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Multi-Agent Learning With Hierarchical Biomechanical Priors for Efficient 3D Human Pose Estimation in Virtual Reality 基于层次生物力学先验的多智能体学习在虚拟现实中高效的三维人体姿态估计
IF 1.7 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-11-19 DOI: 10.1002/cav.70080
Xingquan Cai, Kaijie Qu, Luyao Wang, Shanshan He, Yan Hu

In virtual reality (VR) applications, real-time and robust 3D human pose estimation is paramount to enhance user experience, yet existing methodologies often encounter challenges such as high computational burden, occlusion sensitivity, and inadequate adaptation to complex actions. To mitigate these issues, we propose a novel 3D human pose estimation method based on a multi-agent hierarchical biomechanical priors architecture. This method achieves efficient heatmap prediction in the local feature space through a parallel agents architecture, while simultaneously integrating a hierarchical loss function and dynamic context modeling. It incorporates virtual avatars' geometric constraints into network training, thereby enhancing pose plausibility and effectively addressing occlusion and intricate actions. Moreover, it substantially improves cross-frame stability and estimation accuracy in occlusion scenarios through multiview spatiotemporal consistency optimization. Compared to existing methods, the proposed framework provides adaptability to the unique demands of virtual environments with reduced computational cost. We experimentally validate our approach on the widely used Human3.6M and MPI-INF-3DHP datasets, and further demonstrate through ablation experiments that the dynamic occlusion compensation module, which fuses multimodal perception with a spatio-temporal diffusion mechanism, significantly enhances the robustness of pose estimation under occlusion scenarios with virtual costumes.

在虚拟现实(VR)应用中,实时和鲁棒的3D人体姿态估计对于增强用户体验至关重要,但现有方法经常遇到诸如高计算负担、遮挡敏感性和对复杂动作适应不足等挑战。为了解决这些问题,我们提出了一种基于多智能体分层生物力学先验结构的三维人体姿态估计方法。该方法通过并行代理架构在局部特征空间实现高效的热图预测,同时将分层损失函数和动态上下文建模相结合。它将虚拟化身的几何约束融入到网络训练中,从而提高姿态的合理性,有效地解决遮挡和复杂的动作。此外,通过多视图时空一致性优化,大大提高了遮挡场景下的跨帧稳定性和估计精度。与现有方法相比,该框架能够适应虚拟环境的独特需求,同时降低了计算成本。我们在广泛使用的Human3.6M和MPI-INF-3DHP数据集上对我们的方法进行了实验验证,并通过消蚀实验进一步证明,动态遮挡补偿模块融合了多模态感知和时空扩散机制,显著增强了虚拟服装遮挡场景下姿态估计的鲁棒性。
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引用次数: 0
Dimension Expansion for Untangling Mass-Spring System 解缠质量-弹簧系统的尺寸展开
IF 1.7 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-11-19 DOI: 10.1002/cav.70079
Seung-wook Kim, HuiSeong Lee, JaeHyun Lee, Kiwon Um, JungHyun Han

The mass-spring model is popular for representing the dynamics of distance-based systems. In particular, elastic materials can be easily simulated using the mass-spring model, thanks to the simplicity of its spring-length constraint. The model is commonly defined in a typical simulation domain, that is, 2D or 3D Euclidean space. If the elastic body is heavily deformed, however, its mass-spring configuration easily becomes hard or impossible to resolve in the typical domain. In order to tackle the challenge, we propose a dimension expansion method, which utilizes auxiliary coordinates for defining the model. By solving the problem in such an expanded domain, the solver can untangle complex spring configurations that are otherwise locked in local minima. Our study demonstrates the potential of the dimension expansion method for mass-spring-based elastic-body simulations and for different applications such as multi-dimensional data embedding problems.

质量-弹簧模型在表示基于距离的系统的动力学方面很流行。特别是,由于弹簧长度约束的简单性,使用质量-弹簧模型可以很容易地模拟弹性材料。模型通常定义在典型的仿真域,即二维或三维欧几里得空间中。然而,当弹性体变形严重时,其质量-弹簧结构在典型域内很容易变得难以或不可能求解。为了解决这一挑战,我们提出了一种利用辅助坐标来定义模型的维度扩展方法。通过在这样的扩展域中求解问题,求解器可以解开被锁定在局部极小值中的复杂弹簧构型。我们的研究证明了维度展开法在基于质量弹簧的弹性体模拟和多维数据嵌入问题等不同应用中的潜力。
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引用次数: 0
Artist-Directable Motion Generation Using Overlapping Minimum Jerk Trajectories for Interactive Embodied Social Agent Adapting to Dynamic Environments 基于重叠最小震动轨迹的艺术家定向运动生成——用于适应动态环境的交互式具身社会主体
IF 1.7 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-11-19 DOI: 10.1002/cav.70075
Hirohito Sato, Hironori Mitake, Shouichi Hasegawa

