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

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A Benchmark of Four Methods for Generating 360° Saliency Maps from Eye Tracking Data 眼动追踪数据生成360°显著性图的四种方法的比较
Brendan David-John, Pallavi Raiturkar, O. Meur, Eakta Jain
Modeling and visualization of user attention in Virtual Reality is important for many applications, such as gaze prediction, robotics, retargeting, video compression, and rendering. Several methods have been proposed to model eye tracking data as saliency maps. We benchmark the performance of four such methods for 360° images. We provide a comprehensive analysis and implementations of these methods to assist researchers and practitioners. Finally, we make recommendations based on our benchmark analyses and the ease of implementation.
虚拟现实中用户注意力的建模和可视化对于许多应用都很重要,例如凝视预测、机器人、重定向、视频压缩和渲染。已经提出了几种将眼动追踪数据建模为显著性图的方法。我们对这四种方法在360°图像上的性能进行了基准测试。我们提供了这些方法的全面分析和实现,以帮助研究人员和从业者。最后,我们根据基准分析和实现的容易程度提出建议。
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引用次数: 18
Combining Leap Motion with Unity for Virtual Glove Puppets 结合跳跃运动与统一的虚拟手套木偶
Chi-Yen Lin, Zhang-Hao Yang, Heng-Wei Zhou, Tsai-Ni Yang, Hong-Nien Chen, T. Shih
The performance of glove puppetry relies on the players to control the puppet. Glove puppetry is an important traditional art in Taiwan. In the past, it even became very popular and took the whole Taiwan by storm after it broadcasted. On June 25th, 1974, it even be closed down for the reason of "retarding the work schedule of agricultural workers". Obviously, the degree of the popularity in Taiwan went without saying then. Recently, because of the expensive cost of this traditional performance (such as professional stage, high cost puppet, and long preparing time for performance), it becomes uncompetitive. For the following paper, we provide a method which can let users control the virtual puppets through the computer. The Leap Motion will catch the hand gesture of the user and show the motion of the puppets on the computer screen. User can choose different puppets, scene and music according to your own preferences though the system that we construct. Virtual glove puppetry system is aimed to make more users to enjoy the pleasure of this traditional art in a lower cost.
布偶的表演依赖于演奏者对布偶的控制。布偶是台湾重要的传统艺术。在过去,它甚至在播出后非常受欢迎,席卷了整个台湾。1974年6月25日,该厂以“耽误农工工作进度”为由关闭。显然,在台湾的受欢迎程度是不言而喻的。近年来,由于这种传统的演出成本昂贵(如专业舞台、木偶成本高、演出准备时间长),变得没有竞争力。在下面的论文中,我们提供了一种可以让用户通过计算机控制虚拟木偶的方法。Leap Motion将捕捉用户的手势,并在电脑屏幕上显示木偶的动作。通过我们构建的系统,用户可以根据自己的喜好选择不同的木偶、场景和音乐。虚拟布偶系统旨在让更多的用户以更低的成本享受到这一传统艺术的乐趣。
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引用次数: 7
Graphic Code: A New Machine Readable Approach 图形代码:一种新的机器可读方法
Leandro Cruz, Bruno Patrão, Nuno Gonçalves
Machine Readable Codes have been used for severalpurposes. Approaches like UPC and QR Code can beseen everywhere. Recently, it has emerged a new MRC able to combine the communication power of classical methodsto a meaningful improvement on aesthetics and data capacity.This method is named Graphic Code1. Although it has beenused in previous researches, this name was firstly used publiclyat Security Document World Conference and Exhibition, 2018. Graphic Code has two major advantages over classical MRCs: aesthetics and larger coding capacity. It opens new possibilitiesfor several purposes such as identification, tracking (using aspecific border), and transferring of content to the application.This paper focuses on presenting how graphic code can be usedfor industry applications, emphasizing its uses on Augmented Reality (AR). In the first context, it is still being used for creatinglabels and validation stamps. In the second one, it can be used asa marker (identification and tracking), and to code parametersfor an AR application such as large texts, meshes of a 3D model, an image, a drawing, or other complex controls.
