user needs are not thoroughly considered. For this reason, designers, educators, and researchers will need to address accessibility issues for the technology to be adopted into mainstream classroom use. English language learners (ELLs) are a relevant user group to study in this regard, as they are largely underserved within the educational technology space, and their usage of these immersive VR tools can highlight both positive and negative aspects of the experience that developers can use to improve their applications.
虚拟现实(VR)有可能彻底改变未来的教育格局。沉浸式体验是一种强大的教育工具,但如果没有充分考虑用户的需求,它可能会造成孤立问题。出于这个原因,设计师、教育工作者和研究人员需要解决无障碍问题,以使这项技术被主流课堂采用。在这方面,英语学习者(ELLs)是一个相关的用户群体,因为他们在教育技术领域基本上得不到充分的服务,他们对这些沉浸式VR工具的使用可以突出体验的积极和消极方面,开发人员可以利用这些体验来改进他们的应用程序。
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引用次数: 4
[Publisher's information] (发布者的信息)
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引用次数: 0
[Copyright notice] (版权)
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引用次数: 0
Trajectory-Based Viewport Prediction for 360-Degree Virtual Reality Videos 基于轨迹的360度虚拟现实视频视口预测
Stefano Petrangeli, G. Simon, Viswanathan Swaminathan
Viewport-based adaptive streaming has emerged as the main technique to efficiently stream bandwidth-intensive 360° videos over the best-effort Internet. In viewport-based streaming, only the portion of the video watched by the user is usually streamed at the highest quality, by either using video tiling, foveat-based encoding or similar approaches. To release the full potential of these approaches though, the future position of the user viewport has to be predicted. Indeed, accurate viewport prediction is necessary to minimize quality transitions while the user moves. Current solutions mainly focus on short-term prediction horizons (e.g., less than 2 s), while long-term viewport prediction has received less attention. This paper presents a novel prediction algorithm for the long-term prediction of the user viewport. In the proposed algorithm, the viewport evolution over time of a given user is modeled as a trajectory in the roll, pitch, and yaw angles domain. For a given video, a function is extrapolated to model the evolution of the three aforementioned angles over time, based on the viewing patterns of past users in the system. Moreover, trajectories that exhibit similar viewing behaviors are clustered together, and a different function is calculated for each cluster. The pre-computed functions are subsequently used at run-time to predict the future viewport position of a new user in the system, for the specific video. Preliminary results using a public dataset composed of 16 videos watched on average by 61 users show how the proposed algorithm can increase the predicted viewport area by 13% on average compared to several benchmarking heuristics, for prediction horizons up to 10 seconds.
基于视口的自适应流媒体已经成为在互联网上高效传输带宽密集型360°视频的主要技术。在基于视口的流媒体中,通过使用视频平铺、基于焦点的编码或类似的方法,只有用户观看的视频部分通常以最高质量进行流媒体。为了释放这些方法的全部潜力,必须预测用户视口的未来位置。事实上,准确的视口预测对于最小化用户移动时的质量过渡是必要的。目前的解决方案主要集中在短期预测范围(例如,小于2秒),而长期视口预测受到的关注较少。针对用户视口的长期预测问题,提出了一种新的预测算法。在提出的算法中,给定用户的视口随时间的演变被建模为滚转、俯仰和偏航角域中的轨迹。对于给定的视频,根据系统中过去用户的观看模式,推断出一个函数来模拟上述三个角度随时间的演变。此外,将表现出相似观察行为的轨迹聚在一起,并为每个聚类计算不同的函数。预先计算的函数随后在运行时用于预测新用户在系统中特定视频的未来视口位置。使用由61个用户平均观看的16个视频组成的公共数据集的初步结果表明,与几种基准试探法相比,所提出的算法如何将预测的视口面积平均增加13%,预测范围长达10秒。
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引用次数: 49
Uncertainty-Based Deep Learning Networks for Limited Data Wetland User Models 基于不确定性的有限数据湿地用户模型深度学习网络
Andrew Hoblitzell, M. Babbar‐Sebens, S. Mukhopadhyay
This paper discusses a method for dealing with limited data in deep networks based on calculating the uncertainty associated with remaining training data. The method was developed for the Watershed REstoration using Spatio-Temporal Optimization of REsources (WRESTORE) system, an interactive decision support system designed for performing multi-criteria decision analysis with a distributed system of conservation practices on the Eagle Creek Watershed in Indiana, USA. Our results show faster and more stable convergence when using an uncertainty-based incremental sampling method than when using a standard random incremental sampling method. This work describes the existing WRESTORE system, provides details about the implementation of our uncertainty-based incremental sampling method, and provides a discussion of our results and future work. The primary contribution of the paper is an uncertainty-based incremental sampling method which can be applied to limited data watershed design problems.
