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

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Grab the Life: Serious Game to Support Physical Rehabilitation Using Virtual Reality and Wearable Myo 抓住生活:使用虚拟现实和可穿戴Myo支持物理康复的严肃游戏
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.33
F. G. Fernandes, Igor de Andrade Moraes, Pedro Arantes Mendonca Toledo Almeida, L. C. Oliveira, Alexandre Cardoso, E. Lamounier
The use of virtual rehabilitation through games aims to simulate real situations. Thus, it is noticed that the use of this takes away the patient from the pain's focus or discomfort and also improves the functionality of the affected limbs and leads him to resume the activities in the areas of occupational performance. In this work, titled Grab the Life, Virtual Reality technology has been used along with the wearable device Myo, applied to serious games context for people with congenital and/or acquired abscence of forearm, in order to motivate them to use prosthesis, aimed mainly for children and adolescents.
通过游戏使用虚拟康复旨在模拟真实情况。因此,需要注意的是,使用这种方法可以使患者远离疼痛的焦点或不适,还可以改善受影响肢体的功能,并使患者恢复职业表现领域的活动。在这项名为“抓住生命”的工作中,虚拟现实技术与可穿戴设备Myo一起使用,应用于先天性和/或获得性前臂缺位的人的严肃游戏环境中,以激励他们使用假肢,主要针对儿童和青少年。
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引用次数: 5
Simulation Training in Oil Platforms 石油平台模拟训练
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.18
I. Santos, Peter Dam, Pedro Arantes, A. Raposo, Luciano P. Soares
Training people for working in an oil platform involves teaching operators to locate hundreds of devices in a hazardous environment and to correctly operate them. One small mistake can seriously hurt or kill somebody and compromise the integrity of the plant. On the other hand, access to real platforms is restricted and trainees need to relay on photos and diagrams in order to learn, which does not provide a realistic environment to completely allow them to understand their job. Realistic simulated training using Virtual Reality in areas such as aviation has shown that workers can better understand the physical environment and tasks they have to accomplish, assuring a better understanding of the target system. This paper presents techniques used for a simulation system for an oil platform operation. Several interaction techniques were adapted and implemented to achieve a realistic operation scenario.
培训在石油平台工作的人员包括教操作员在危险环境中定位数百个设备并正确操作它们。一个小错误可能会严重伤害或杀死某人,并损害工厂的完整性。另一方面,真实平台的使用受到限制,学员需要依靠照片和图表来学习,这并没有提供一个真实的环境来完全让他们了解自己的工作。在航空等领域使用虚拟现实技术进行的现实模拟训练表明,工人可以更好地理解物理环境和他们必须完成的任务,从而确保更好地理解目标系统。本文介绍了用于石油平台运行模拟系统的技术。采用并实现了几种交互技术来实现实际的操作场景。
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引用次数: 10
Multi-objective Tracking Applied to Bat Populations 多目标跟踪在蝙蝠种群中的应用
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.35
Eduardo Rodrigues, J. M. Teixeira, V. Teichrieb, E. Bernard
Multiple target tracking is one of the great challenges faced by the computer vision community in last years. This paper presents a solution developed in order to track bats in a clutter environment to account the population of their colony. The algorithm is able to start detections, treat wrong or lost detections and process the detections in progress. Tracked targets have their next state estimated by Kalman Filter usage. As new measurements are performed, the algorithm can identify which of them are considered noise, which are new targets and which are new states of a previously detected target. A 3D viewer was also implemented in order to help the analysis of the tracked flights by researchers in areas like biodiversity and biology. The aim of this paper is to present the operation of the developed system, collaborate with other researchers working with tracking of multiple objects and make society aware of the importance of preserving the environment, exposing some of the consequences of changing its natural characteristics. The proposed algorithm showed amazing results in the test stages, reaching to overcome the current state of the art.
