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The Impact of Passive Head-Mounted Virtual Reality Devices on the Quality of EEG Signals 被动头戴式虚拟现实设备对脑电信号质量的影响
Pub Date : 2018-04-15 DOI: 10.2312/vriphys.20181064
G. Cattan, Anton Andreev, César Mendoza, M. Congedo
Thanks to the low price, the use of a head-mounted device (HMD) equipped with a smartphone is currently a common setup for virtual reality (VR). Brain-computer interface (BCI) based on electroencephalography (EEG) is a promising technology to enrich the VR experience. However, the effect of using HMDs on the acquisition of EEG signals remains still unknown. In fact, the smartphone is placed close to the head where EEG sensors are located, thus the smartphone's electronics may perturb the acquisition of the EEG signal. In the present study, we compare the spectral properties of the EEG signal acquired on 12 subjects wearing a SamsungGear HMD equipped with a Samsung S6 smartphone turned on and off. Our study shows that there is no significant difference in the spectral properties of the EEG in these two experimental conditions. We conclude that a smartphone-based HMD is compatible with EEG technology. Some technical problems related to the concurrent use of a HMD and an EEG-based BCI are also discussed.
由于价格低廉,使用配备智能手机的头戴式设备(HMD)目前是虚拟现实(VR)的常见设置。基于脑电图(EEG)的脑机接口(BCI)是丰富虚拟现实体验的一种有前景的技术。然而,使用头显对脑电信号采集的影响尚不清楚。事实上,智能手机被放置在脑电图传感器所在的头部附近,因此智能手机的电子设备可能会干扰脑电图信号的采集。在本研究中,我们比较了12名受试者戴着三星gear HMD,并在打开和关闭三星S6智能手机的情况下获得的脑电图信号的频谱特性。我们的研究表明,在这两种实验条件下,脑电信号的频谱特性没有显著差异。我们得出结论,基于智能手机的HMD与脑电图技术是兼容的。同时讨论了HMD和脑机接口同时使用的一些技术问题。
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引用次数: 14
Elasticity-based Clustering for Haptic Interaction with Heterogeneous Deformable Objects 基于弹性聚类的异质可变形物体触觉交互
Pub Date : 2017-04-23 DOI: 10.2312/vriphys.20171086
Benoit Le Gouis, M. Marchal, A. Lécuyer, B. Arnaldi
Physically-based simulation of heterogeneous objects remains computationally-demanding for many applications, especially when involving haptic interaction with virtual environments. In this paper, we introduce a novel multiresolution approach for haptic interaction with heterogeneous deformable objects. Our method called "Elasticity-based Clustering" is based on the clustering and aggregation of elasticity inside an object, in order to create large homogeneous volumes preserving important features of the initial distribution. The design of such large and homogeneous volumes improves the attribution of elasticity to the elements of the coarser geometry. We could successfully implement and test our approach within a complete and real-time haptic interaction pipeline compatible with consumer-grade haptic devices. We evaluated the performance of our approach on a large set of elasticity configurations using a perception-based quality criterion. Our results show that for 90% of studied cases our method can achieve a 6 times speedup in the simulation time with no theoretical perceptual difference.
