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2016 XVIII Symposium on Virtual and Augmented Reality (SVR)最新文献

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VirtualPhobia: A Model for Virtual Therapy of Phobias 虚拟恐惧症:恐惧症的虚拟治疗模型
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.20
Sherazade Shunnaq, M. Raeder
This study proposes a tool model for phobia treatments using exposure therapy and virtual reality. The model goal is to represent a system that enables the treatment of several phobias with different techniques, through the immersion of the patient in a virtual environment with head-mounted displays, supporting the addition of new modules of techniques or phobias. The present work seeks to propose a broader and more flexible virtual therapy system and obtaining a more current solution. For the evaluation of the applicability of this model, a prototype was developed with support to the treatments of flooding, implosion, rationalization and systematic desensitization, as well as support to more than one phobia. The prototype was tested with volunteers to evaluate the levels of reality, immersion and anxiety caused to analyze the possibility of the use of this tool to support phobia treatments. At the end of this study, the results showed that the developed model is applicable, and that virtual reality has great strength when applied to human's psychology, being that 80% of the participants reported feeling afraid or having other characteristics of anxiety.
本研究提出了一个使用暴露疗法和虚拟现实治疗恐惧症的工具模型。该模型的目标是代表一个系统,通过将患者沉浸在带有头戴式显示器的虚拟环境中,支持添加新的技术或恐惧症模块,可以用不同的技术治疗几种恐惧症。目前的工作旨在提出一个更广泛、更灵活的虚拟治疗系统,并获得一个更当前的解决方案。为了评估该模型的适用性,开发了一个原型,支持洪水,内爆,合理化和系统脱敏的治疗,以及支持多种恐惧症。该原型在志愿者中进行了测试,以评估真实感、沉浸感和焦虑感的水平,并分析使用该工具支持恐惧症治疗的可能性。研究结束时,结果表明所开发的模型是适用的,虚拟现实在应用于人类心理时具有很大的优势,80%的参与者报告感到害怕或有其他焦虑特征。
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引用次数: 9
SimImplanto - A Virtual Dental Implant Training Simulator SimImplanto -一个虚拟牙科种植训练模拟器
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.41
L. Pires, Yvens R. Serpa, M. A. Rodrigues
Ongoing progress in the area of virtual reality and computer simulation has been providing applications that show tremendous promise in overcoming most of the deficiencies associated with training using cadaver parts and plastic artifacts. In this work, we present a 3D Virtual Drilling Simulator of the edentulous space of the dental arch in oral rehabilitation, controlled by the Novint Falcon haptic device. We developed the application from a dental cast (maxilla and mandible), which was scanned for the generation of the 3D model. Additionally, we have used a CT scan for the simulation of different bone densities of the implant region and respective drilling resistances. Preliminary tests were also performed by a specialist in the field, who has validated the perceived tactile and visual feedback and recognized the relevance of the simulator as a support tool for training students in Implant Dentistry.
虚拟现实和计算机模拟领域的持续进展已经提供了应用程序,显示出巨大的希望,可以克服与使用尸体零件和塑料人工制品训练相关的大多数缺陷。在这项工作中,我们提出了一个三维虚拟钻孔模拟器的牙弓无牙空间在口腔康复,由Novint猎鹰触觉设备控制。我们从牙科模型(上颌骨和下颌骨)中开发了应用程序,并对其进行扫描以生成3D模型。此外,我们使用CT扫描来模拟种植体区域的不同骨密度和各自的钻孔阻力。该领域的一位专家还进行了初步测试,他验证了感知到的触觉和视觉反馈,并认识到模拟器作为培训种植牙科学生的辅助工具的相关性。
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引用次数: 13
Evaluating Sign Language Recognition Using the Myo Armband 使用Myo臂章评估手语识别
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.21
João Gabriel Abreu, J. M. Teixeira, L. Figueiredo, V. Teichrieb
The successful recognition of sign language gestures by computer systems would greatly improve communications between the deaf and the hearers. This work evaluates the usage of electromyogram (EMG) data provided by the Myo armband as features for classification of 20 stationary letter gestures from the Brazilian Sign Language (LIBRAS) alphabet. The classification was performed by binary Support Vector Machines (SVMs), trained with a one-vs-all strategy. The results obtained show that it is possible to identify the gestures, but substantial limitations were found that would need to be tackled by further studies.