多目标跟踪是近年来计算机视觉领域面临的重大挑战之一。本文提出了一种解决方案,以便在杂乱的环境中跟踪蝙蝠,以计算其种群的数量。该算法能够启动检测,处理错误或丢失的检测,并处理正在进行的检测。跟踪目标的下一个状态由卡尔曼滤波估计。当进行新的测量时,该算法可以识别哪些是噪声,哪些是新目标,哪些是先前检测到的目标的新状态。为了帮助生物多样性和生物学等领域的研究人员分析跟踪的飞行,还实施了3D查看器。本文的目的是展示发达系统的运作,与其他研究人员合作,跟踪多个目标,使社会意识到保护环境的重要性,揭示改变其自然特征的一些后果。所提出的算法在测试阶段显示出惊人的结果,达到了克服目前最先进的水平。
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引用次数: 4
A New User-Friendly Sketch-Based Modeling Method Using Convolution Surfaces 一种新的基于草图的用户友好的卷积曲面建模方法
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.26
Marcos Ramos, Leandro Teixeira, Vitor Martins, A. Montenegro, D. Trevisan, C. Vasconcelos
3d modeling systems are essential tools for creating3D content for virtual reality systems. They are powerfuland sophisticated computer applications with a steep learningcurve. When considering simple shape prototyping it is moreappropriate to use a software with a simpler and intuitiveuser interface. This paper proposes a new sketch-based modelingapproach relying on convolution surfaces that enablesthe user to specify 3d shapes of arbitrary topology andresolution from 2d hand-drawn sketches that are embeddedand manipulated in 3d space. To make this approach feasiblewe propose two innovations: the first one is an interactionmechanism to create, manipulate and assemble independent2d sketches embedded in 3d space relying only on simplerotations, translations and a ray casting step; the second oneis a new approach to fit the level set surfaces generated bythe convolution of skeleton primitives to the silhouette curvesspecified by the user. The proposed fitting combines a methodthat automatically computes weights for the convolutionoperation with a Stolte's blending function that controls theinfluence of each implicit functional components to the finalshape. We show via experiments and preliminary user teststhat our method permits the user to easily express his 3dconcepts by sketching and assembling 2d simple drawings intridimensional space.
3d建模系统是为虚拟现实系统创建3d内容的基本工具。它们是强大而复杂的计算机应用程序,具有陡峭的学习曲线。当考虑简单的形状原型时,使用具有更简单和直观的用户界面的软件更合适。本文提出了一种新的基于草图的建模方法,该方法依赖于卷积曲面,使用户能够从嵌入和操纵在3d空间中的2d手绘草图中指定任意拓扑和分辨率的3d形状。为了使这种方法可行,我们提出了两个创新:第一个是一个交互机制,用于创建,操作和组装嵌入3d空间的独立2d草图,仅依赖于简化,平移和光线投射步骤;第二种方法是将由骨架基元卷积生成的水平集曲面拟合到用户指定的轮廓曲线上。所提出的拟合结合了一种自动计算卷积操作权重的方法和Stolte混合函数,该函数控制每个隐式功能组件对最终形状的影响。我们通过实验和初步的用户测试表明,我们的方法允许用户通过在三维空间中勾画和组装二维简单图纸来轻松表达他的三维概念。
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引用次数: 0
A CAVE/Desktop Collaborative Virtual Environment for Offshore Oil Platform Training 面向海上石油平台培训的CAVE/桌面协同虚拟环境
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.38
L. C. D. Cruz, J. Oliveira
Collaborative Virtual Environments (CVEs) enable engaging training simulations in several areas, such as medicine, military, engineering as well as in the oil and gas industry. CVEs allow multiple users to interact with one another through the simulation. A CAVE system is composed of a number of walls, floor (and eventually ceiling as well) which receive 3D projections, surrounding its user. Such setup provides an increased imersiveness experience to the user, which makes a given simulation to become more realistic, which is desirable if a training application is to provide useful experience to a given user. This work introduces a CVE which enables the communication between an immersive user environment (in a CAVE setup) with a trainer interface which runs in a desktop setup. The application focuses on training in an offshore oil platform.
