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Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology最新文献

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Floating-point Precision and Deformation Awareness for Scalable and Robust 3D Face Alignment 可扩展和鲁棒的三维人脸对齐的浮点精度和变形感知
Jacob Morton, Seungyong Lee
This paper improves the accuracy of heatmap-based 3D face alignment neural networks. Many current approaches in face alignment are limited by two major problems, quantization and the lack of regularization of heatmaps. The first limitation is caused by the non-differentiable argmax function, which extracts landmark coordinates from heatmaps as integer indices. Heatmaps are generated at low-resolution to reduce the memory and computational costs, which results in heatmaps far lower than the input image’s resolution. We propose a heatmap generator network producing floating-point precision heatmaps that are scalable to higher-resolutions. To resolve the second limitation, we propose a novel deformation constraint on heatmaps. The constraint is based on graph-Laplacian and enables a heatmap generator to regularize overall shape of the output face landmarks using the global face structure. By eliminating quantization and including regularization, our method can vastly improve landmark localization accuracy, and achieves the state-of-the-art performance without adding complex network structures.
本文提高了基于热图的三维人脸对齐神经网络的精度。目前许多人脸对齐方法存在两个主要问题:量化和热图缺乏正则化。第一个限制是由不可微的argmax函数引起的,该函数从热图中提取地标坐标作为整数索引。热图以低分辨率生成,以减少内存和计算成本,这导致热图远低于输入图像的分辨率。我们提出了一个热图生成器网络,产生可扩展到更高分辨率的浮点精度热图。为了解决第二个限制,我们提出了一种新的热图变形约束。该约束基于图拉普拉斯,并允许热图生成器使用全局人脸结构来正则化输出人脸地标的整体形状。通过消除量化和包含正则化,我们的方法可以大大提高地标定位精度,并且在不增加复杂网络结构的情况下达到最先进的性能。
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引用次数: 0
Smart3DGuides: Making Unconstrained Immersive 3D Drawing More Accurate Smart3DGuides:使不受约束的沉浸式3D绘图更准确
Mayra Donaji Barrera Machuca, W. Stuerzlinger, P. Asente
Most current commercial Virtual Reality (VR) drawing applications for creativity rely on freehand 3D drawing as their main interaction paradigm. However, the presence of the additional third dimension makes accurate freehand drawing challenging. Some systems address this problem by constraining or beautifying user strokes, which can be intrusive and can limit the expressivity of freehand drawing. In this paper, we evaluate the effectiveness of relying solely on visual guidance to increase overall drawing shape-likeness. We identified a set of common mistakes that users make while creating freehand strokes in VR and then designed a set of visual guides, the Smart3DGuides, which help users avoid these mistakes. We evaluated Smart3DGuides in two user studies, and our results show that non-constraining visual guides help users draw more accurately.
目前大多数商业虚拟现实(VR)绘图应用程序都依赖于徒手3D绘图作为其主要的交互范例。然而,额外的第三维度的存在使得准确的徒手绘图具有挑战性。有些系统通过限制或美化用户笔触来解决这个问题,这可能是侵入性的,并且可能限制徒手绘图的表现力。在本文中,我们评估了仅依靠视觉引导来增加整体绘图形状相似性的有效性。我们确定了用户在VR中创建徒手笔画时会犯的一系列常见错误,然后设计了一套视觉指南Smart3DGuides,帮助用户避免这些错误。我们在两项用户研究中评估了Smart3DGuides,我们的结果表明,无约束的视觉指南可以帮助用户更准确地绘制。
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引用次数: 26
Action Units: Directing User Attention in 360-degree Video based VR 动作单元:在基于360度视频的VR中引导用户注意力
Lingwei Tong, Sungchul Jung, R. Lindeman
A key challenge to effective storytelling using Virtual Reality (VR), such as with 360-degree videos, is how to direct user attention to important content without taking away user agency for free exploration. In this paper, we introduce the notion of an Action Unit system, composed of social cues such as head and arm movements, as a way of directing users to focus on content important for the given narrative. We applied this idea to a 360-degree VR tour, and evaluated its effects on memory, engagement, enjoyment, and cyber-sickness. The results indicate that the levels of engagement and enjoyment increased when these Action Units were applied. Users also preferred the Action Units for their diegetic aspects.
