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2021 5th International Conference on Artificial Intelligence and Virtual Reality (AIVR)最新文献

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A Sport Project and Its Future Applications: How to Implement Speculative Design to Fulfill Users’ Needs 体育项目及其未来应用:如何实施投机设计以满足用户需求
S. Palmieri, Alessio Righi, M. Bisson, A. Ianniello
Extended realities, along with other enabling technologies, can improve the way we perform professional and entertaining activities. This paper describes the possibilities created by future applications in the field of sports. These possibilities emerge from the analysis of various aspects of the project to evaluate the feasibility of the idea: studying the different opportunities created by extended realities and applied to learning processes, the possible technological needs have to be addressed in the near future to meet the users’ needs within the sports system and to obtain significant benefits at an appropriate cost.
扩展现实以及其他支持技术可以改善我们执行专业和娱乐活动的方式。本文描述了未来在体育领域的应用所创造的可能性。这些可能性来自对项目的各个方面的分析,以评估这个想法的可行性:研究由扩展现实创造的不同机会,并应用于学习过程,可能的技术需求必须在不久的将来得到解决,以满足体育系统内用户的需求,并以适当的成本获得显著的利益。
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引用次数: 1
Isolating Uncertainty of the Face Expression Recognition with the Meta-Learning Supervisor Neural Network 基于元学习监督神经网络的人脸表情识别不确定性隔离
Stanislav Selitskiy, Nikolaos Christou, Natalya Selitskaya
We investigate whether the well-known poor performance of the head-on usage of the convolutional neural networks for the facial expression recognition task may be improved in terms of reducing the false positive and false negative errors. An uncertainty isolating technique is used that introduces an additional “unknown” class. A self-attention supervisor artificial neural network is used to “learn about learning” of the underlying convolutional neural networks, in particular, to learn patterns of the underlying neural network parameters that accompany wrong or correct verdicts. A novel data set containing artistic makeup and occlusions images is used to aggravate the problem of the training data not representing the test data distribution.
我们研究了卷积神经网络在面部表情识别任务中使用的众所周知的不良性能是否可以在减少假阳性和假阴性错误方面得到改善。使用不确定性隔离技术引入了额外的“未知”类。一个自注意监督人工神经网络被用来“学习关于底层卷积神经网络的学习”,特别是学习伴随错误或正确判决的底层神经网络参数的模式。为了解决训练数据与测试数据分布不一致的问题,提出了一种新的包含艺术化妆和遮挡图像的数据集。
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引用次数: 0
Comparison of Supervised Learning Models for the Prediction of Coronary Artery Disease 冠状动脉疾病预测的监督学习模型比较
Hillary Vasquez-Gonzaga, Juan M. Gutiérrez Cárdenas
Cardiovascular diseases and Coronary Artery Disease (CAD) are the leading causes of mortality among people of different ages and conditions. The use of different and not so invasive biomarkers to detect these types of diseases joined with Machine Learning techniques seems promising for early detection of these illnesses. In the present work, we have used the Sani Z-Alizadeh dataset, which comprises a set of different medical features extracted with not invasive methods and used with different machine learning models. The comparisons performed showed that the best results were using a complete set and a subset of features as input for the Random Forest and XGBoost algorithms. Considering the results obtained, we believe that using a complete set of features gives insights that the features should also be analyzed by considering the medical advances and findings of how these markers influence a CAD disease's presence.