This paper addresses the challenge of generating natural, interactive motion for embodied agents in social roles. We argue that such motion requires three key properties: Adaptability to dynamic environments and user interactions, switchability between different motions, and directability for expressing intentions and emotions. We propose a novel method that leverages overlapping minimum jerk trajectories to represent the motion of body parts, achieving both switchability and adaptability. Switchability is enabled by the ability to begin transitioning between minimum jerk trajectories at any moment, allowing the agent to smoothly change its motion. Adaptability is achieved by defining trajectory goals within a goal coordinate system relative to the target object or person. This dynamic goal ensures that motions remain contextually relevant as targets move. By representing motion as a sequence of minimum jerk trajectory goals, our approach shares similarities with keyframe animation, offering potential for directability. We demonstrate the efficacy of our method through various motion examples, evaluating its adaptability and switchability. Results indicate that our approach holds promise for generating natural and interactive agent behavior, albeit with some limitations in switchability requiring further investigation.

本文解决了在社会角色中为具身代理生成自然、交互运动的挑战。我们认为这样的动作需要三个关键属性:对动态环境和用户交互的适应性,不同动作之间的可切换性,以及表达意图和情感的可指向性。我们提出了一种新的方法,利用重叠的最小抽搐轨迹来表示身体部位的运动,实现了可切换性和适应性。可切换性是通过能够在任何时刻开始在最小加速度轨迹之间转换而实现的,从而允许代理平滑地改变其运动。适应性是通过在相对于目标物体或人的目标坐标系内定义轨迹目标来实现的。这个动态目标确保运动在目标移动时保持上下文相关性。通过将运动表示为最小震动轨迹目标的序列,我们的方法与关键帧动画有相似之处,提供了可指向性的潜力。通过各种运动实例验证了该方法的有效性,并对其适应性和可切换性进行了评价。结果表明,我们的方法有望生成自然和交互的代理行为,尽管在可切换性方面存在一些限制,需要进一步研究。
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引用次数: 0
Human-Robot Interaction: Integrating BCI-Controlled Virtual Robotic Arm With Manual Control in VR Environment 人机交互:虚拟现实环境中bci控制的虚拟机械臂与手动控制的集成
IF 1.7 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-10-18 DOI: 10.1002/cav.70072
Jian Teng, Sukyoung Cho, Shaw-mung Lee

This study presents a novel tri-manual interaction framework that enables users to control two physical hands via VR controllers and a virtual robotic arm through a hybrid brain-computer interface (32-channel EEG and eye-tracking). The virtual robotic arm, implemented as a 6-DOF industrial manipulator in Unity, is controlled through simplified BCI commands: forward/backward movement along the z-axis based on motor imagery strength, with automatic grasping triggered by sustained attention thresholds. Twenty-five participants completed 30 trials, each following a 60-s protocol with five phases: rest, target presentation, preparation, execution, and feedback. Results demonstrated that the hybrid BCI system achieved superior performance compared to EEG-only control: 8.5% improvement in task success rate, 34.5% increase in positioning accuracy, and 46.2% reduction in cognitive load. The CNN-LSTM architecture achieved 86.3% motor imagery classification accuracy. Learning effects were observed within trials, with performance plateauing after 3.8 ± 0.7 attempts. Time-frequency analysis revealed hierarchical neural coordination mechanisms underlying the tri-manual control. This research validates the feasibility of augmented manipulation in virtual environments, establishing a foundation for advanced human-robot collaboration in animation and VR applications.

本研究提出了一种新颖的三手动交互框架,使用户能够通过VR控制器控制两只物理手,并通过混合脑机接口(32通道EEG和眼动追踪)控制虚拟机械臂。虚拟机械臂在Unity中实现为6自由度工业机械臂,通过简化的BCI命令进行控制:根据运动图像强度沿z轴向前/向后运动,并通过持续的注意阈值触发自动抓取。25名参与者完成了30项试验,每个试验都遵循60-s方案,分为五个阶段:休息、目标展示、准备、执行和反馈。结果表明,混合脑机接口系统的任务成功率提高8.5%,定位精度提高34.5%,认知负荷降低46.2%。CNN-LSTM架构实现了86.3%的运动图像分类准确率。在试验中观察到学习效果,在3.8±0.7次尝试后表现趋于稳定。时频分析揭示了三手控制的层次神经协调机制。本研究验证了虚拟环境中增强操作的可行性,为动画和VR应用中先进的人机协作奠定了基础。
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引用次数: 0
Turbulence Estimation in Smoke Simulation via Curvature-Based Image Features 基于曲率图像特征的烟雾模拟湍流估计
IF 1.7 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-10-08 DOI: 10.1002/cav.70074
Syuhei Sato, Ryosuke Kawazumi, Yoshinori Dobashi