对于许多应用来说,基于物理的异构对象模拟仍然需要大量的计算,特别是当涉及到与虚拟环境的触觉交互时。在本文中,我们介绍了一种新的多分辨率方法,用于与异质可变形物体的触觉交互。我们的方法称为“基于弹性的聚类”,是基于对象内部弹性的聚类和聚集,以创建大型均匀卷,保留初始分布的重要特征。如此大而均匀的体积的设计提高了对粗糙几何元素的弹性属性。我们可以在与消费级触觉设备兼容的完整实时触觉交互管道中成功实现和测试我们的方法。我们使用基于感知的质量标准评估了我们的方法在一组大型弹性配置上的性能。结果表明,对于90%的研究案例,我们的方法可以在模拟时间内实现6倍的加速,并且没有理论上的感知差异。
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引用次数: 2
Implicit Mesh Generation using Volumetric Subdivision 隐式网格生成使用体积细分
Pub Date : 2017-04-23 DOI: 10.2312/vriphys.20171079
C. Altenhofen, Felix Schuwirth, A. Stork, D. Fellner
In this paper, we present a novel approach for a tighter integration of 3D modeling and physically-based simulation. Instead of modeling 3D objects as surface models, we use a volumetric subdivision representation. Volumetric modeling operations allow designing 3D objects in similar ways as with surface-based modeling tools. Encoding the volumetric information already in the design mesh drastically simplifies and speeds up the mesh generation process for simulation. The transition between design, simulation and back to design is consistent and computationally cheap. Since the subdivision and mesh generation can be expressed as a precomputable matrix-vector multiplication, iteration times can be greatly reduced compared to common modeling and simulation setups. Therefore, this approach is especially well suited for early-stage modeling or optimization use cases, where many geometric changes are made in a short time and their physical effect on the model has to be evaluated frequently. To test our approach, we created, simulated and adapted several 3D models. Additionally, we measured and evaluated the timings for generating and applying the matrices for different subdivision levels. For comparison, we also measured the tetrahedral meshing functionality offered by CGAL for similar numbers of elements. For changing topology, our implicit meshing approach proves to be up to 70 times faster than creating the tetrahedral mesh only based on the outer surface. Without changing the topology and by precomputing the matrices, we achieve a speed-up of up to 2800.
在本文中,我们提出了一种新颖的方法,用于更紧密地集成3D建模和基于物理的仿真。而不是建模3D对象作为表面模型,我们使用体积细分表示。体积建模操作允许以与基于表面的建模工具类似的方式设计3D对象。对已经存在于设计网格中的体积信息进行编码,大大简化和加快了仿真网格的生成过程。设计、模拟和返回设计之间的转换是一致的,并且计算成本低。由于细分和网格生成可以表示为可预计算的矩阵-向量乘法,与常见的建模和仿真设置相比,迭代时间可以大大减少。因此,这种方法特别适合早期的建模或优化用例,在这些用例中,在短时间内进行了许多几何变化,并且必须经常评估它们对模型的物理影响。为了测试我们的方法,我们创建、模拟和调整了几个3D模型。此外,我们测量和评估了为不同细分级别生成和应用矩阵的时间。为了比较,我们还测量了CGAL为类似数量的元素提供的四面体网格功能。对于改变拓扑结构,我们的隐式网格方法被证明比仅基于外表面创建四面体网格快70倍。在不改变拓扑结构和预先计算矩阵的情况下,我们实现了高达2800的加速。
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引用次数: 6
Vascular Neurosurgery Simulation with Bimanual Haptic Feedback 血管神经外科模拟与双手触觉反馈
Pub Date : 2015-11-04 DOI: 10.2312/vriphys.20151337
Jérémie Dequidt, E. Coevoet, L. Thinès, C. Duriez
Virtual surgical simulators face many computational challenges: they need to provide biophysical accuracy, realistic feed-backs and high-rate responses. Better biophysical accuracy and more realistic feed-backs (be they visual, haptic.. .) induce more computational footprint. State-of-the-art approaches use high-performance hardware or find an acceptable trade-off between performance and accuracy to deliver interactive yet pedagogically relevant simulators. In this paper, we propose an interactive vascular neurosurgery simulator that provides bi-manual interaction with haptic feedback. The simulator is an original combination of states-of-the-art techniques that allows visual realism, bio-physical realism, complex interactions with the anatomical structures and the instruments and haptic feedback. Training exercises are also proposed to learn and to perform the different steps of intracranial aneurysm surgery (IAS). We assess the performance of our simulator with quantitative performance benchmarks and qualitative assessments of junior and senior clinicians.