心血管疾病和冠状动脉疾病(CAD)是导致不同年龄和状况人群死亡的主要原因。使用不同的、不那么具有侵入性的生物标志物来检测这些类型的疾病,再加上机器学习技术,似乎有望早期发现这些疾病。在目前的工作中,我们使用了Sani Z-Alizadeh数据集,该数据集包括一组用非侵入性方法提取的不同医学特征,并与不同的机器学习模型一起使用。所进行的比较表明,使用完整的特征集和特征子集作为Random Forest和XGBoost算法的输入,可以获得最佳结果。考虑到所获得的结果,我们认为,使用一套完整的特征可以让我们了解到,这些特征也应该通过考虑医学进步和这些标志物如何影响CAD疾病存在的发现来分析。
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引用次数: 0
Comparison of Differences between Human Eye Imaging and HMD Imaging 人眼成像与HMD成像的差异比较
Yusuke Jin, Xiaozhou Zhou, W. Xiao, Jiarui Li, Chengqi Xue
As virtual reality (VR) headsets with head-mounted displays (HMD) have attracted more and more attention, new research questions have emerged. In virtual reality games, virtual reality movies or virtual reality simulations, maintaining a high degree of depth perception and minimizing visual discomfort is essential to improve the overall user experience. Proprioceptive cues, monocular cues, and binocular cues constitute the depth cues of visual perception, which accurately provide the depth information of objects in personal space. Proprioceptive cues include convergence and adjustment. Quite a few studies have proved that convergence and accommodation in VE exacerbate uncomfortable feelings. Monocular cues include occlusion, relative size of objects, texture fineness, variations of light and the shadows, optical thickness, perspective, etc. Monocular clues produce psychological depth cues, which can be affected by the texture mapping of objects and environment settings in the virtual environment. The binocular vision of the human eye enables users to perceive the depth of different objects in space. When both eyes observe the same target object in reality, the images formed on the retina are different due to the different lateral positions of the two eyes. The stimulus received by the retina is processed in the brain to generate stereo vision. The perception of objects generated by binocular vision is influenced by depth cues in environment. The difference in depth perception of virtual information leads to the separation of spatial perception, which makes it difficult to establish relevance with the reality operation mode. In this paper, the physiological characteristics of human eyes are studied, and visual environment provided by head-mounted displays (HMD) equipment are summarized. The limitations of visual images provided by HMD are obtained by comparing the differences. We discussed imaging mechanism of the stereo vision in HMD. By comparing the differences of stereo vision generated in HMD images and human eyes, this paper is aimed to provide theoretical suggestions for building a more realistic and immersive environment in VR.
随着虚拟现实(VR)头戴式显示器(HMD)受到越来越多的关注,新的研究问题也随之出现。在虚拟现实游戏、虚拟现实电影或虚拟现实模拟中,保持高度的深度感知,尽量减少视觉不适,对于提高整体用户体验至关重要。本体感觉线索、单眼线索和双眼线索构成了视觉感知的深度线索,它们准确地提供了个人空间中物体的深度信息。本体感觉信号包括趋同和调整。相当多的研究证明,VE的趋同和适应加剧了不舒服的感觉。单目线索包括遮挡、物体的相对大小、纹理细度、光和阴影的变化、光学厚度、透视等。单目线索产生心理深度线索,在虚拟环境中会受到物体纹理映射和环境设置的影响。人眼的双眼视觉使用户能够感知空间中不同物体的深度。当两只眼睛在现实中观察同一目标物体时,由于两只眼睛横向位置的不同,在视网膜上形成的图像是不同的。视网膜接收到的刺激在大脑中被处理后产生立体视觉。双目视觉对物体的感知受环境深度线索的影响。虚拟信息深度感知的差异导致空间感知的分离,难以与现实操作模式建立关联。本文研究了人眼的生理特性,总结了头戴式显示器(HMD)设备提供的视觉环境。通过对比差异得出HMD提供的视觉图像的局限性。讨论了HMD立体视觉的成像机制。通过对比HMD图像产生的立体视觉与人眼产生的立体视觉的差异,为在VR中构建更加逼真、身临其境的环境提供理论建议。
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引用次数: 0
Construction of Wine Quality Prediction Model based on Machine Learning Algorithm 基于机器学习算法的葡萄酒质量预测模型构建
Haoyu Zhang, Zhile Wang, Jiawei He, Jijiao Tong
In the study, our group choose a set of quality of red wine as data set. To get a more accurate result, we turn the quality into binary classification. And we try to build models to predict the quality of red wine based on machine learning algorithms, including Decision Tree, Boosting, Classification and regression tree and Random Forest. Among them, CART and Random Forest both get a high accuracy. A binary tree is built with CART and feature importance is analyzed. Meanwhile, we try to combine logistic algorithm with Random Forest and compare the accuracy of different models. In this way, it's found that there is a way to improve the accuracy of these models.