Smoke simulation is a crucial element in entertainment applications, such as movies and video games. In particular, the required smoke texture varies depending on the scene, ranging from smooth textures for cigarette smoke to highly irregular ones for explosions. The texture of smoke is primarily influenced by light sources, scattering properties, and turbulence components. Light sources and scattering properties affect the appearance of smoke during rendering, influencing its color, brightness, and density. Turbulence components significantly influence the shape of smoke. While many methods have been proposed for generating turbulence components, they all require manual adjustment of turbulence parameters, which is both time-consuming and labor-intensive. To address this issue, we propose a method for easily generating the desired turbulence by estimating turbulence parameters from images. In our approach, users input images including the desired turbulence components, and optimal parameters representing those components are automatically estimated. This reduces the time and effort required for parameter adjustment, allowing the desired turbulence components to be represented more efficiently.

烟雾模拟在电影和视频游戏等娱乐应用中是一个至关重要的元素。特别是,所需的烟雾纹理因场景而异,从香烟烟雾的平滑纹理到爆炸的高度不规则纹理。烟雾的质地主要受光源、散射特性和湍流成分的影响。光源和散射特性在渲染过程中影响烟雾的外观,影响其颜色、亮度和密度。湍流成分显著地影响烟雾的形状。虽然已经提出了许多生成湍流分量的方法,但它们都需要手动调整湍流参数,这既耗时又费力。为了解决这个问题,我们提出了一种通过从图像中估计湍流参数来轻松生成所需湍流的方法。在我们的方法中,用户输入包含所需湍流分量的图像,并自动估计代表这些分量的最佳参数。这减少了参数调整所需的时间和精力,允许更有效地表示所需的湍流分量。
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引用次数: 0
An Adaptive Boundary Material Point Method With Surface Particle Reconstruction 基于表面粒子重构的自适应边界质点法
IF 1.7 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-10-06 DOI: 10.1002/cav.70024
Haokai Zeng, Dongyu Yang, Yanrui Xu, Yalan Zhang, Zhongmin Wang, Feng Tian, Xiaokun Wang, Xiaojuan Ban

The expression of fine details such as fluid flowing through narrow pipes or split by thin plates poses a significant challenge in simulations involving complex boundary conditions. As a hybrid method, the material point method (MPM), which is widely used for simulating various materials, combines the advantages of Lagrangian particles and Eulerian grids. To achieve accurate simulations of fluid flow through narrow pipes, high-resolution uniform grid cells are necessary, but this often leads to inefficient simulation performance. In this article, we present an adaptive boundary material point method that facilitates adaptive subdivision within regions of interest and conducts collision detection across grids of varying sizes. Within this framework, particles interact through grids of differing resolutions. To tackle the challenge of unevenly distributed subdivided particles, we propose a surface reconstruction approach grounded in the color distance field (CDF), which accurately defines the relationship between the particles and the reconstructed surface. Furthermore, we incorporate a mesh refinement technique to enrich the detail of the mesh utilized to mark the grids during subdivision. We demonstrate the effectiveness of our approach in simulating various materials and boundary conditions, and contrast it with existing methods, underscoring its distinctive advantages.

在涉及复杂边界条件的模拟中,流体流过窄管或被薄板劈开等精细细节的表达提出了重大挑战。材料点法(material point method, MPM)结合了拉格朗日粒子和欧拉网格的优点,是一种混合方法,广泛应用于各种材料的模拟。为了精确模拟流体在狭窄管道中的流动,需要高分辨率的均匀网格单元,但这往往导致模拟性能低下。在本文中,我们提出了一种自适应边界物质点方法,该方法促进了感兴趣区域内的自适应细分,并跨不同大小的网格进行碰撞检测。在这个框架内,粒子通过不同分辨率的网格相互作用。为了解决细分粒子分布不均匀的问题,我们提出了一种基于颜色距离场(CDF)的表面重建方法,该方法准确地定义了粒子与重建表面之间的关系。此外,我们结合了网格细化技术来丰富网格的细节,用于在细分过程中标记网格。我们证明了我们的方法在模拟各种材料和边界条件方面的有效性,并将其与现有方法进行了对比,强调了其独特的优势。
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引用次数: 0
Low Cost 3D Motion Capture of Rapid Maneuvers Using a Single High Speed Camera 使用单个高速摄像机快速机动的低成本3D运动捕捉
IF 1.7 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-09-23 DOI: 10.1002/cav.70070
Wajahat Hussain, Mahum Naveed, Asad Khan, Taimoor Hasan Khan, Muhammad Latif Anjum, Shahzad Rasool, Adnan Maqsood