机器可读代码已用于多种目的。像UPC和QR码这样的方法随处可见。最近,出现了一种新的MRC,它能够将经典方法的通信能力与美学和数据容量的有意义的改进结合起来。此方法命名为Graphic Code1。虽然在以前的研究中也使用过,但这个名字是在2018年世界安全文件会议和展览会上首次公开使用的。与传统MRCs相比,图形编码有两个主要优点:美观和更大的编码容量。它为识别、跟踪(使用特定的边界)和向应用程序传输内容等几个目的开辟了新的可能性。本文重点介绍了图形代码如何用于工业应用,强调了其在增强现实(AR)中的应用。在第一个上下文中,它仍然用于创建标签和验证戳记。在第二种情况下,它可以用作标记(识别和跟踪),并为AR应用程序(如大文本、3D模型的网格、图像、绘图或其他复杂控件)编码参数。
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引用次数: 2
Towards a Music Visualization on Robot (MVR) Prototype 机器人(MVR)原型的音乐可视化研究
Pei-Chun Lin, D. Mettrick, P. Hung, Farkhund Iqbal
This paper presents a Music Visualization on Robot (MVR) prototype system which automatically links the flashlight, color and emotion of a robot through music. The MVR system is divided into three portions. Firstly, the system calculates the waiting time for a flashlight by beat tracking. Secondly, the system calculates the emotion correlated with music mood. Thirdly, the system links the color with emotion. To illustrate the prototype on a robot, the prototype implementation is based on a programmable robot called Zenbo because Zenbo has 8 LED light colors on 2 wheels and 24 face emotions to support various compositions.
介绍了一种机器人音乐可视化(MVR)原型系统,该系统可以通过音乐自动连接机器人的手电筒、颜色和情感。MVR系统分为三个部分。首先,系统通过节拍跟踪计算出手电筒的等待时间。其次,系统计算与音乐情绪相关的情绪。第三,系统将色彩与情感联系起来。为了说明机器人的原型,原型的实现是基于一个名为Zenbo的可编程机器人,因为Zenbo有两个轮子上的8种LED光色和24种面部表情来支持各种构图。
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引用次数: 2
Objective Assessment of Line Distortions in Viewport Rendering of 360º Images 360º图像视口渲染中线畸变的客观评价
Falah Rahim, Tiago Rosa Maria Paula Queluz, João Ascenso
Since displays are planar and with a limited field of view, to visualize 360º (spherical) content, it is necessary to employ a projection to map pixels on the sphere to a 2D plane segment. This 2D plane is called viewport and is created with some limited field of view, usually much less than 360º. To create the viewport, 3D points on the sphere are projected to the 2D plane usually with a perspective projection. This process leads to geometric distortions in the viewport, such as objects that appear stretched or image structures that are bent. This paper proposes a content-dependent objective quality assessment procedure to evaluate line distortions that occur during the viewport creation process, to identify which projection center minimizes the subjective impact of these distortions. To achieve this objective, features that characterize the amount of line distortion in the viewport image are extracted and used by a Support Vector Machine (SVM) classifier, to obtain the viewport quality. To train the classifier, a subjective evaluation of rendered viewport images was conducted to obtain the perceptual scores for different types of content and projection centers. The experimental results show that the proposed metric is able to predict the viewport quality with an average accuracy of 91.2%
由于显示器是平面的,视野有限,为了可视化360º(球形)内容,有必要使用投影将球体上的像素映射到2D平面段。这个2D平面被称为视口(viewport),它是用一些有限的视野创建的,通常远小于360º。为了创建视口,球体上的3D点通常通过透视投影投射到2D平面上。这个过程会导致视口中的几何扭曲,比如物体看起来被拉伸,或者图像结构被弯曲。本文提出了一个与内容相关的客观质量评估程序来评估视口创建过程中发生的线扭曲,以确定哪个投影中心可以将这些扭曲的主观影响最小化。为了实现这一目标,提取了表征视口图像中线畸变量的特征,并由支持向量机(SVM)分类器使用,以获得视口质量。为了训练分类器,对渲染的视口图像进行主观评价,以获得不同类型内容和投影中心的感知得分。实验结果表明,该度量能够预测视口质量,平均准确率为91.2%
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引用次数: 5
Visual Augmentation of Printed Materials with Intelligent See-Through Glass Displays: A Prototype Based on Smartphone and Pepper's Ghost 用智能透明玻璃显示器增强印刷材料的视觉效果:基于智能手机和胡椒幽灵的原型
F. Sandnes, Evelyn Eika
Augmented reality technologies have been applied in educational contexts to enhance traditional textbooks with so-called mixed reality books where static printed context is augmented with dynamic content. These techniques sometimes exploit mobile devices held in mid-air or displays placed behind the textbook. This paper presents a design case outlining a concept for augmenting printed material which operated in the 2D plane by superimposing images on top of the printed material. The contents of a smartphone display are reflected via the printed surface. Several use cases are discussed. The method holds potential for both education and accessibility.
