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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
AU-Guided Feature Aggregation for Micro-Expression Recognition 基于au的特征聚合微表情识别
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-06-17 DOI: 10.1002/cav.70041
Xiaohui Tan, Weiqi Xu, Jiazheng Wu, Hao Geng, Qichuan Geng

Micro-expressions (MEs) are spontaneous and transient facial movements that reflect real internal emotions and have been widely applied in various fields. Recent deep learning-based methods have been rapidly developing in micro-expression recognition (MER).Still, it is typical to focus on the one-sided nature of MEs, covering only representational features or low-ranking Action Unit (AU) features. The subtle changes in MEs characterize its feature representation weak and inconspicuous, making it tough to analyze MEs only from a single piece or a small amount of information to achieve a considerable recognition effect. In addition, the lower-order information can only distinguish MEs from a single low-dimensional perspective and neglects the potential of corresponding MEs and AU combinations to each other. To address these issues, we first explore how the higher-order relations of different AU combinations correspond with MEs through statistical analysis. Afterward, based on this attribute, we propose an end-to-end multi-stream model that integrates global feature learning and local muscle movement representation guided by AU semantic information. The comparative experiments were performed on benchmark datasets, with better performance than the state-of-art methods. Also, the ablation experiments demonstrate the necessity of our model to introduce the information of AU and its relationship to MER.

微表情(micro -expression, MEs)是一种反映真实内心情绪的自发的、短暂的面部动作,在各个领域都有广泛的应用。近年来,基于深度学习的微表情识别方法得到了迅速发展。尽管如此,关注微环境的片面性质是很典型的,只涵盖代表性特征或低级别的行动单元(AU)特征。微企业主的细微变化特点是其特征表示较弱且不明显,这使得仅从单个或少量信息中分析微企业主很难达到相当的识别效果。此外,低阶信息只能从单一的低维角度来区分MEs,而忽略了相应的MEs和AU组合相互之间的潜力。为了解决这些问题,我们首先通过统计分析探讨了不同AU组合的高阶关系与MEs的对应关系。随后,基于这一属性,我们提出了一个端到端的多流模型,该模型集成了全局特征学习和局部肌肉运动表征,并以AU语义信息为指导。在基准数据集上进行了对比实验,取得了比现有方法更好的效果。烧蚀实验也证明了该模型引入AU信息及其与MER关系的必要性。
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引用次数: 0
Research on the Application of Immersive Virtual Reality Intervention Model (IVRT) in the Context of Computer Anxiety Among the Older Adults 沉浸式虚拟现实干预模型(IVRT)在老年人计算机焦虑情境中的应用研究
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-06-12 DOI: 10.1002/cav.70059
Bo Zhang, HuiPing Shi, MengJiao Gu

Elderly Computer Anxiety (ECA) often arises when older adults use digital tools, as it is a psychological condition influenced by both cognitive and functional impairments. Despite the widespread application of immersive virtual reality (IVR) technologies in enhancing cognitive abilities, their potential for addressing ECA remains underexplored. This study proposes an Immersive Virtual Reality Training (IVRT) model grounded in user experience(UX) design to comprehensively alleviate computer anxiety among older adults. The model integrates four interconnected modules: experience, training, socialization, and interaction. Each module is tailored to older adults, leveraging UX principles to enhance usability, foster engagement, and facilitate practical application through immersive VR. This paper conducted a randomized controlled trial involving 80 elderly individuals aged 65 to 85 to validate its effectiveness. Results showed significant reductions in anxiety levels within the IVRT group: Technophobia Scale (TS) scores decreased by an average of 0.49 points, and Gerontological Computer Anxiety Scale (GCAS) scores decreased by an average of 52.68 points, representing a 12.7% reduction (p < 0.05). These findings demonstrate that the IVRT model is significantly effective in reducing computer anxiety. It provides a solid foundation for developing immersive intervention measures tailored to older adults, better supporting their adaptation to the digital age.

老年人电脑焦虑(ECA)通常在老年人使用数字工具时出现,因为它是一种受认知和功能障碍影响的心理状况。尽管沉浸式虚拟现实(IVR)技术在增强认知能力方面得到了广泛应用,但它们在解决ECA问题方面的潜力仍未得到充分发掘。本研究提出了一种基于用户体验(UX)设计的沉浸式虚拟现实训练(IVRT)模型,以全面缓解老年人的计算机焦虑。该模型集成了四个相互关联的模块:体验、培训、社交和互动。每个模块都是为老年人量身定制的,利用用户体验原则来增强可用性,促进参与度,并通过沉浸式VR促进实际应用。本文对80名65 ~ 85岁的老年人进行了随机对照试验,验证其有效性。结果显示,IVRT组的焦虑水平显著降低:技术恐惧量表(TS)得分平均下降0.49分,老年计算机焦虑量表(GCAS)得分平均下降52.68分,下降12.7% (p < 0.05)。这些研究结果表明,IVRT模型在减少电脑焦虑方面显着有效。它为制定适合老年人的沉浸式干预措施提供了坚实的基础,更好地支持他们适应数字时代。
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引用次数: 0
Towards Extended Reality in Emergency Response: Guidelines and Challenges for First Responder Friendly Augmented Interfaces 走向扩展现实的应急响应:指导方针和挑战的第一响应者友好的增强界面
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-06-11 DOI: 10.1002/cav.70056
Fatih Oztank, Selim Balcisoy

As Extended Reality (XR) technologies continue gaining popularity, various domains seek to integrate them into their workflows to enhance performance and user satisfaction. However, integrating XR technologies into emergency response presents unique challenges. Unlike other fields, such as healthcare, entertainment, or education, emergency response involves physically demanding environments and information-intensive tasks that first responders (FRs) must perform. Augmented reality (AR) head-mounted displays (HMDs) present promising solutions for improving situational awareness and reducing the cognitive load of the FRs. However, limited research has focused on the specific needs of FRs. Moreover, existing studies investigating FR needs have primarily been conducted in controlled laboratory settings, revealing a significant gap in the literature concerning FR requirements in real-life scenarios. This work addresses this gap through a comprehensive user study with subject matter experts (SMEs) and FRs. User studies were conducted after two different real-life scenarios using AR HMDs. To further understand FR needs, we extensively reviewed the literature for similar studies that reported FR needs, explicitly focusing on studies including interviews with SMEs and FRs. Our findings identified key design guidelines for FR-friendly AR interfaces while also highlighting the direction for future research to improve the user experience of the FRs.

随着扩展现实(XR)技术的不断普及,各个领域都在寻求将其集成到工作流中,以提高性能和用户满意度。然而,将XR技术整合到应急响应中存在独特的挑战。与医疗保健、娱乐或教育等其他领域不同,应急响应涉及对物理要求很高的环境和第一响应者(FRs)必须执行的信息密集型任务。增强现实(AR)头戴式显示器(hmd)为改善情景感知和减少FRs认知负荷提供了有希望的解决方案,然而,针对FRs特定需求的研究有限,而且,现有的研究主要是在受控的实验室环境中进行的,这表明有关现实场景中FRs需求的文献存在很大差距。这项工作通过与主题专家(sme)和fr进行全面的用户研究来解决这一差距。用户研究是在使用AR头戴式显示器的两种不同现实场景后进行的。为了进一步了解FR需求,我们广泛地回顾了报告FR需求的类似研究的文献,明确地关注包括对中小企业和FR的访谈的研究。我们的研究结果确定了FR友好的AR界面的关键设计准则,同时也强调了未来研究的方向,以改善FR的用户体验。
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引用次数: 0
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Computer Animation and Virtual Worlds
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