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A Retrieval-Augmented Generation System for Accurate and Contextual Historical Analysis: AI-Agent for the Annals of the Joseon Dynasty 用于准确和上下文历史分析的检索-增强生成系统:朝鲜王朝编年史的AI-Agent
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-20 DOI: 10.1002/cav.70048
Jeong Ha Lee, Ghazanfar Ali, Jae-In Hwang

In this article, we propose an AI-agent that integrates a large language model (LLM) with a retrieval-augmented generation (RAG) system to deliver reliable historical information from the Annals of the Joseon Dynasty through both objective facts and contextual analysis, achieving significant performance improvements over existing models. For an AI-agent using the Annals of the Joseon Dynasty to deliver reliable historical information, clear source citations and systematic analysis are essential. The Annals, an official record spanning 472 years (1392–1897), offer a dense, chronological account of daily events and state administration that shaped Korea's cultural, political, and social foundations. We propose integrating a LLM with a RAG system to generate highly accurate responses based on this extensive dataset. This approach provides both objective information about historical figures and events from specific periods and subjective contextual analysis of the era, helping users gain a broader understanding. Our experiments demonstrate improvements of approximately 23 to 50 points on a 100-point scale compared with the GPT-4o and OpenAI AI-Assistant v2 models.

在本文中,我们提出了一种人工智能代理,它将大型语言模型(LLM)与检索增强生成(RAG)系统集成在一起,通过客观事实和上下文分析提供来自朝鲜王朝编年史的可靠历史信息,实现了对现有模型的显着性能改进。要想利用《朝鲜实录》提供可靠的历史信息,必须明确出处和系统分析。《编年史》是一部跨越472年(1392-1897)的官方记录,对塑造韩国文化、政治和社会基础的日常事件和国家管理进行了密集的、按时间顺序的描述。我们建议将LLM与RAG系统集成,以基于此广泛的数据集生成高度准确的响应。这种方法既提供了特定时期的历史人物和事件的客观信息,又提供了对时代的主观语境分析,有助于用户获得更广泛的理解。我们的实验表明,与gpt - 40和OpenAI AI-Assistant v2模型相比,在100分的尺度上,改进了大约23到50分。
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引用次数: 0
Botanical-Based Simulation of Fruit Shape Change During Growth 基于植物学的果实生长形态变化模拟
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-16 DOI: 10.1002/cav.70064
Yixin Xu, Shiguang Liu

Fruit growth is an interesting time-lapse process. The simulation of this process using computer graphics technology can have many applications in areas such as films, games, agriculture, etc. Although there are some methods to model the shape of the fruit, it is challenging to accurately simulate its growth process and include shape changes. We propose a botanical-based framework to address this problem. By combining the growth pattern function and the exponential model in botany, we propose a mesh scaling method that can accurately simulate the fruit volume increase. Specifically, the RGR (relative growth rate) in the exponential model is automatically calculated according to the user's input growth pattern function or real size data. In addition, we model and simulate fruit shape changes by integrating axial, longitudinal, and latitudinal shape parameters into the RGR function. Various defective fruits can be simulated by adjusting these parameters. Inspired by the principle of root curvature, we propose a deformation technique-based approach in conjunction with our volume increase approach to simulate the bending growth of fruits such as cucumber. Various experiments show that our framework can effectively simulate the growth process of a wide range of fruits with shape change or bending.

水果生长是一个有趣的延时过程。利用计算机图形技术对这一过程进行模拟,可以在电影、游戏、农业等领域得到广泛应用。虽然有一些方法来模拟水果的形状,但准确地模拟其生长过程并包括形状变化是具有挑战性的。我们提出了一个基于植物学的框架来解决这个问题。将生长模式函数与植物学指数模型相结合,提出了一种能够准确模拟果实体积增长的网格缩放方法。具体来说,指数模型中的RGR(相对增长率)是根据用户输入的增长模式函数或实际规模数据自动计算出来的。此外,我们通过将轴向、纵向和纬度形状参数整合到RGR函数中,对果实形状变化进行建模和模拟。通过调整这些参数,可以模拟出各种不良果实。受根曲率原理的启发,我们提出了一种基于变形技术的方法,结合我们的体积增加方法来模拟黄瓜等水果的弯曲生长。各种实验表明,我们的框架可以有效地模拟各种形状变化或弯曲的水果的生长过程。
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引用次数: 0
CoPadSAR: A Spatial Augmented Reality Interaction Approach for Collaborative Design via Pad-Based Cross-Device Interaction CoPadSAR:基于pad的跨设备交互的协同设计空间增强现实交互方法
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-16 DOI: 10.1002/cav.70065
Keming Chen, Qihao Yang, Qingshu Yuan, Jin Xu, Zhengwei Yao, Zhigeng Pan