虚拟手术模拟器面临许多计算方面的挑战:它们需要提供生物物理的准确性、真实的反馈和高速率的响应。更好的生物物理精度和更真实的反馈(视觉、触觉……)会导致更多的计算足迹。最先进的方法使用高性能硬件或在性能和准确性之间找到可接受的权衡,以提供交互式且与教学相关的模拟器。在本文中,我们提出了一个交互式血管神经外科模拟器,提供双手交互与触觉反馈。该模拟器是最先进技术的原始组合,允许视觉逼真,生物物理逼真,与解剖结构和仪器的复杂交互以及触觉反馈。训练练习也建议学习和执行颅内动脉瘤手术(IAS)的不同步骤。我们通过对初级和高级临床医生的定量性能基准和定性评估来评估我们的模拟器的性能。
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引用次数: 7
A New Force Model for Controllable Breaking Waves 可控破碎波的一种新力模型
Pub Date : 2015-11-04 DOI: 10.2312/vriphys.20151334
Mathias Brousset, Emmanuelle Darles, Daniel Méneveaux, Pierre Poulin, B. Crespin
(a) Multiple waves displayed from the side (b) from above (c) Waves interacting with static blocks Figure 1: Breaking waves obtained with our model. An ocean scene with multiple waves is displayed (a) from the side and (b) from above; (c) and breaking waves and backflow waves colliding with blocks. The waves combine naturally, while each of them is modeled with its specific parameters (height, width, speed, orientation, crest slope, breaking time). Abstract This paper presents a new method for controlling swells and breaking waves using fluid solvers. With conventional approaches that generate waves by pushing particles with oscillating planes, the resulting waves cannot be controlled easily, and breaking waves are even more difficult to obtain in practice. Instead, we propose to use a new wave model that physically describes the behavior of wave forces. We show that mapping those forces to particles produces various types of waves that can be controlled by the user with only a few parameters. Our method is based on a 2D representation that describes wave speed, width, and height. It handles many swell and wave configurations, with various breaking situations. Crespin / A New Force Model for Controllable Breaking Waves
(a)从侧面显示的多个波浪(b)从上方显示的波浪(c)与静态块相互作用的波浪图1:用我们的模型获得的破碎波。(a)从侧面和(b)从上方显示有多个波浪的海洋场景;(c)破碎波和回流波与块体碰撞。波浪自然结合,而每个波浪都有其特定的参数(高度,宽度,速度,方向,波峰斜率,破碎时间)。本文提出了一种利用流体求解器控制波浪和破波的新方法。传统的方法是用振动面推动粒子来产生波,因此产生的波不容易控制,而在实践中更难获得破波。相反,我们建议使用一种新的波浪模型来物理地描述波浪力的行为。我们表明,将这些力映射到粒子会产生各种类型的波,用户只需几个参数就可以控制这些波。我们的方法是基于描述波速、宽度和高度的二维表示。它可以处理许多膨胀和波浪配置,以及各种破裂情况。Crespin /可控破碎波的新力模型
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引用次数: 2
A Unified Topological-Physical Model for Adaptive Refinement 自适应细化的统一拓扑物理模型
Pub Date : 2014-09-24 DOI: 10.2312/vriphys.20141222
Elsa Fléchon, F. Zara, G. Damiand, F. Jaillet
In Computer Graphics, physically-based simulation of deformable objects is a current challenge, and many effi-cient models have been developed to reach real-time performance. However, these models are often limited when complex interactions involving topological modifications are required. To overcome this, the key issue is to manage concurrently, and at minimal cost, both the topology and physical properties. Thus, this paper presents a unified topological-physical model for soft body simulation. The complete embedding of physical and topological models will facilitate operations like piercing, fracture or cutting, as well as adap-tive refinement. Indeed, the difficulty is to treat topological changes during the simulation, requiring combined geometric and physics considerations. Rigorous topological operations guarantee the validity of the mesh, while direct access to the adjacent and incident relations will ease the update of physical properties of new elements created during these operations. These features are illustrated on an embedded mass-spring system undergoing topological modifications per-formed during simulation. Different levels of subdivision are also presented.
