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Botanical-based simulation of color change in fruit ripening: Taking tomato as an example 基于植物学的果实成熟过程中颜色变化模拟——以番茄为例
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-23 DOI: 10.1002/cav.2225
Yixin Xu, Shiguang Liu

The color change of plant fruit in ripening is a typical time-varying phenomenon involving various factors. Due to its complexity and biodiversity, it is challenging to model this phenomenon. To address this issue, we take the tomato as an example and propose a botanical-based framework considering variety, environment, phytohormone, and genes to simulate fruit color change during the ripening process. Specifically, we propose a first-order kinetic model that integrates varietal, environmental, and phytohormonal factors to represent the variation of pigment concentrations in the pericarp. Moreover, we introduce a logistic model to describe the change in pigment concentration in the epidermis. Based on the gene expression pathway of tomato color in botany, we propose a genotype-to-phenotype simulation method to represent its biodiversity. An improved method is proposed to convert pigment concentrations into color accurately. Furthermore, we propose a gradient descent-based method to assist the user in quickly setting pigment concentration parameters. Experiments verified that the proposed framework can simulate a wide range of tomato colors. Both qualitative and quantitative experiments validated the proposed method. Furthermore, our framework can be applied to more fruits.

植物果实成熟过程中的颜色变化是一个典型的时变现象,涉及多种因素。由于其复杂性和生物多样性,对这一现象进行建模具有挑战性。为了解决这一问题,我们以番茄为例,提出了一个考虑品种、环境、植物激素和基因的植物学框架来模拟成熟过程中果实颜色的变化。具体来说,我们提出了一个综合品种、环境和植物激素因素的一级动力学模型来代表果皮中色素浓度的变化。此外,我们引入了一个逻辑模型来描述表皮中色素浓度的变化。基于植物中番茄颜色的基因表达途径,我们提出了一种基因型-表型模拟方法来表征其生物多样性。提出了一种将颜料浓度准确转化为颜色的改进方法。此外,我们提出了一种基于梯度下降的方法来帮助用户快速设置颜料浓度参数。实验证明,该框架可以模拟多种番茄颜色。定性和定量实验验证了该方法的有效性。此外,我们的框架可以应用于更多的水果。
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引用次数: 0
A 3D visualization-based augmented reality application for brain tumor segmentation 基于三维可视化的增强现实脑肿瘤分割应用
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-03 DOI: 10.1002/cav.2223
Mohamed Amine Guerroudji, Kahina Amara, Mohamed Lichouri, Nadia Zenati, Mostefa Masmoudi

Every year on June 8th, the globe observes World Brain Tumor Day to raise awareness and educate people about brain cancer, encompassing both noncancerous (benign) and cancerous (malignant) growths. Research in the field of brain cancer plays a vital role in supporting medical professionals. In this context, augmented reality (AR) technology has emerged as a valuable tool, enabling surgeons to visualize underlying structures and offering a cost-effective and time-efficient alternative. Our study focuses on the efficient segmentation of brain tumor classes using Magnetic Resonance Imaging (MRI) and incorporates a three-stage approach: preprocessing, segmentation, and 3D reconstruction & AR display. In the preprocessing stage, a Gaussian filter is applied to mitigate intensity heterogeneity. Segmentation and detection are achieved using active geometric contour models, complemented by morphological operations. To establish 3D brain tumor reconstruction, a genuine scene is virtually integrated using 3D Slicer software. The proposed methodology was validated using a genuine patient dataset comprising 496 MRI scans obtained from the local Bab El Oued university hospital center. The results demonstrate the effectiveness of our approach in achieving accurate 3D brain tumor reconstruction, efficient tumor extraction, and augmented reality visualization. The obtained segmentation results showcased an impressive accuracy of 98.61%, outperforming existing state-of-the-art methods and affirming the efficacy of our proposed strategy.