增强现实技术已被应用于教育环境中,以所谓的混合现实书籍来增强传统教科书,其中静态印刷上下文被动态内容增强。这些技术有时会利用举在半空中的移动设备或放在教科书后面的显示器。本文提出了一个设计案例,概述了在二维平面上通过叠加图像来增强印刷材料的概念。智能手机显示的内容通过印刷表面反射。讨论了几个用例。这种方法在教育和普及方面都有潜力。
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引用次数: 3
AI for Toggling the Linearity of Interactions in AR 用于切换AR中交互线性度的AI
Jing Qian, Laurent Denoue, Jacob T. Biehl, David A. Shamma
Interaction in augmented reality (AR) or mixed reality environments is generally classified into two modalities: linear (relative to object) or non-linear (relative to camera). Switching between these modes tailors the AR experience to different scenarios. Such interactions can be arduous in cases when on-board touch interaction is limited or restricted as is often the case in medical or industrial applications that require sterility. To solve this, we present Sound-to-Experience where the modality can be effectively toggled by noise or sound which is detected using a modern Artificial Intelligence deep-network classifier.
增强现实(AR)或混合现实环境中的交互通常分为两种模式:线性(相对于物体)或非线性(相对于相机)。在这些模式之间切换可以根据不同的场景定制AR体验。在需要无菌的医疗或工业应用中,当机载触摸交互受到限制或限制时,这种交互可能会很困难。为了解决这个问题,我们提出了声音到体验,其中模式可以通过使用现代人工智能深度网络分类器检测到的噪音或声音有效地切换。
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引用次数: 1
An Augmented Reality Application Using Graphic Code Markers 使用图形代码标记的增强现实应用
Bruno Patrão, Leandro Cruz, Nuno Gonçalves
This paper lies on presenting applications of the Graphic Code exploiting its large-scale information coding capabilities applied to Augmented Reality. Machine Readable Codes (MRCs) are largely used for many reasons, such as, product tagging or to hold URLs. The recently introduced Graphic Code differs from classical MRCs because it is fully integrated with images for aesthetic control. Furthermore, it is able to code large amount of information and, for that reason, it can store different types of models for applications that are unusual for classical MRCs. The main advantage of using our approach as an Augmented Reality marker is the possibility of creating generic applications that can read and decode these Graphic Code markers which may contain 3D models and complex scenes encoded in it. Additionally, the resulting marker has strong aesthetic characteristics associated to it.