在计算机图形学中,基于物理的可变形物体的仿真是当前的一个挑战,许多有效的模型已经被开发出来以达到实时性能。然而,当需要涉及拓扑修改的复杂交互时,这些模型往往受到限制。为了克服这个问题,关键问题是以最小的成本同时管理拓扑和物理属性。因此,本文提出了一种用于软体仿真的统一拓扑物理模型。物理和拓扑模型的完整嵌入将有利于穿刺、断裂或切割等操作,以及自适应细化。实际上,困难在于在模拟过程中处理拓扑变化,需要结合几何和物理考虑。严格的拓扑操作保证了网格的有效性,而直接访问相邻和事件关系将简化在这些操作中创建的新元素的物理属性的更新。在仿真过程中进行拓扑修改的嵌入式质量-弹簧系统上说明了这些特征。还提出了不同层次的细分。
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引用次数: 7
Rethinking Shortest Path: An Energy Expenditure Approach 重新思考最短路径:一种能量消耗方法
Pub Date : 2013-11-27 DOI: 10.2312/PE.vriphys.vriphys13.035-039
Christos Mousas, Paul F. Newbury, C. Anagnostopoulos
Considering that humans acting in constrained environments do not always plan according to shortest path criteria; rather, they conceptually measure the path which minimises the amount of expended energy. Hence, virtual characters should be able to execute their paths according to planning methods based not on path length but on the minimisation of actual expended energy. Thus, in this paper, we introduce a simple method that uses a formula for computing vanadium dioxide (VO2) levels, which is a proxy for the energy expended by humans during various activities.
考虑到人类在受限环境中并不总是按照最短路径标准进行规划;相反,它们在概念上衡量的是消耗能量最小的路径。因此,虚拟角色应该能够根据规划方法执行他们的路径,而不是基于路径长度,而是基于实际消耗能量的最小化。因此,在本文中,我们介绍了一种简单的方法,使用计算二氧化钒(VO2)水平的公式,这是人类在各种活动中消耗的能量的代理。
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引用次数: 2
3D Mobility Learning and Regression of Articulated, Tracked Robotic Vehicles by Physics-based Optimization 基于物理优化的铰接履带式机器人车辆三维移动学习与回归
Pub Date : 2012-12-07 DOI: 10.2312/PE/vriphys/vriphys12/147-156
P. Papadakis, F. Pirri
Motion planning for robots operating on 3D rough terrain requires the synergy of various robotic capabilities, from sensing and perception to simulation, planning and prediction. In this paper, we focus on the higher level of this pipeline where by means of physics-based simulation and geometric processing we extract the information that is semantically required for an articulated, tracked robot to optimally traverse 3D terrain. We propose a model that quantifies 3D traversability by accounting for intrinsic robot characteristics and articulating capabilities together with terrain characteristics. By building upon a set of generic cost criteria for a given robot state and 3D terrain patch, we augment the traversability cost estimation by: (i) unifying pose stabilization with traversability cost estimation, (ii) introducing new parameters into the problem that have been previously overlooked and (iii) adapting geometric computations to account for the complete 3D robot body and terrain surface. We apply the proposed model on a state-of-the-art Search and Rescue robot by performing a plurality of tests under varying conditions and demonstrate its efficiency and applicability in real-time.