Motion capture options at a high rate, for example, kinematics of flying organisms, are limited. Inertial sensors or marker-based tracking are infeasible due to the mounting requirement. The advent of high-speed cameras being made available for commercial use has facilitated the discovery of intriguing high-rate behaviors. However, analyzing rapid kinematics in three dimensions necessitates using two or more high-speed cameras, which are specialized equipment and come at a significant expense. In this study, we utilize a conventional methodology of capturing synchronized multiple views using a solitary camera and a planar mirror. We introduce a user-friendly software package that facilitates the calibration of this economical setup, enabling the three-dimensional (3D) analysis of high-rate maneuvers and automatic tracking over long video sequences. Within ∼15 min, a single high-speed camera is calibrated and can be used to acquire 3D data. We accompany the toolbox with a detailed user guide and video tutorial (https://tinyurl.com/yckm9y6b) for ease of use. We accurately reconstruct dense tracks for multiple high-rate maneuvers, including flying insect species (dragonfly, butterfly, and housefly), spinning coin, and rotating fan blades. We believe that our affordable setup will assist in gathering high-rate natural phenomena, leading to realistic and diverse simulations.

高速率的动作捕捉选项,例如飞行生物的运动学,是有限的。由于安装要求,惯性传感器或基于标记的跟踪是不可行的。用于商业用途的高速摄像机的出现促进了有趣的高速率行为的发现。然而,在三维空间中分析快速运动学需要使用两个或更多的高速摄像机,这是专门的设备,并且花费很大。在这项研究中,我们利用传统的方法,使用一个单独的相机和平面镜捕捉同步的多个视图。我们介绍了一个用户友好的软件包,便于校准这种经济的设置,使高速机动的三维(3D)分析和长视频序列的自动跟踪。在约15分钟内,校准单个高速摄像机,并可用于获取3D数据。为了方便使用,我们还提供了详细的用户指南和视频教程(https://tinyurl.com/yckm9y6b)。我们精确地重建了多种高速机动的密集轨道,包括飞行昆虫物种(蜻蜓、蝴蝶和家蝇)、旋转硬币和旋转风扇叶片。我们相信我们经济实惠的设置将有助于收集高速率的自然现象,导致现实和多样化的模拟。
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引用次数: 0
A Multi-User Virtual Reality Game Based on Gesture Recognition From RGB Information 基于RGB信息手势识别的多用户虚拟现实游戏
IF 1.7 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-09-10 DOI: 10.1002/cav.70063
Stefanos Gkoutzios, Michalis Vrigkas

In the ever-evolving world of gaming, controller-based input is quickly becoming obsolete. Various applications, including virtual reality (VR) and augmented reality (AR) games, have used motion- and gesture-controlled video game consoles. The current state of the art relies on depth images of the hand that do not utilize color information from the RGB spectrum. In this work, we focus on the development of an interactive VR game that utilizes hand pose recognition from the RGB domain to increase user experience, but also simplify the functionality of the game. To address this challenge, a 3D multi-user VR game themed around a “tennis match” was developed using the Unity engine. We also investigate whether we can estimate the coordinates of colored objects connected to the hand movement of the players and track human gestures to navigate through the game functions in real time using an RGB camera. Statistical analysis showed that the user experience increased concerning engagement and satisfaction using a more natural form of control that allows players to focus on the excitement of the game without worrying about button presses or joystick movements. Such hand pose recognition systems can be implemented to replace the traditional controller-based entry systems used today.