计算机系统对手语手势的成功识别将极大地改善聋哑人与听者之间的交流。这项工作评估了Myo臂章提供的肌电图(EMG)数据的使用,作为巴西手语(LIBRAS)字母表中20个固定字母手势的分类特征。分类由二元支持向量机(svm)执行,采用一比全策略训练。研究结果表明,识别这些手势是可能的,但我们发现了大量的局限性,需要进一步的研究来解决。
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引用次数: 79
Virtual Body Swap: A New Feasible Tool to Be Explored in Health and Education 虚拟身体交换:一个新的可行的工具,探索在卫生和教育
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.23
Elen Collaço de Oliveira, P. Bertrand, M. R. Lesur, Priscila Palomo, M. Demarzo, A. Cebolla, R. Baños, R. Tori
Virtual reality has been widely explored to immerse users in environments other than those considered to be their surrounding realities. We discuss the possibility of immersion not in another environment but in another person's body. The power of body swap illusion opens up a great deal of possibilities and applications in several areas, such as neuroscience, psychology, and education. For this experiment, we used a low budget system that reproduces a person's head movements as if one's own head were in another body viewed through a head mounted display (HMD) while having body agency, i.e., controlling the movements of another real body as if it was a "real avatar". In this pilot study we describe the tool in details and discuss its feasibility and preliminary results based on the analysis of the participants' perceptions collected through validated questionnaires and in-depth interviews. We observed that the system does promote higher levels of realism and involvement ("presence") compared with an immersion experience without body agency. Moreover, spontaneous declarations by the participants also showed how impactful this experience may be. Future applications of the tool are discussed.
虚拟现实已经被广泛探索,使用户沉浸在环境中,而不是那些被认为是他们周围的现实。我们讨论的不是沉浸在另一个环境中,而是沉浸在另一个人的身体中的可能性。身体交换错觉的力量在神经科学、心理学和教育等多个领域开辟了大量的可能性和应用。在这个实验中,我们使用了一个低预算的系统来再现一个人的头部运动,就好像一个人的头部通过头戴式显示器(HMD)在另一个身体上一样,同时拥有身体代理,即控制另一个真实身体的运动,就好像它是一个“真实的化身”。在这项试点研究中,我们详细描述了该工具,并讨论了其可行性和初步结果,基于分析参与者的看法,通过有效的问卷调查和深入访谈收集。我们观察到,与没有身体代理的沉浸式体验相比,该系统确实提升了更高层次的现实性和参与度(“存在感”)。此外,参与者的自发声明也显示了这种体验的影响力。讨论了该工具的应用前景。
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引用次数: 38
Enhancing Collaboration on a Cloud-Based CVE for Supporting Surgical Education 加强基于云的CVE协作以支持外科教育
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.16
P. V. F. Paiva, L. Machado, A. Valença, R. Moraes, Thiago V. V. Batista
In recent decades, a greater number of Collaborative Virtual Environments (CVEs) have been developed and sought for collaborative training of medical personnel in VR. Observing the needs identified in the literature, a multidisciplinary team developed a collaborative simulator for education and assessment of student groups in basic surgical routines, called SimCEC. The system was developed according to a strict methodology of design. Considering important needs with regard to storage guarantee, consistency and availability of the CVE, SimCEC was recently added by a cloud data distribution architecture for managing multiple virtual rooms for training of student teams, enabling collaboration among different areas of health. This paper discusses the theoretical and practical aspects of such tool, as well as its advantages and the new possibilities offered for surgical education area.