在研究中,我们小组选择了一组红酒的质量作为数据集。为了得到更准确的结果,我们将质量转化为二值分类。我们尝试建立基于机器学习算法的模型来预测红酒的质量,包括决策树、提升、分类和回归树以及随机森林。其中CART和Random Forest的准确率都很高。利用CART建立了二叉树,并对特征重要性进行了分析。同时,我们尝试将logistic算法与随机森林相结合,并比较了不同模型的准确率。从而发现了提高这些模型精度的途径。
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引用次数: 1
Assessment Metrics for the Representations of Highlight Artifacts in a Virtual Museum: A Case Study of Egyptian Artifacts 虚拟博物馆中高光文物表征的评估指标:以埃及文物为例
Yidi Wang
With the development of digital society, more and more museums have digitalized their artifacts with details and put together highlights for visitors to view the selected representations of the virtual collections. It becomes very crucial to evaluate the representations of these highlight artifacts. A set of novel assessment metrics for quantitatively assessing the representations of highlight artifacts from six aspects in a virtual museum are presented in this paper. These assessment respects include the periodization representation ratio index, geography representation ratio index, object type representation ratio index, figures depicted representation ratio index, material representation ratio index, and size representation ratio index. A case study of Egyptian artifacts in a virtual museum with practical data shows the effectiveness of the proposed metrics for assessing the representations of highlight artifacts in a virtual museum.
随着数字社会的发展,越来越多的博物馆对文物进行了详细的数字化,并将重点放在一起供参观者观看虚拟馆藏的精选表现。评估这些突出工件的表示变得非常重要。本文提出了一套新的评估指标,用于从六个方面定量评估虚拟博物馆中突出文物的表征。这些评价方面包括分期代表性指数、地域代表性指数、对象类型代表性指数、人物形象代表性指数、材料代表性指数和规模代表性指数。虚拟博物馆中埃及文物的案例研究与实际数据显示了评估虚拟博物馆中突出文物表示的拟议指标的有效性。
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引用次数: 1
Enhanced Cognitive Training using Virtual Reality: Examining a Memory Task Modified for Use in Virtual Environments 使用虚拟现实增强认知训练:检查在虚拟环境中修改使用的记忆任务
Eric Redlinger, Bernhard Glas, Yang Rong
Head-mounted display (HMD) based cognitive training enables a number of unique visual features, including 3D depth and immersive visuals. We examine the impact of these features by measuring task performance and EEG power with a cognitive task that has been modified for use in virtual environments. Results were then compared with those obtained using an unmodified version of the task. Some modified versions of the task resulted in increased cognitive load, but the differences did not correlate with changes in task performance. The increased EEG power observed may therefore only reflect changes at the perceptual level, rather than task-contingent cognitive function. On the whole, these results suggest that adapting a standard cognitive training task to a virtual environment in order to take advantage of the inherent benefits of an HMD should pose few if any problems.
基于头戴式显示器(HMD)的认知训练可以实现许多独特的视觉功能,包括3D深度和沉浸式视觉效果。我们通过测量在虚拟环境中使用的认知任务的任务性能和脑电图功率来检查这些特征的影响。然后将结果与使用未修改版本的任务获得的结果进行比较。一些修改版本的任务导致认知负荷增加,但差异与任务表现的变化无关。因此,观察到的脑电图功率的增加可能只反映了感知水平的变化,而不是任务偶然认知功能的变化。总的来说,这些结果表明,为了利用HMD的固有优势,将标准的认知训练任务调整到虚拟环境中应该不会产生任何问题。
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引用次数: 3
Point Cloud Interaction and Manipulation in Virtual Reality 虚拟现实中的点云交互与操作
Daniel Garrido, R. Rodrigues, A. A. Sousa, João Jacob, D. Silva
The use of virtual reality technologies for data visualization and analysis has been an emerging topic of research in the past years. However, one type of data has been left neglected, the point cloud. While some strides have been made in the visualization and analysis of point clouds in immersive environments, these have yet to be used for direct manipulation interactions. It is hypothesized that as with other types of data, bringing direct interactions and 3D visualization to point clouds may increase the ease of performing basic handling tasks. An immersive application for virtual reality HMDs was developed in Unity to help research this hypothesis. It is capable of parsing classified point cloud files with extracted objects and representing them in a virtual environment. Several editing tools were also developed, designed with the HMD controllers in mind. The end result allows the user to perform basic transformative tasks to the point cloud with an ease of use and intuitive feeling unmatched by the traditional desktop-based tools.