Augmented reality (AR) is a technology that superimposes digital information onto the real world. As one of the three major forms of AR, spatial augmented reality (SAR) projects virtual content into public spaces, making it accessible to collaborators. Due to its shared large display area, SAR has significant potential for application in collaborative design. However, existing SAR interaction methods may suffer from inefficiencies and poor collaborative experiences. To address this issue, CoPadSAR, a Pad-based cross-device interaction method, is proposed. It can map 2D operations from each Pad onto 3D objects within the SAR environment, allowing users to collaborate using multiple Pads. Moreover, a prototype is presented that supports collaborative painting, annotation, and object creation. Furthermore, a comparative study involving 40 participants (20 pairs) is conducted. The results indicate CoPadSAR reveals better group performance than controller-based, gesture, and tangible interactions. It has greater usability and provides a better collaborative experience. The interviews further confirm the user preference for it. This study contributes to expanding the application of SAR in collaborative design.

增强现实(AR)是一种将数字信息叠加到现实世界中的技术。作为AR的三大形式之一,空间增强现实(SAR)将虚拟内容投射到公共空间中,使其可供合作者使用。由于其共享的大显示面积,SAR在协同设计中具有巨大的应用潜力。然而,现有的SAR交互方法可能存在效率低下和协作体验差的问题。针对这一问题,提出了一种基于pad的跨设备交互方法CoPadSAR。它可以将每个Pad的2D操作映射到SAR环境中的3D对象上,允许用户使用多个Pad进行协作。此外,还提出了一个支持协作绘制、注释和对象创建的原型。在此基础上,对40名参与者(20对)进行了比较研究。结果表明,CoPadSAR显示出比基于控制器、手势和有形交互更好的群体性能。它具有更高的可用性,并提供了更好的协作体验。访谈进一步证实了用户对它的偏好。本研究有助于拓展SAR在协同设计中的应用。
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引用次数: 0
LGNet: Local-And-Global Feature Adaptive Network for Single Image Two-Hand Reconstruction LGNet:单幅图像双手重建的局部-全局特征自适应网络
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-09 DOI: 10.1002/cav.70021
Haowei Xue, Meili Wang

Accurate 3D interacting hand mesh reconstruction from RGB images is crucial for applications such as robotics, augmented reality (AR), and virtual reality (VR). Especially in the field of robotics, accurate interacting hand mesh reconstruction can significantly improve the accuracy and naturalness of human-robot interaction. This task requires an accurate understanding of complex interactions between two hands and ensuring reasonable alignment of the hand mesh with the image. Recent Transformer-based methods directly utilize the features of the two hands as input tokens, ignoring the correlation between local and global features of the interacting hands, leading to hand ambiguity, self-occlusion, and self-similarity problems. We propose LGNet, Local and Global Feature Adaptive Network, through separating the hand mesh reconstruction process into three stages: A joint stage for predicting hand joints; a mesh stage for predicting a rough hand mesh; and a refine stage for fine-tuning the mesh-image alignment using an offset mesh. LGNet enables high-quality fingertip-level mesh-image alignment, effectively models the spatial relationship between two hands, and supports real-time prediction. Comprehensive quantitative and qualitative evaluations on benchmark datasets reveal that LGNet surpasses existing methods in mesh accuracy and alignment accuracy, while also showcasing robust generalization performance in tests on in-the-wild images.