协作虚拟环境(cve)可以在医学、军事、工程以及石油和天然气行业等多个领域进行训练模拟。cve允许多个用户通过模拟相互交互。洞穴系统由许多墙壁、地板(最终还有天花板)组成,这些墙壁和地板可以接收到用户周围的3D投影。这样的设置为用户提供了一种增强的身临其境的体验,这使得给定的模拟变得更加真实,如果培训应用程序要为给定的用户提供有用的体验,这是可取的。这项工作介绍了一个CVE,它使沉浸式用户环境(在CAVE设置中)与在桌面设置中运行的训练器界面之间的通信成为可能。该应用程序主要用于海上石油平台的培训。
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引用次数: 5
Three-Dimensionality Perception Evaluation in Stereoscopic Virtual Environments: A Systematic Review 立体虚拟环境中的三维感知评价:系统综述
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.42
S. Silva, C. G. Corrêa, Fátima L. S. Nunes
The three-dimensionality perception in visual scenes is provided by the representation of objects in different dimensions and distortion, both related to perspective. However, the feeling of being in a virtual environment can be provided by the use of stereoscopic techniques. Although there are several studies on users three-dimensionality perception in stereoscopic systems, there are no systematic reviews in the literature aimed at categorizing evaluation methods about this perception in experimental studies. This article presents a systematic review that identifies effects, parameters and evaluation methods regarding the three-dimensionality perception in virtual environments with stereoscopy.
视觉场景中的三维感知是通过物体在不同维度上的表现和扭曲来提供的,这两者都与透视有关。然而,在虚拟环境中的感觉可以通过使用立体技术来提供。虽然有一些关于立体系统中用户三维感知的研究,但在实验研究中尚无针对这种感知的评价方法进行分类的文献综述。本文对立体虚拟环境中三维感知的效果、参数和评价方法进行了系统综述。
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引用次数: 2
A Haptic Rehabilitation System 触觉康复系统
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.40
Carina da Cruz Teixeira, Felipe C. Marx, J. Oliveira
Virtual Reality has been used by rehabilitation professionals as a way to keep patients motivated while performing neuroplasticity functional exercises. This work describes a virtual environment which uses the CyberForce/CyberGrasp/CyberGlove system to enable a functional rehabilitation setup. The user of the system is supposed to be individuals who have been affected by traumatology, degenerative or neurological injuries, through the simulation of everyday life procedures.
虚拟现实已经被康复专业人士用作一种让患者在进行神经可塑性功能练习时保持动力的方法。这项工作描述了一个虚拟环境,该环境使用CyberForce/CyberGrasp/CyberGlove系统来实现功能康复设置。该系统的用户应该是通过模拟日常生活程序受到创伤学,退行性或神经损伤影响的个人。
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引用次数: 4
Interacting with Physically-Based Character Using Real-Time Motion Capture with Kinect Sensor 使用Kinect传感器实时动作捕捉与基于物理的角色进行交互
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.34
Italo N. S. Pessoa, Pedro Henrique A. Q. de Sousa, Rubens Fernandes Nunes
The use of animated characters is one of themain factors of success for games and simulators. Characters that react to the environment around them provide greater immersion to the user. Another way to improve the user's immersion is providing greater control over the character. Inthis work, we create a physically simulated character based onthe characteristics of the user. Thus, the character used in the simulation becomes unique, with their advantages and physical limitations. We use a Kinect Sensor in order to capture theuser's motion, along with the physical simulation library Open Dynamics Engine, responsible for creating the bodies thatcompose the character and considering the necessary torques and forces, calculated through PD (Proportional-Derivative) controllers. Once created the character, it is inserted into aninteractive scenario, previously configured to analyse user's interaction.