每年的 6 月 8 日是世界脑肿瘤日,旨在提高人们对脑癌的认识,并对人们进行脑癌教育。脑癌领域的研究在为医疗专业人员提供支持方面发挥着至关重要的作用。在此背景下,增强现实(AR)技术已成为一种有价值的工具,它使外科医生能够直观地看到底层结构,并提供了一种具有成本效益和时间效率的替代方法。我们的研究重点是利用磁共振成像(MRI)对脑肿瘤类别进行高效分割,并采用了三阶段方法:预处理、分割和三维重建以及 AR 显示。在预处理阶段,应用高斯滤波器来减轻强度异质性。利用主动几何轮廓模型,辅以形态学操作,实现分割和检测。为了建立三维脑肿瘤重建,使用 3D Slicer 软件对真实场景进行虚拟整合。所提出的方法使用了一个真实的病人数据集进行验证,该数据集包括从当地 Bab El Oued 大学医院中心获得的 496 份核磁共振扫描图像。结果表明,我们的方法在实现精确的三维脑肿瘤重建、高效的肿瘤提取和增强现实可视化方面非常有效。所获得的分割结果显示了令人印象深刻的 98.61% 的准确率,超过了现有的最先进方法,肯定了我们所提出的策略的有效性。
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引用次数: 0
The Integration and Application of Extended Reality (XR) Technologies within the General Practice Primary Medical Care Setting: A Systematic Review 扩展现实(XR)技术在全科实践初级医疗保健环境中的集成和应用:系统综述
4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-11-02 DOI: 10.3390/virtualworlds2040021
Donovan Jones, Roberto Galvez, Darrell Evans, Michael Hazelton, Rachel Rossiter, Pauletta Irwin, Peter S. Micalos, Patricia Logan, Lorraine Rose, Shanna Fealy
The COVID-19 pandemic instigated a paradigm shift in healthcare delivery with a rapid adoption of technology-enabled models of care, particularly within the general practice primary care setting. The emergence of the Metaverse and its associated technology mediums, specifically extended reality (XR) technology, presents a promising opportunity for further industry transformation. Therefore, the objective of this study was to explore the current application and utilisation of XR technologies within the general practice primary care setting to establish a baseline for tracking its evolution and integration. A systematic review following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA) was conducted and registered with the international database of prospectively registered systematic reviews as PROSPERO-CRD42022339905. Eleven articles met the inclusion criteria and were quality appraised and included for review. All databases searched, inclusive of search terms, are supplied to enhance the transparency and reproducibility of the findings. All study interventions used virtual reality technology exclusively. The application of virtual reality within the primary care setting was grouped under three domains: (1) childhood vaccinations, (2) mental health, and (3) health promotion. There is immense potential for the future application of XR technologies within the general practice primary care setting. As technology evolves, healthcare practitioners, XR technology specialists, and researchers should collaborate to harness the full potential of implementing XR mediums.
2019冠状病毒病大流行引发了医疗服务模式的转变,迅速采用了以技术为基础的医疗模式,特别是在全科初级保健环境中。Metaverse及其相关技术媒介的出现,特别是扩展现实(XR)技术,为进一步的行业转型提供了一个有希望的机会。因此,本研究的目的是探索当前XR技术在全科初级保健环境中的应用和利用,以建立跟踪其发展和整合的基线。按照系统评价和荟萃分析的首选报告项目(PRISMA)进行了系统评价,并在国际前瞻性系统评价数据库中注册,编号为PROSPERO-CRD42022339905。11篇文章符合纳入标准,并进行了质量评价并纳入审查。所有检索到的数据库,包括检索词,都提供,以提高结果的透明度和可重复性。所有研究干预均使用虚拟现实技术。虚拟现实在初级保健环境中的应用分为三个领域:(1)儿童疫苗接种,(2)心理健康,(3)健康促进。未来XR技术在全科初级保健环境中的应用具有巨大的潜力。随着技术的发展,医疗保健从业者、XR技术专家和研究人员应该合作利用实现XR媒介的全部潜力。
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引用次数: 0
Enhancing Self-Learning in Higher Education with Virtual and Augmented Reality Role Games: Students’ Perceptions 利用虚拟与扩增实境角色游戏促进高等教育自学:学生的认知
4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-10-30 DOI: 10.3390/virtualworlds2040020
Luis Valladares Ríos, Ricardo Acosta-Diaz, Pedro C. Santana-Mancilla
This study investigates how virtual and augmented reality role games impact self-learning in higher education settings. A qualitative research–action approach that involved creating augmented reality micro-stories to encourage creativity and critical thinking was used. Through role-playing, students collaborated and gained a deeper understanding of the course, improving their self-learning abilities. The findings indicate that incorporating virtual and augmented reality into higher education positively affects self-learning, promoting active student engagement and meaningful learning experiences. Additionally, students perceive these immersive educational methods as bridging the gap between virtual and in-person learning environments, ultimately leading to enhanced educational results.