从RGB图像中精确的3D交互手网格重建对于机器人、增强现实(AR)和虚拟现实(VR)等应用至关重要。特别是在机器人领域,精确的交互手网格重建可以显著提高人机交互的精度和自然度。这项任务需要准确理解双手之间复杂的相互作用,并确保手网格与图像的合理对齐。最近基于transformer的方法直接利用两只手的特征作为输入标记,忽略了相互作用的手的局部和全局特征之间的相关性,导致手模糊、自遮挡和自相似问题。我们提出了LGNet,局部和全局特征自适应网络,通过将手部网格重建过程分为三个阶段:关节阶段,用于预测手部关节;预测粗糙手网格的网格阶段;和细化阶段微调网格图像对齐使用偏移网格。LGNet能够实现高质量的指尖级网格图像对齐,有效地模拟双手之间的空间关系,并支持实时预测。对基准数据集的综合定量和定性评估表明,LGNet在网格精度和对齐精度方面优于现有方法,同时在野外图像测试中也表现出强大的泛化性能。
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引用次数: 0
Chinese Painting Generation With a Stroke-By-Stroke Renderer and a Semantic Loss 一笔一画的中国画生成与语义丢失
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-07 DOI: 10.1002/cav.70020
Yuan Ma, Zhixuan Wang, Yinghan Shi, Meili Wang

Chinese painting is the traditional way of painting in China, with distinctive artistic characteristics and a strong national style. Creating Chinese paintings is a complex and difficult process for non-experts, so utilizing computer-aided Chinese painting generation is a meaningful topic. In this paper, we propose a novel Chinese painting generation model, which can generate vivid Chinese paintings in a stroke-by-stroke manner. In contrast to previous neural renderers, we design a Chinese painting renderer that can generate two classic stroke types of Chinese painting (i.e., middle-tip stroke and side-tip stroke), without the aid of any neural network. To capture the subtle semantic representation from the input image, we design a semantic loss to compute the distance between the input image and the output Chinese painting. Experiments demonstrate that our method can generate vivid and elegant Chinese paintings.

中国画是中国传统的绘画方式,具有鲜明的艺术特色和浓厚的民族风格。对于非专业人士来说,中国画创作是一个复杂而困难的过程,因此利用计算机辅助中国画生成是一个有意义的课题。在本文中,我们提出了一种新的中国画生成模型,它可以一笔一笔地生成生动的中国画。与以往的神经渲染器相比,我们设计了一个中国画渲染器,它可以在没有任何神经网络的帮助下生成中国画的两种经典笔画类型(即中笔画和侧笔画)。为了从输入图像中捕捉细微的语义表示,我们设计了一个语义损失来计算输入图像与输出中国画之间的距离。实验证明,该方法能生成生动、优美的中国画。
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引用次数: 0
Coarse-To-Fine 3D Craniofacial Landmark Detection via Heat Kernel Optimization 基于热核优化的粗到精三维颅面特征点检测
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-03 DOI: 10.1002/cav.70050
Xingfei Xue, Xuesong Wang, Weizhou Liu, Xingce Wang, Junli Zhao, Zhongke Wu

Accurate 3D craniofacial landmark detection is critical for applications in medicine and computer animation, yet remains challenging due to the complex geometry of craniofacial structures. In this work, we propose a coarse-to-fine framework for anatomical landmark localization on 3D craniofacial models. First, we introduce a Diffused Two-Stream Network (DTS-Net) for heatmap regression, which effectively captures both local and global geometric features by integrating pointwise scalar flow, tangent space vector flow, and spectral features in the Laplace-Beltrami space. This design enables robust representation of complex anatomical structures. Second, we propose a heat kernel-based energy optimization method to extract landmark coordinates from the predicted heatmaps. This approach exhibits strong performance across various geometric regions, including boundaries, flat surfaces, and high-curvature areas, ensuring accurate and consistent localization. Our method achieves state-of-the-art results on both a 3D cranial dataset and the BU-3DFE facial dataset.