动画角色的使用是游戏和模拟器成功的主要因素之一。能够对周围环境做出反应的角色能够为用户提供更强的沉浸感。提高用户沉浸感的另一种方法是提供对角色的更大控制。在这项工作中,我们根据用户的特征创建了一个物理模拟角色。因此,在模拟中使用的字符变得独特,具有它们的优点和物理局限性。我们使用Kinect传感器来捕捉用户的动作,以及物理模拟库Open Dynamics Engine,负责创建组成角色的身体,并考虑通过PD(比例导数)控制器计算必要的扭矩和力。一旦创建了角色,它就会被插入到一个交互式场景中,这个场景之前被配置为分析用户的交互。
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引用次数: 2
Requirements for Development of a Low Cost Portable Simulator for Shooting Skill Training 开发一种低成本便携式射击技术训练模拟器的要求
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.47
Emerson B. Pinheiro, G. A. M. Gomes, Antonio José Melo Leite Júnior, E. Coutinho, C. Vidal, J. B. C. Neto
The use of simulators for shooting skill training is becoming more widespread with technological advances. However, this kind of training is still not accessible to many institutions because of its cost of acquisition, maintenance, portability and system use comprehensiveness. In this context, this paper proposes requirements for a viable model implementation of portable and low cost shooting simulator, while maintaining the level of immersion and focus on the training of a large number of simultaneous trainees. For the basis of the proposal, initially, there was a study on the market shooting training simulators, identifying key requirements. Therefore, with the guidance of experts in marksmanship training area, the requirements that serve the purpose of portability and low cost have been defined. Finally, a simulator was developed to validate the proposed model.
随着技术的进步,使用模拟器进行射击技能训练变得越来越普遍。但是,由于这种培训的获取、维护、可移植性和系统使用全面性的费用,许多机构仍然无法获得这种培训。在此背景下,本文提出了便携式低成本射击模拟器的可行性模型实现要求,同时保持沉浸感水平,并注重大量同时训练的学员。作为建议的基础,最初对射击训练模拟器市场进行了一项研究,确定了关键需求。因此,在射击训练领域专家的指导下,确定了以便携性和低成本为目的的要求。最后,开发了一个仿真器来验证所提出的模型。
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引用次数: 7
An Augmented Reality Virtual Glasses Try-On System 增强现实虚拟眼镜试戴系统
Pub Date : 2016-06-21 DOI: 10.1109/SVR.2016.12
Pedro Azevedo, Thiago Oliveira-Santos, Edilson de Aguiar
This paper presents a virtual try-on system to correctly visualize 3D objects (e.g., glasses) in the face of a given user. By capturing the image and depth information of a user through a low-cost RGB-D camera, we apply a face tracking technique to detect specific landmarks in the facial image. These landmarks and the point cloud reconstructed from the depth information are combined to optimize a 3D facial morphable model that fits as good as possible to the user's head and face. At the end, we deform the chosen 3D objects from its rest shape to a deformed shape matching the specific facial shape of the user. The last step projects and renders the 3D object into the original image, with enhanced precision and in proper scale, showing the selected object in the user's face. We validate the performance of our system on eight different subjects (four male and four female) and show results numerically and visually. Our results demonstrate that, by fitting a facial model to the user's face, the rendered virtual 3D objects look more realistic.
本文提出了一种虚拟试戴系统,可以在给定用户的脸上正确地显示3D物体(例如眼镜)。通过低成本的RGB-D相机捕获用户的图像和深度信息,我们应用人脸跟踪技术来检测人脸图像中的特定地标。这些地标和从深度信息重建的点云相结合,优化出一个尽可能适合用户头部和面部的3D面部变形模型。最后,我们将选择的3D物体从其静止形状变形为与用户特定面部形状匹配的变形形状。最后一步是将三维物体投影和渲染到原始图像中,提高精度,并按适当的比例将选定的物体显示在用户的脸上。我们在八个不同的受试者(四男四女)上验证了我们的系统的性能,并以数字和视觉方式显示结果。我们的研究结果表明,通过将面部模型拟合到用户的面部,渲染的虚拟3D对象看起来更加逼真。
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引用次数: 14
期刊
2016 XVIII Symposium on Virtual and Augmented Reality (SVR)
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