本文主要介绍图形码在增强现实中的应用,利用图形码的大规模信息编码能力。机器可读代码(MRCs)主要用于许多原因,例如产品标记或保存url。最近推出的图形代码不同于传统的MRCs,因为它完全集成了图像的美学控制。此外,它能够编码大量的信息,因此,它可以存储不同类型的模型,用于传统MRCs不常见的应用程序。使用我们的方法作为增强现实标记的主要优点是可以创建通用应用程序,可以读取和解码这些图形代码标记,其中可能包含3D模型和编码的复杂场景。此外,生成的标记具有与之相关的强烈美学特征。
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引用次数: 1
Comparative Reality: Measuring User Experience and Emotion in Immersive Virtual Environments 比较现实:在沉浸式虚拟环境中测量用户体验和情感
Adam Greenfeld, A. Lugmayr, Wesley Lamont
In this work we present the results of a large-scale comparative user-experience study measuring the user-experience and emotions of a test-group exposed to five immersive virtual reality environments: HMD, large immersive display, mobile VR, AR (HoloLens), and tablet PC. We critically analyze current Mixed Reality (MR) design guidelines typically used in Virtual Reality (VR) and Augmented Reality (AR) to support developers in creating engaging and accessible content. Through a mixed method approach - ranging from questionnaires, measuring mental effort, biofeedback, and interviews - we obtained new insights into participant's attitudes, interaction patterns, behavior, emotional state, and mental effort. Overall, we redefined existing design and usability guidelines to enable developers to create more intuitive and immersive content based on our insights. A UX design approach is pivotal for the enhancement of immersive applications.
在这项工作中,我们展示了一项大规模比较用户体验研究的结果,该研究测量了暴露于五种沉浸式虚拟现实环境(HMD,大型沉浸式显示器,移动VR, AR (HoloLens)和平板电脑)的测试组的用户体验和情绪。我们批判性地分析了当前虚拟现实(VR)和增强现实(AR)中通常使用的混合现实(MR)设计指南,以支持开发人员创建引人入胜和可访问的内容。通过问卷调查、心理努力测量、生物反馈和访谈等混合方法,我们对参与者的态度、互动模式、行为、情绪状态和心理努力有了新的认识。总的来说,我们重新定义了现有的设计和可用性指南,使开发人员能够根据我们的见解创建更直观和沉浸式的内容。UX设计方法对于增强沉浸式应用程序至关重要。
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引用次数: 11
Downsizing: The Effect of Mixed-Reality Person Representations on Stress and Presence in Telecommunication 缩小规模:电信中混合现实人物表征对压力和在场的影响
M. Joachimczak, Juan Liu, H. Ando
We study how mixed-reality (MR) telepresence can enhance long-distance human interaction and how altering three-dimensional (3D) representations of a remote person can be used to modulate stress and anxiety during social interactions. To do so, we developed an MR telepresence system employing commodity depth sensors and Microsoft's Hololens. A textured, polygonal 3D model of a person was reconstructed in real time and transmitted over network for rendering in remote location using Hololens. In this pilot study, we used mock job interview paradigm to induce stress in human-subjects interacting with an interviewer presented as an MR hologram. Participants were exposed to three different types of real-time reconstructed virtual holograms of the interviewer, a natural-sized 3D reconstruction (NR), a miniature 3D reconstruction (SR) and a 2D-display representation (LCD). Participants reported their subjective experience through questionnaires, while their biophysical responses were recorded. We found that the size of 3D representation of a remote interviewer had a significant effect on participants' stress levels and their sense of presence. NR condition induced more stress and presence than SR condition and was significantly different from LCD condition.
我们研究了混合现实(MR)远程呈现如何增强远距离人际互动,以及如何改变远程人的三维(3D)表征来调节社交互动中的压力和焦虑。为此,我们开发了一种采用商品深度传感器和微软Hololens的MR远程呈现系统。利用Hololens技术实时重建具有纹理的多边形三维人体模型,并通过网络传输,用于远程渲染。在这项初步研究中,我们使用模拟工作面试范式来诱导人类受试者与面试官互动时的压力,面试官呈现为MR全息图。参与者被暴露在三种不同类型的实时重建的采访者虚拟全息图中,一种是自然大小的3D重建(NR),一种是微型3D重建(SR),一种是2d显示表示(LCD)。参与者通过问卷报告他们的主观体验,同时记录他们的生物物理反应。我们发现,远程面试官的三维表现的大小对参与者的压力水平和他们的存在感有显著影响。NR条件诱导的应力和存在度高于SR条件,与LCD条件差异显著。
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引用次数: 2
期刊
2018 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR)
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