准确的3D颅面标记检测对于医学和计算机动画的应用至关重要,但由于颅面结构的复杂几何形状,仍然具有挑战性。在这项工作中,我们提出了一个从粗到细的框架,用于三维颅面模型的解剖地标定位。首先,我们引入了一种用于热图回归的扩散双流网络(DTS-Net),该网络通过积分拉普拉斯-贝尔特拉米空间中的点向标量流、切空间矢量流和光谱特征,有效地捕获了局部和全局几何特征。这种设计使复杂解剖结构的稳健表示成为可能。其次,提出了一种基于热核的能量优化方法,从预测的热图中提取地标坐标。该方法在各种几何区域(包括边界、平面和高曲率区域)中表现出强大的性能,确保了精确和一致的定位。我们的方法在3D颅骨数据集和BU-3DFE面部数据集上都获得了最先进的结果。
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引用次数: 0
Adaptive Sampling for Interactive Simulation of Granular Material 基于自适应采样的颗粒材料交互模拟
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-07-03 DOI: 10.1002/cav.70062
Samraat Gupta, John Keyser

We present a method for simulating granular materials faster within a position based dynamics framework. We do this by combining an adaptive particle sampling scheme with an upsampling approach. This allows for faster simulations in interactive applications, while maintaining visual resolution. Particles are merged or split based on their distance from the boundary, allowing for high details in areas of importance such as the surface and edges. Merging particles into a single particle reduces the number of particles for which collisions have to be simulated, thus reducing the overall simulation time. The adaptive sampling technique is then combined with an upsampling scheme that gives the coarser particle simulation the appearance of much finer resolution.

我们提出了一种在基于位置的动力学框架内更快地模拟颗粒材料的方法。我们通过结合自适应粒子采样方案和上采样方法来做到这一点。这允许在交互式应用程序中更快地模拟,同时保持视觉分辨率。粒子根据它们与边界的距离合并或分裂,允许在表面和边缘等重要区域提供高细节。将粒子合并为单个粒子减少了需要模拟碰撞的粒子数量,从而减少了整个模拟时间。然后将自适应采样技术与上采样方案相结合,使粗颗粒模拟具有更精细的分辨率。
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引用次数: 0
A Versatile Energy-Based SPH Surface Tension With Spatial Gradients 具有空间梯度的多功能能量基SPH表面张力
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-06-25 DOI: 10.1002/cav.70057
Qianwei Wang, Yanrui Xu, Xiangyu Sheng, Chao Yao, Yu Guo, Jian Chang, Jianjun Zhang, Xiaokun Wang

We propose a novel simulation method for surface tension effects based on the Smoothed Particle Hydrodynamics framework, capturing versatile tension effects using a unified interface energy description. Guided by the principle of energy minimization, we compute the interface energy from multiple interfaces solely using the original kernel function estimation, which eliminates the dependence on second-order derivative discretization. Subsequently, we incorporate an inertia term into the energy function to strike a balance between tension effects and other forces. To simulate tension, we propose an energy diffusion-based method for minimizing the objective energy function. The particles at the interface are iteratively shifted from high-energy regions to low-energy regions through several iterations, thereby achieving global interface energy minimization. Furthermore, our approach incorporates surface tension parameters as variable quantities within the energy framework, enabling automatic resolution of tension spatial gradients without requiring explicit computation of interfacial gradients. Experimental results demonstrate that our method effectively captures the wetting, capillary, and Marangoni effects, showcasing significant improvements in both the accuracy and stability of tension simulation.

我们提出了一种新的基于光滑粒子流体力学框架的表面张力效应模拟方法,利用统一的界面能量描述捕捉多种张力效应。在能量最小化原理的指导下,仅使用原始核函数估计即可计算多个界面的界面能量,从而消除了对二阶导数离散化的依赖。随后,我们在能量函数中加入一个惯性项,以在张力效应和其他力之间取得平衡。为了模拟张力,我们提出了一种基于能量扩散的最小化目标能量函数的方法。通过多次迭代,将界面上的粒子从高能区域迭代转移到低能区域,从而实现界面能量的全局最小化。此外,我们的方法将表面张力参数作为能量框架内的变量,实现张力空间梯度的自动分辨,而无需显式计算界面梯度。实验结果表明,我们的方法有效地捕获了润湿、毛细和马兰戈尼效应,在张力模拟的准确性和稳定性方面都有显着提高。
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引用次数: 0
Path Modeling of Visual Attention, User Perceptions, and Behavior Change Intentions in Conversations With Embodied Agents in VR 虚拟现实中与具身代理对话中视觉注意、用户感知和行为改变意图的路径建模
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-06-21 DOI: 10.1002/cav.70028
Sagar A. Vankit, Vivian Genaro Motti, Tiffany D. Do, Samaneh Zamanifard, Deyrel Diaz, Andrew T. Duchowski, Bart P. Knijnenburg, Matias Volonte