机器人在3D崎岖地形上的运动规划需要各种机器人能力的协同作用,从传感和感知到模拟,规划和预测。在本文中,我们将重点放在该管道的更高层次上,其中通过基于物理的仿真和几何处理,我们提取了铰接式跟踪机器人最佳穿越3D地形所需的语义信息。我们提出了一个模型,该模型通过考虑机器人的内在特征和铰接能力以及地形特征来量化三维可穿越性。通过建立一组给定机器人状态和3D地形补丁的通用成本标准,我们通过以下方式增加可遍历性成本估计:(i)统一姿态稳定与可遍历性成本估计,(ii)在以前被忽视的问题中引入新参数,以及(iii)调整几何计算以考虑完整的3D机器人身体和地形表面。我们将所提出的模型应用于一个最先进的搜救机器人,在不同条件下进行了多项测试,并实时证明了其有效性和适用性。
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引用次数: 15
Bézier Shell Finite Element for Interactive Surgical Simulation 交互式手术模拟的bsamizier Shell有限元
Pub Date : 2012-12-06 DOI: 10.2312/PE/vriphys/vriphys12/107-116
J. Bender, Arjan Kuijper, D. W. Fellner, É. Guérin, Tomas Golembiovsky, C. Duriez
There is a strong need, in surgical simulations, for physically based deformable model of thin or hollow structures. The use of shell theory allows to have a well-founded formulation resulting from continuum mechanics of thin objects. However, this formulation asks for second order spatial derivatives so requires the use of complex elements. In this paper, we present a new way of building the interpolation: First, we use the trianular cubic Bezier shell to allow for a good continuity inside and between the elements and second, we build a kinematic mapping to reduce the degrees of freedom of the element from 10 control points with 3 Degrees of Freedom ($=30$ DOFs) to only 3 nodes with 6 DOFs ($=18$ DOFs). This reduction allows for good computation performance. This new shell model description is also used to map a smooth surface (for the collision detection and response) on a coarse mechanical mesh to account for the complex contacts that take place during surgical procedures. We demonstrate the convergence and the computational efficiency of our approach as well as its use in two different simulation cases: the planning of surgery for congenital heart disease correction and a preliminary simulation of childbirth.
在外科模拟中,对基于物理的薄或空心结构的可变形模型有强烈的需求。壳理论的使用可以从薄物体的连续介质力学中得到一个有充分根据的公式。然而,这个公式要求二阶空间导数,因此需要使用复杂的元素。在本文中,我们提出了一种新的构建插值的方法:首先,我们使用三次立方贝塞尔壳来允许元素内部和元素之间的良好连续性;其次,我们建立了一个运动学映射来减少元素的自由度,从10个3自由度的控制点($=30$ dfs)到只有3个6自由度的节点($=18$ dfs)。这种减少允许良好的计算性能。这种新的外壳模型描述也用于在粗糙的机械网格上映射光滑表面(用于碰撞检测和响应),以解释外科手术过程中发生的复杂接触。我们展示了我们的方法的收敛性和计算效率,以及它在两个不同的模拟案例中的应用:先天性心脏病矫正手术的计划和分娩的初步模拟。
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引用次数: 1
A Packed Memory Array to Keep Moving Particles Sorted 一个打包的内存数组来保持移动粒子的排序
Pub Date : 2012-12-06 DOI: 10.2312/PE/vriphys/vriphys12/069-077
Marie Durand, B. Raffin, F. Faure
Neighbor identification is the most computationally intensive step in particle based simulations. To contain its cost, a common approach consists in using a regular grid to sort particles according to the cell they belong to. Then, neighbor search only needs to test the particles contained in a constant number of cells. During the simulation, a usually small amount of particles are moving between consecutive steps. Taking into account this temporal coherency to save on the maintenance cost of the acceleration data structure is difficult as it usually triggers costly dynamics memory allocations or data moves. In this paper we propose to rely on a Packed Memory Array (PMA) to efficiently keep particles sorted according to their cell index. The PMA maintains gaps in the particle array that enable to keep particle sorted with O(log2(n)) amortized data moves. We further improve the original PMA data structure to support efficient batch data moves. Experiments show that the PMA can outperform a compact sorted array for up to 50% element moves.
邻域识别是粒子模拟中计算量最大的步骤。为了控制成本,一种常见的方法是使用规则网格根据粒子所属的单元对它们进行分类。然后,邻居搜索只需要测试包含在固定数量的单元格中的粒子。在模拟过程中,通常有少量的粒子在连续的步骤之间移动。考虑这种时间一致性以节省加速数据结构的维护成本是困难的,因为它通常会触发昂贵的动态内存分配或数据移动。在本文中,我们提出了一种基于压缩存储阵列(PMA)的方法来有效地保持粒子根据它们的细胞索引进行排序。PMA在粒子数组中保持间隙,使粒子能够以O(log2(n))个平摊数据移动保持排序。我们进一步改进了原始PMA数据结构,以支持高效的批量数据移动。实验表明,PMA比紧凑排序数组的元素移动量高出50%。
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引用次数: 18
期刊
Workshop on Virtual Reality Interactions and Physical Simulations
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