在过去的几年里,使用虚拟现实技术进行数据可视化和分析是一个新兴的研究课题。然而,有一种类型的数据一直被忽视,那就是点云。虽然在沉浸式环境中点云的可视化和分析方面已经取得了一些进展,但这些还没有用于直接的操作交互。据推测,与其他类型的数据一样,将直接交互和3D可视化引入点云可能会增加执行基本处理任务的难度。Unity开发了一款虚拟现实头戴式显示器的沉浸式应用程序,以帮助研究这一假设。它能够用提取的对象解析分类点云文件,并在虚拟环境中表示它们。还开发了几个编辑工具,在设计时考虑到HMD控制器。最终结果允许用户以传统的基于桌面的工具无法比拟的易用性和直观的感觉执行基本的转换任务到点云。
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引用次数: 9
Enhancing the Customer Experience by Mixed Reality in the Retail Industry 通过混合现实增强零售行业的客户体验
Yirui Jiang, T. Tran, Leon Williams, Jaime Palmer, Edgar Simson, Daniel Benson, Michael Christopher, Daila Christopher
∗Nowadays, customization by mixed reality to enhance the customer experience plays an important role in the retail industry. Customers can choose and customize products with their images and labels in a virtual reality environment. However, the existing asset creation pipelines are labor-intensive and time-consuming to display the images and labels (aka logos) on 3D product models, and cannot be easily customized by customers in real-time. In this paper, we thus propose a real-time 3D logo mapping framework for converting 3D logo mesh from a specified image and fitting it to the 3D product models. In the framework, Convolutional Neural Network (CNN) is adopted to reconstruct 3D logo/product models from their images. The detailed 3D information and the logo location provided by a customer are used to select the effective sampling points to mesh deformation. This method can preserve both the visual quality and details of 3D product models. Experimental results, carried out on various sizes of logos and types of products, show that our method can produce accurately and quickly customized logos on 3D product models.
如今,混合现实定制技术在零售行业中扮演着重要的角色。客户可以在虚拟现实环境中选择和定制带有自己的图像和标签的产品。然而,现有的资产创建管道在3D产品模型上显示图像和标签(又名徽标)是劳动密集型和耗时的,并且不容易由客户实时定制。因此,在本文中,我们提出了一个实时3D标识映射框架,用于从指定图像转换3D标识网格并将其拟合到3D产品模型中。在该框架中,采用卷积神经网络(CNN)从logo/产品的图像中重建3D logo/产品模型。利用客户提供的详细三维信息和标识位置,选择网格变形的有效采样点。该方法既能保持产品三维模型的视觉质量,又能保留产品三维模型的细节。在不同尺寸、不同类型的产品上进行的实验结果表明,我们的方法可以准确、快速地在3D产品模型上生成定制的logo。
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引用次数: 2
Deep Belief Network based Machine Learning for Daily Activities Classification 基于深度信念网络的机器学习日常活动分类
Tejtasin Phiasai, N. Chinpanthana
Human activity recognition has been a very active topic in pervasive computing for several years for its important applications in assisted living, healthcare, and security surveillance. Many researchers are finding and representing the details of human body gestures to determine human activity. While simple activities can be easily recognized only by acceleration data, our research has focused on the recognition and understanding the various activities in daily living. In this work, we address this problem by proposing approach theory of deep learning with the Deep belief network. Deep belief network comprises a series of Restricted Boltzmann Machines will be formed by superimposed multiple Restricted Boltzmann Machines and training the model parameters for data reconstruction, feature construction and classification. We tested our approach on PASCAL VOC datasets. The experimental results indicate that our proposed approach offers significant performance improvements with the maximum of 79.8%.
由于在辅助生活、医疗保健和安全监控方面的重要应用,人类活动识别近年来一直是普适计算领域的一个非常活跃的话题。许多研究人员正在寻找并再现人体手势的细节,以确定人类的活动。简单的活动只有通过加速度数据才能很容易地识别出来,而我们的研究重点是对日常生活中各种活动的识别和理解。在这项工作中,我们通过提出基于深度信念网络的深度学习方法理论来解决这个问题。深度信念网络由一系列受限玻尔兹曼机组成,由多个受限玻尔兹曼机叠加而成,训练模型参数进行数据重构、特征构建和分类。我们在PASCAL VOC数据集上测试了我们的方法。实验结果表明,我们提出的方法有显著的性能提高,最高可达79.8%。
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引用次数: 0
期刊
2021 5th International Conference on Artificial Intelligence and Virtual Reality (AIVR)
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