This study examines how subtitles and image visualizations influence gaze behavior, working alliance, and behavior change intentions in virtual health conversations with ECAs. Visualizations refer to images on a 3D model TV and text on a virtual whiteboard, both reinforcing key content conveyed by the ECA. Using a 2 ×$$ times $$ 2 factorial design, participants were randomly assigned to one of four conditions: no subtitles or visualizations (Control), subtitles only (SUB), visualizations only (VIS), or both subtitles and visualizations (VISSUB). Structural equation path modeling showed that SUB and VIS individually reduced gaze toward the ECA, whereas VISSUB moderated this reduction, resulting in less gaze loss than the sum of either condition alone. Gaze behavior was positively associated with working alliance, and perceptions of enjoyment and appropriateness influenced engagement, which in turn predicted behavior change intentions. VIS was negatively associated with behavior change intentions, suggesting that excessive visual input may introduce cognitive trade-offs.

本研究探讨字幕和图像可视化如何影响与eca虚拟健康对话中的凝视行为、工作联盟和行为改变意图。可视化是指3D模型电视上的图像和虚拟白板上的文本,两者都加强了ECA传达的关键内容。使用2 × $$ times $$ 2因子设计,参与者被随机分配到四种条件中的一种:无字幕或可视化(对照),只有字幕(SUB),只有可视化(VIS),或既有字幕和可视化(VISSUB)。结构方程路径模型显示,SUB和VIS分别减少了对ECA的凝视,而VISSUB调节了这种减少,导致的凝视损失小于单独使用任何一种条件的总和。凝视行为与工作联盟呈正相关,而对享受和适当性的感知影响了投入,而投入反过来又预测了行为改变意图。VIS与行为改变意图呈负相关,表明过度的视觉输入可能会引入认知权衡。
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引用次数: 0
Exploring the Impact of Multimodal Long Conversations in VR on Attitudes Toward Behavior Change, Memory Retention, and Cognitive Load 探索虚拟现实中多模态长对话对行为改变、记忆保持和认知负荷态度的影响
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-06-19 DOI: 10.1002/cav.70023
Sagar A. Vankit, Samaneh Zamanifard, Deyrel Diaz, Christos Mousas, Kelly Richardson, Andrew T. Duchowski, Matias Volonte

This study examines how multimodal communication strategies (subtitles, visualizations, and their combination), affect memory retention, attitudes toward behavior change, and cognitive load during long conversations (+20 min) in immersive virtual reality (VR). Using embodied conversational agents to educate participants on diabetes and healthy eating, we found that all conditions effectively improved memory retention and behavior change attitudes. However, the combination of multimodal strategies increased cognitive load, suggesting a trade-off between engagement and cognitive demands. These findings highlight the potential of long VR conversations for healthcare education, while emphasizing the importance of balancing cognitive demands and exploring personalization for diverse users.

本研究探讨了沉浸式虚拟现实(VR)中长时间对话(+20分钟)时,多模式沟通策略(字幕、可视化及其组合)如何影响记忆保留、对行为改变的态度和认知负荷。使用具身会话代理来教育参与者糖尿病和健康饮食,我们发现所有条件都有效地提高了记忆保留和行为改变态度。然而,多模式策略的结合增加了认知负荷,这表明在投入和认知需求之间存在权衡。这些发现强调了长时间VR对话在医疗保健教育中的潜力,同时强调了平衡认知需求和探索不同用户个性化的重要性。
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引用次数: 0
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Computer Animation and Virtual Worlds
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