本文讨论了一种基于剩余训练数据不确定性计算的深度网络有限数据处理方法。该方法是为使用资源时空优化(WRESTORE)系统的流域恢复而开发的,该系统是一个交互式决策支持系统,旨在对美国印第安纳州鹰溪流域的分布式保护实践系统进行多标准决策分析。结果表明,采用基于不确定性的增量抽样方法比采用标准随机增量抽样方法收敛速度更快、更稳定。这项工作描述了现有的WRESTORE系统,提供了我们基于不确定性的增量采样方法的实现细节,并提供了我们的结果和未来工作的讨论。本文的主要贡献是基于不确定性的增量采样方法,该方法可应用于有限数据分水岭设计问题。
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引用次数: 6
Web-Based Virtual Reality Development in Classroom: From Learner's Perspectives 基于网络的虚拟现实在课堂上的发展:从学习者的角度
V. Nguyen, R. Hite, Tommy Dang
Virtual Reality (VR) content development tools are in continuous production by both enthusiastic researchers and software development companies. Yet, learners could benefit from participating in this development, not only for learning vital programming skills, but also skills in creativity and collaboration. Web-based VR (WebVR) has emerged as a platform-independent framework that permits individuals (with little to no prior programming experience) to create immersive and interactive VR applications. Yet, the success of WebVR relies on students' technological acceptance, the intersectionality of perceived utility and ease of use. In order to determine the effectiveness of the emerging tool for learners of varied experience levels, this paper presents a case study of 38 students who were tasked with developing WebVR 'dream' houses. Results showed that students were accepting of the technology by not only learning and implementing WebVR in a short time (one month), but were also capable of demonstrating creativity and problem-solving skills with classroom supports (i.e., pre-project presentations, online discussions, exemplary projects, and TA support). Results as well as recommendations, lessons learned, and further research are addressed.
虚拟现实(VR)内容开发工具是由热情的研究人员和软件开发公司不断生产的。然而,学习者可以从参与这种发展中受益,不仅可以学习重要的编程技能,还可以学习创造力和协作技能。基于web的VR (WebVR)已经成为一个独立于平台的框架,允许个人(几乎没有编程经验)创建身临其境的交互式VR应用程序。然而,WebVR的成功取决于学生对技术的接受程度、感知效用和易用性的交叉性。为了确定这一新兴工具对不同经验水平学习者的有效性,本文提出了一个38名学生的案例研究,他们的任务是开发WebVR“梦想”之家。结果显示,学生们不仅在短时间(一个月)内学习和实施了WebVR,而且能够在课堂支持(即项目前演示、在线讨论、示范项目和助教支持)下展示创造力和解决问题的技能,从而接受了这项技术。结果以及建议、经验教训和进一步的研究。
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引用次数: 31
The Virtual Factory: Hologram-Enabled Control and Monitoring of Industrial IoT Devices 虚拟工厂:工业物联网设备的全息控制和监控
Vittorio Cozzolino, O. Moroz, A. Ding
Augmented reality (AR) has been exploited in manifold fields but is yet to be used at its full potential. With the massive diffusion of smart devices, opportunities to build immersive human-computer interfaces are continually expanding. In this study, we conceptualize a virtual factory: an interactive, dynamic, holographic abstraction of the physical machines deployed in a factory. Through our prototype implementation, we conducted a user-study driven evaluation of holographic interfaces compared to traditional interfaces, highlighting its pros and cons. Our study shows that the majority of the participants found holographic manipulation more attractive and natural to interact with. However, current performance characteristics of head-mounted displays must be improved to be applied in production.
增强现实(AR)已经在多个领域得到了应用,但尚未充分发挥其潜力。随着智能设备的大规模普及,构建沉浸式人机界面的机会不断扩大。在这项研究中,我们概念化了一个虚拟工厂:一个交互式的、动态的、全息的抽象的物理机器部署在一个工厂。通过我们的原型实现,我们对全息界面与传统界面进行了用户研究驱动的评估,突出了其优点和缺点。我们的研究表明,大多数参与者发现全息操作更具吸引力,更自然地与之交互。然而,目前的头戴式显示器的性能特征必须得到改善,才能应用于生产。
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引用次数: 2
[Title page i] [标题页i]
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引用次数: 0
A Combination of Feedback Control and Vision-Based Deep Learning Mechanism for Guiding Self-Driving Cars 基于反馈控制和视觉深度学习的自动驾驶汽车引导机制
Wen-Yen Lin, Wang-Hsin Hsu, Yi-Yuan Chiang
The purpose of this paper is to develop an agent that can imitate the behavior of humans driving a car. When human beings driving a car, he/she majorly uses vision system to recognize the states of the car, including the position, velocity, and the surrounding environments. In this paper, we implemented a self-driving car which can drive itself on the track of a simulator. The self-driving car uses deep neural network as a computational framework to "learn" what is the position of the car related to the road. While the car understands the position of itself related to the track, it can use the information as a basis for feedback control.
本文的目的是开发一个可以模仿人类驾驶汽车行为的智能体。人类在驾驶汽车时,主要使用视觉系统来识别汽车的状态,包括位置、速度和周围环境。在本文中,我们实现了一种自动驾驶汽车,它可以在模拟器的轨道上自动驾驶。自动驾驶汽车使用深度神经网络作为计算框架来“学习”汽车与道路相关的位置。当汽车了解自己与赛道相关的位置时,它可以将这些信息作为反馈控制的基础。
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引用次数: 7
期刊
2018 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)
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