近几十年来,越来越多的协同虚拟环境(CVEs)被开发出来,并寻求在VR中对医务人员进行协同培训。观察文献中确定的需求,一个多学科团队开发了一个协作模拟器,用于教育和评估学生群体的基本手术程序,称为SimCEC。该系统是根据严格的设计方法开发的。考虑到CVE的存储保障、一致性和可用性方面的重要需求,SimCEC最近增加了一个云数据分发架构,用于管理用于培训学生团队的多个虚拟室,从而实现不同卫生领域之间的协作。本文讨论了该工具的理论和实践方面,以及它的优点和为外科教育领域提供的新的可能性。
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引用次数: 14
A Virtual Environment for Drone Pilot Training Using VR Devices 使用VR设备进行无人机飞行员训练的虚拟环境
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.39
Guilherme Riter Postal, W. Pavan, Rafael Rieder
This paper presents the development of a Virtual Reality environment for drone pilot training using interaction devices. We built an immersive interface in order to enhance the user experience in UAV training tasks comparing to the traditional control interfaces. To reach this aim, we chosen the Microsoft Kinect to control the drone and the Oculus Rift to visualize the scene, as well as keyboard, mouse and joystick support. As a result, we created a virtual environment in which users can train the drone pilot safely. Despite a good impression on preliminary tests, the solution still needs an evaluation by users and improvements in Physics simulations.
本文介绍了一种基于交互设备的无人机飞行员训练虚拟现实环境的开发。与传统的控制界面相比,我们构建了一个沉浸式界面,以增强无人机训练任务中的用户体验。为了实现这一目标,我们选择了微软Kinect来控制无人机,Oculus Rift来可视化场景,以及键盘、鼠标和操纵杆的支持。因此,我们创造了一个虚拟环境,用户可以在其中安全地训练无人机驾驶员。尽管在初步测试中给人留下了良好的印象,但该解决方案仍需要用户的评估和物理模拟的改进。
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引用次数: 17
Development of an Open Source Software for Real Time Optical Motion Capture 实时光学运动捕捉开源软件的开发
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.28
David Lunardi Flam, J. Gomide, A. Araújo
This paper discusses the development and release of an open source real time motion capture system for character animation, the OpenMoCap. The software carries out the entire pipeline for acquisition of motion data and its output in appropriate formats to modeling and animation software. OpenMoCap uses the passive optical capture technique to follow markers positions in a scene across the time, and its development is based on digital image analysis techniques. The defined architecture is designed for real time motion recording and is flexible and modular. It allows the addition of new optimized modules for specific functions, as an interface to virtual and augmented reality headsets, different cameras sets and markerless motion capture, taking advantage of the existing ones. In order to obtain quantitative results to assess the software and the created motion capture workflow, OpenMoCap was compared with a commercial optical motion capture system. The performance of the three most used trackers was also evaluated with OpenMoCap The present version of the software is available to download at GitHub. In this paper, the architecture, construction modules and performance comparison are discussed with the scope to present the software as a choice to input motion data to virtual and augmented reality applications.
本文讨论了一个开源的角色动画实时动作捕捉系统OpenMoCap的开发和发布。该软件实现了运动数据采集的整个流水线,并将其以适当的格式输出到建模和动画软件。OpenMoCap使用被动光学捕获技术来跟踪场景中的标记位置,其开发基于数字图像分析技术。定义的架构是为实时运动记录而设计的,具有灵活性和模块化。它允许为特定功能添加新的优化模块,作为虚拟和增强现实耳机的接口,不同的相机组和无标记动作捕捉,利用现有的功能。为了获得定量结果来评估软件和创建的动作捕捉工作流,OpenMoCap与商业光学动作捕捉系统进行了比较。三种最常用的跟踪器的性能也用OpenMoCap进行了评估。该软件的当前版本可以在GitHub上下载。本文讨论了该软件的体系结构、构建模块和性能比较,并提出了将该软件作为虚拟现实和增强现实应用中运动数据输入的选择。
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引用次数: 1
Technologies Integration of Immersive Virtual Reality on Smartphones with Real-Time Motion Capture 智能手机上沉浸式虚拟现实与实时动作捕捉技术的集成
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.30
Marlon Dantas Braga, G. Mota, R. M. D. Costa
This paper aims at presenting the integration of technologies used to improve the experience of immersion in virtual reality applications with affordable devices. The application explored the Kinect motion capture and the Smartphone sensors. Also, it used an intermediary computer and a virtual reality cardboard with a Smartphone. The application provided the interaction and the avatar control through natural body movements. The technologies integration has sufficient accuracy to recognize movements from user's thorax, arms and legs.