利用虚拟现实(VR)(如360度视频)有效地讲故事的一个关键挑战是,如何在不剥夺用户自由探索的前提下,将用户的注意力引导到重要内容上。在本文中,我们引入了行动单元系统的概念,该系统由诸如头部和手臂运动等社交线索组成,作为指导用户专注于给定叙述重要内容的一种方式。我们将这一想法应用于360度虚拟现实之旅,并评估其对记忆、参与、享受和网络病的影响。结果表明,当这些行动单元被应用时,参与和享受的水平增加了。用户也更喜欢行动单位的叙事元素。
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引用次数: 4
Obstacle Detection and Alert System for Smartphone AR Users 智能手机AR用户障碍物检测和警报系统
Hyeongyeop Kang, Geonsun Lee, Junghyun Han
This paper presents an obstacle detection and alert system for the pedestrians who use smartphone AR applications. The system analyzes the input camera image to extract feature points and determines whether the feature points come from obstacles ahead in the path. With the obstacle detector, two experiments were made. The first investigated the obstacle alert interfaces, and the second investigated the orientation guide interfaces that instruct users to hold their smartphones with some angles/orientations appropriate to capture the environment. Then, the best interfaces identified from the experiments were integrated and tested to examine their usability and user experiences.
本文提出了一种针对智能手机AR应用的行人障碍物检测与报警系统。系统对输入的摄像机图像进行分析,提取特征点,并判断这些特征点是否来自路径前方的障碍物。利用障碍物检测器进行了两次实验。第一个研究了障碍物警报界面,第二个研究了方向引导界面,指导用户以适当的角度/方向握住智能手机以捕捉环境。然后,从实验中确定的最佳界面进行集成和测试,以检查其可用性和用户体验。
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引用次数: 14
WiredSwarm: High Resolution Haptic Feedback Provided by a Swarm of Drones to the User’s Fingers for VR interaction WiredSwarm:由一群无人机向用户的手指提供的高分辨率触觉反馈,用于VR交互
Evgeny V. Tsykunov, D. Tsetserukou
We propose a concept of a novel interaction strategy for providing rich haptic feedback in Virtual Reality (VR), when each user’s finger is connected to micro-quadrotor with a wire. Described technology represents the first flying wearable haptic interface. The solution potentially is able to deliver high resolution force feedback to each finger during fine motor interaction in VR. The tips of tethers are connected to the centers of quadcopters under their bottom. Therefore, flight stability is increasing and the interaction forces are becoming stronger which allows to use smaller drones.
我们提出了一种在虚拟现实(VR)中提供丰富触觉反馈的新型交互策略的概念,当每个用户的手指用导线连接到微型四旋翼上时。所描述的技术代表了第一个飞行可穿戴触觉界面。该解决方案有望在VR精细运动交互过程中为每个手指提供高分辨率的力反馈。绳索的尖端连接到四轴飞行器底部的中心。因此,飞行稳定性正在提高,相互作用力变得更强,这使得使用更小的无人机成为可能。
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引用次数: 9
A Hybrid Method for Powdered Materials Modeling 粉末材料建模的混合方法
Yang Gao, Yinghao Xu, Shuai Li, A. Hao, Hong Qin
Powdered materials, such as sand and flour, are quite common in nature, whose properties always range from granular particles to smog materials under the air friction while throwing. This paper presents a hybrid method that tightly couples APIC solver with density field to accomplish the transformation of continuous powdered materials varying among granular particles, smog, powders and their natural mixtures. In our method, a part of the granular particles will be transformed to dust smog while interacting with air and represented by density field, then, as velocity decreases the density-based dust will deposit to powder particles. We construct a unified framework to imitate the mutual transformation process for the powdered materials of different scales, which greatly enhance the details of particle-based materials modeling. We have conducted extensive experiments to verify the performance of our model, and get satisfactory results in terms of stability, efficiency and visual authenticity as expected.
粉末状物质,如沙子和面粉,在自然界中是很常见的,在空气的摩擦下,它们的性质总是从颗粒颗粒到烟雾物质。本文提出了一种将APIC求解器与密度场紧密耦合的混合方法,以实现颗粒、烟雾、粉末及其天然混合物之间变化的连续粉末材料的转化。在我们的方法中,一部分颗粒颗粒在与空气相互作用时转化为粉尘烟雾,并以密度场表示,然后随着速度的降低,密度为基础的粉尘沉积为粉末颗粒。我们构建了一个统一的框架来模拟不同尺度的粉末材料的相互转化过程,大大增强了基于颗粒的材料建模的细节。我们进行了大量的实验来验证我们的模型的性能,并在稳定性、效率和视觉真实性方面取得了预期的满意结果。
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引用次数: 1
A Mobile Augmented Reality Interface for Teaching Folk Dances 一种用于民间舞蹈教学的移动增强现实界面
Iris Kico, F. Liarokapis
This paper presents a prototype mobile augmented reality interface for assisting the process of learning folk dances. As a case study, a folk dance was digitized based on recordings from professional dancers. To assess the effectiveness of the technology, it was comparatively evaluated with a large back-projection system in laboratory conditions. Sixteen participants took part in the study, and their movements were captured using motion capture system and then compared with the recordings from the professional dancers. Experimental results indicate that augmented reality has the potential to be used for learning folk dances.