在不断发展的游戏世界中,基于控制器的输入很快就会过时。包括虚拟现实(VR)和增强现实(AR)游戏在内的各种应用都使用了动作和手势控制的视频游戏机。目前的技术依赖于手的深度图像,不利用RGB光谱的颜色信息。在这项工作中,我们专注于开发一款交互式VR游戏,该游戏利用RGB域的手部姿势识别来增加用户体验,同时也简化了游戏的功能。为了应对这一挑战,我们使用Unity引擎开发了一款以“网球比赛”为主题的3D多用户VR游戏。我们还研究了我们是否可以估计与玩家手部运动相关的彩色物体的坐标,并使用RGB相机跟踪人类手势以实时浏览游戏功能。统计分析显示,使用更自然的控制形式,玩家可以专注于游戏的刺激感,而不用担心按键或操纵杆的移动,从而提高用户粘性和满意度。这种手部姿势识别系统可以取代目前使用的传统基于控制器的输入系统。
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引用次数: 0
Predicting and Optimizing Crowd Evacuations: An Explainable AI Approach 预测和优化人群疏散:一种可解释的AI方法
IF 1.7 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-09-09 DOI: 10.1002/cav.70061
Estêvão Smania Testa, Soraia Raupp Musse

In this paper, we explore the usability of an explainable Artificial Neural Network (ANN) model to provide recommendations for architectural improvements aimed at enhancing crowd safety and comfort during emergency situations. We trained an ANN to predict the outcomes of crowd simulations without the need for direct simulation, while also generating recommendations for the studied space. Our dataset comprises approximately 36,000 simulations of diverse crowds evacuating rooms of different sizes, capturing data on room characteristics, crowd composition, evacuation densities, times, and velocities. To identify the most influential environmental factors affecting evacuation performance, we employ Shapley values. Based on these insights, we propose modifications to the architectural design of the space. Our results demonstrate that the proposed model effectively predicts crowd dynamics and provides meaningful recommendations for improving evacuation efficiency and safety.

在本文中,我们探讨了一个可解释的人工神经网络(ANN)模型的可用性,为建筑改进提供建议,旨在提高紧急情况下人群的安全性和舒适性。我们训练了一个人工神经网络来预测人群模拟的结果,而不需要直接模拟,同时也为所研究的空间生成建议。我们的数据集包括大约36,000个不同人群疏散不同大小房间的模拟,捕获有关房间特征、人群组成、疏散密度、时间和速度的数据。为了确定对疏散性能影响最大的环境因素,我们采用了Shapley值。基于这些见解,我们对空间的建筑设计提出了修改建议。结果表明,该模型可以有效地预测人群动态,为提高疏散效率和安全性提供有意义的建议。
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引用次数: 0
Skeleton-Based Motion Recognition for Labanotation Generation Based on the Fusion of Neural Networks 基于神经网络融合的骨骼运动识别
IF 1.7 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-09-08 DOI: 10.1002/cav.70073
Jiasheng Du, Jiaji Wang, Jianpo Li

Labanotation is a scientific method for documenting dance movements that has been widely adopted globally. Existing methods for Labanotation action recognition perform poorly in handling complex movements and integrating spatiotemporal information. To address this, we propose a multi-branch spatiotemporal fusion network with attention mechanisms aimed at accurately recognizing Labanotation actions from motion capture data. Initially, we convert motion capture data into three-dimensional coordinates and extract skeleton vector features. Subsequently, we enhance feature representation by extracting temporal difference features and skeleton angle features from the skeleton vectors. These features are processed using gated recurrent units and residual networks to effectively integrate spatiotemporal information. Finally, attention mechanisms are applied in the model to differentiate the importance of different positions in the features. This method effectively models spatiotemporal relationships, thereby improving the accuracy of Labanotation action recognition. We conducted experiments on two segmented motion capture datasets, demonstrating the effectiveness of each module. Compared to existing methods, our approach shows superior performance and strong generalization ability. Given the relative simplicity of upper limb action recognition, our focus primarily lies on lower limb action recognition. Notably, this marks the first application of skeleton angle features in the field of Labanotation action recognition.

Labanotation是一种记录舞蹈动作的科学方法,已被全球广泛采用。现有的Labanotation动作识别方法在处理复杂动作和整合时空信息方面表现不佳。为了解决这个问题,我们提出了一个具有注意机制的多分支时空融合网络,旨在从动作捕捉数据中准确识别Labanotation动作。首先,我们将运动捕捉数据转换成三维坐标并提取骨架矢量特征。随后,我们通过从骨架向量中提取时间差特征和骨架角特征来增强特征表示。利用门控递归单元和残差网络对这些特征进行处理,有效地整合了时空信息。最后,在模型中应用注意机制来区分特征中不同位置的重要性。该方法有效地建立了时空关系模型,从而提高了标注动作识别的准确性。我们在两个分段运动捕捉数据集上进行了实验,验证了每个模块的有效性。与现有方法相比,我们的方法表现出了优越的性能和较强的泛化能力。鉴于上肢动作识别相对简单,我们的重点主要放在下肢动作识别上。值得注意的是,这标志着骨架角度特征在标注动作识别领域的首次应用。
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引用次数: 0
期刊
Computer Animation and Virtual Worlds
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