本文旨在展示用于改善虚拟现实应用中沉浸体验的技术与经济实惠的设备的集成。该应用程序探索了Kinect动作捕捉和智能手机传感器。此外,它还使用了一台中间电脑和一个带有智能手机的虚拟现实纸板。该应用程序通过自然的身体动作提供交互和角色控制。该技术的集成具有足够的准确性,可以识别用户的胸部、手臂和腿部的运动。
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引用次数: 4
A Study for Postural Evaluation and Movement Analysis of Individuals 个体体位评价与运动分析研究
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.29
Claiton L. V. Lisboa, L. Nedel, Anderson Maciel
Researchers have investigated the tracking and recognition of human postures for a long time. Firstly, with the objective of better understanding our movements and behaviors, and then to detect wrong movements and try to help people to perform better. The equipments used to track these movements were invasive, complex and expensive, but with the releasing of off-the-shelf devices, such as the Microsoft Kinect, the study of movement became accessible to everyone. This work presents a study for postural evaluation and movement analysis of individuals to help them to assess and correct their movements during training. One application based on Kinect was developed for physical exercises, more specifically, for CrossFit. We applied it for posture tracking and tested it with individuals to evaluate their posture and movements during a CrossFit session. The results indicate that the application is able to provide the athlete with similar feedback to the coach, showing that it is viable to be used in the absence of an expert. Results also show that the feedback has influence on the correction of the postures of the individuals, making them capable of identifying and correcting wrong gestures during the training. This study points out some very interesting research possibilities for devices that monitor human posture, particularly with regard to the spinal region.
长期以来,研究人员一直在研究人体姿势的跟踪和识别。首先,目的是更好地理解我们的动作和行为,然后发现错误的动作,并试图帮助人们表现得更好。用于跟踪这些动作的设备是侵入性的、复杂的和昂贵的,但随着现成设备的发布,比如微软的Kinect,运动研究变得人人都能接触到。本研究对个体的姿势评估和动作分析进行了研究,以帮助他们在训练过程中评估和纠正自己的动作。一款基于Kinect的应用程序是为体育锻炼开发的,更具体地说,是为CrossFit开发的。我们将其应用于姿势跟踪,并对个人进行测试,以评估他们在混合健身课程中的姿势和动作。结果表明,该应用程序能够为运动员提供与教练相似的反馈,表明在没有专家的情况下使用它是可行的。结果还表明,反馈对个体的姿势纠正有影响,使个体能够在训练过程中识别和纠正错误的姿势。这项研究指出了一些非常有趣的研究可能性,用于监测人体姿势的设备,特别是关于脊柱区域。
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引用次数: 7
3D Printing as a Means for Augmenting Existing Surfaces 3D打印作为增加现有表面的一种手段
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.15
J. M. Teixeira, Gutenberg Barros, V. Teichrieb, W. Correia
Three dimensional printing has gained considerable interest lately due to the proliferation of inexpensive devices as well as open source software that drive those devices. Countless possibilities exist, but the printing pipeline remains the same, going from object modeling through CAD software to the slicing of the 3D model and its further printing. This work proposes a modification in the way 3D printing content is both modeled and printed. The input comes from 2D drawings, while the printing occurs over the same drawing used before. This way, the original paper containing the drawing is "augmented" by the 3D printing material, since there is a registration between both real and 3D printing coordinates. By attaching a webcam to a 3D printer, we were able to make the entire system understand the drawing by seeing it and follow its contours during the printing process. We suggest distinct application scenarios that can benefit from this promising technology, ranging from architecture professionals to visually impaired people.
由于廉价设备和驱动这些设备的开源软件的激增,三维打印最近获得了相当大的兴趣。存在无数的可能性,但打印流程保持不变,从对象建模到CAD软件,再到3D模型的切片和进一步的打印。这项工作提出了3D打印内容建模和打印方式的修改。输入来自2D图纸,而打印则发生在之前使用的相同图纸上。通过这种方式,包含图纸的原始纸张被3D打印材料“增强”,因为真实坐标和3D打印坐标之间存在注册。通过将网络摄像头连接到3D打印机,我们能够使整个系统通过看到它并在打印过程中遵循其轮廓来理解绘图。我们建议从建筑专业人员到视障人士等不同的应用场景都可以从这项有前途的技术中受益。
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引用次数: 5
期刊
2016 XVIII Symposium on Virtual and Augmented Reality (SVR)
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