本文提出了一个用于辅助民间舞蹈学习过程的移动增强现实界面原型。作为一个案例研究,一个民间舞蹈是基于专业舞者的录音进行数字化的。为了评估该技术的有效性,在实验室条件下与大型背投影系统进行了比较评估。16名参与者参加了这项研究,他们的动作被用动作捕捉系统捕捉下来,然后与专业舞者的录音进行比较。实验结果表明,增强现实技术具有用于民间舞蹈学习的潜力。
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引用次数: 17
Adventures in Hologram Space: Exploring the Design Space of Eye-to-eye Volumetric Telepresence 全息影像空间的冒险:探索眼对眼立体临场感的设计空间
R. K. D. Anjos, Maurício Sousa, Daniel Mendes, Daniel Medeiros, M. Billinghurst, C. Anslow, Joaquim Jorge
Modern volumetric projection-based telepresence approaches are capable of providing realistic full-size virtual representations of remote people. Interacting with full-size people may not be desirable due to the spatial constraints of the physical environment, application context, or display technology. However, the miniaturization of remote people is known to create an eye gaze matching problem. Eye-contact is essential to communication as it allows for people to use natural nonverbal cues and improves the sense of “being there”. In this paper we discuss the design space for interacting with volumetric representations of people and present an approach for dynamically manipulating scale, orientation and the position of holograms which guarantees eye-contact. We created a working augmented reality-based prototype and validated it with 14 participants.
现代基于体积投影的远程呈现方法能够提供远程人员的真实全尺寸虚拟表示。由于物理环境、应用程序上下文或显示技术的空间限制,可能不希望与真人进行交互。然而,人们知道,远程人员的小型化会产生目光匹配问题。目光接触对交流至关重要,因为它让人们使用自然的非语言暗示,提高“在那里”的感觉。在本文中,我们讨论了与人的体积表征交互的设计空间,并提出了一种动态操纵全息图的尺度、方向和位置的方法,以保证眼睛接触。我们创建了一个基于增强现实的原型,并与14名参与者进行了验证。
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引用次数: 11
Can We Predict Susceptibility to Cybersickness? 我们能预测晕屏的易感性吗?
Dante Risi, S. Palmisano
This study investigated whether individual differences in postural stability/activity can be used to predict who will become sick when exposed to head-mounted display (HMD) based virtual reality (VR). We found that participants who reported feeling sick after at least one exposure to VR displayed different postural activity than those who remained well. Importantly these differences were present in their sway data before they even donned the HMD. These results are inline with the postural instability theory of motion sickness and suggest that we can identify individuals who are more susceptible HMD-based cybersickness based on their spontaneous postural sway.
这项研究调查了个体在姿势稳定性/活动方面的差异是否可以用来预测暴露于基于头戴式显示器(HMD)的虚拟现实(VR)时谁会生病。我们发现,在至少一次接触VR后报告感到恶心的参与者与那些保持健康的参与者表现出不同的姿势活动。重要的是,这些差异甚至在他们戴上HMD之前就出现在他们的摇摆数据中了。这些结果与晕车的姿势不稳定理论一致,并表明我们可以根据自发的姿势摇摆来识别更容易受hmd影响的晕动病个体。
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引用次数: 4
Where to Place the Camera 把相机放在哪里
Sylvia Rothe, Vanessa Sarakiotis, H. Hussmann
This paper describes aspects which are important for camera positioning in cinematic virtual reality. For our findings, we took a closer look at proxemics, the study on how humans behave in regard to space and distances. We explored well-known shot sizes used in traditional filmmaking and put them in relation to proxemics distances. The results were adapted to camera distances in cinematic virtual reality.
本文介绍了电影虚拟现实中摄像机定位的几个重要方面。为了我们的研究结果,我们仔细研究了近距学,即研究人类在空间和距离方面的行为。我们探索了传统电影制作中使用的众所周知的镜头尺寸,并将它们与近距联系起来。结果适用于电影虚拟现实中的摄像机距离。
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引用次数: 4
期刊
Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology
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