本研究探讨了虚拟现实和增强现实角色游戏如何影响高等教育环境中的自我学习。采用了定性研究-行动方法,包括创建增强现实微故事,以鼓励创造力和批判性思维。通过角色扮演,学生们相互合作,加深了对课程的理解,提高了自我学习能力。研究结果表明,将虚拟现实和增强现实纳入高等教育对自主学习有积极影响,促进学生积极参与和有意义的学习体验。此外,学生们认为这些沉浸式教育方法弥合了虚拟和面对面学习环境之间的差距,最终提高了教育效果。
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引用次数: 0
Editorial Issue 34.5 第34.5期编辑
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-10-18 DOI: 10.1002/cav.2222
Nadia Magnenat Thalmann, Daniel Thalmann
<p>This issue contains 12 papers. Seven papers have been selected from the CASA 2022 Aninex workshop by the program committee chaired by Professor Jian Chang from Bournemouth University. These papers have been extensively revised and then reviewed by the CAVW editorial team. The last five papers are regular papers.</p><p>In the first paper, Wenshu Zhang et al. present Struct2Hair, a novel single-viewed hair modeling approach by extracting hair shape descriptor (HSD). The HSD is defined as the fundamental structure-aware feature, which is a combination of critical shapes in a hairstyle. A complete dataset of critical hair shapes is constructed from a known database of 3D hair models.</p><p>In the second paper, Yanrui Xu et al. propose a novel boundary-distance based adaptive method for SPH fluid simulation. The signed-distance field constructed concerning the coupling boundary is introduced to determine particle resolution in different spatial positions. The resolution is maximal within a specific distance to the boundary and decreases smoothly as the distance increases until a threshold is reached. The sizes of the particles are then adjusted toward the resolution via splitting and merging. Additionally, a wake flow preservation mechanism is introduced to keep the particle resolution at a high level for a period of time after a particle flows through the boundary object to prevent the loss of flow details.</p><p>In the third paper, Tingting Li et al. propose a point cloud synthesis method based on stochastic differential equations (SDEs). They view the point cloud generation process as smoothly transforming from a known prior distribution toward the high-likelihood shape by point-level denoising. They introduce a conditional corrector sampler to improve the quality of point clouds. They additionally prove that their approach can be trained in an auto-encoding fashion and reconstruct point cloud faithfully. Furthermore, their model can be extended on a downstream application of point clouds completion. Experimental results demonstrate the effectiveness and efficiency of their method.</p><p>In the fourth paper, Shuqing Yu et al. present a multiscale framework with visual field analysis branch to improve estimation accuracy. The model is based on the feature pyramids and predicts vision field to help gaze estimation. In particular, the authors analyze the effect of the multiscale component and the visual field branch on challenging benchmark datasets: MPIIGaze and EYEDIAP. Based on these studies, their proposed PerimetryNet significantly outperforms state-of-the-art methods. In addition, the multiscale mechanism and visual field branch can be easily applied to existing network architecture for gaze estimation.</p><p>The fifth paper by Junheng Fang et al. focuses on the emergence of position-based simulation approaches that has quickly developed a group of new topics in the computer graphics community. These approaches are popular due to their advant
本期共有12篇论文。伯恩茅斯大学张健教授主持的项目委员会从CASA 2022 Aninex研讨会上选出了七篇论文。CAWW编辑团队对这些论文进行了广泛的修订和审查。最后五篇论文是普通论文。在第一篇论文中,张文树等人提出了一种通过提取头发形状描述符(HSD)的新的单视图头发建模方法Struct2Hear。HSD被定义为基本的结构感知特征,它是发型中关键形状的组合。关键头发形状的完整数据集是从已知的3D头发模型数据库中构建的。在第二篇论文中,徐彦锐等人提出了一种新的基于边界距离的SPH流体模拟自适应方法。引入了与耦合边界有关的带符号距离场,以确定不同空间位置的粒子分辨率。分辨率在到边界的特定距离内是最大的,并且随着距离的增加而平滑地减小,直到达到阈值。然后通过拆分和合并将粒子的大小调整为分辨率。此外,引入了尾流保护机制,以在粒子流过边界对象后的一段时间内将粒子分辨率保持在高水平,以防止流动细节的损失。在第三篇论文中,李等提出了一种基于随机微分方程的点云综合方法。他们认为,点云生成过程是通过点级去噪从已知的先验分布平滑地转换为高似然形状。他们引入了一个条件校正器采样器来提高点云的质量。他们还证明了他们的方法可以以自动编码的方式进行训练,并忠实地重建点云。此外,他们的模型可以在点云完成的下游应用程序上进行扩展。实验结果证明了该方法的有效性和有效性。在第四篇论文中,俞树清等人提出了一种带有视场分析分支的多尺度框架,以提高估计精度。该模型基于特征金字塔,并预测视野以帮助视线估计。特别是,作者分析了多尺度分量和视野分支对具有挑战性的基准数据集MPIIGaze和EYEDIAP的影响。基于这些研究,他们提出的PerimetryNet显著优于最先进的方法。此外,多尺度机制和视野分支可以很容易地应用于现有的网络架构中进行凝视估计。方俊恒等人的第五篇论文聚焦于基于位置的模拟方法的出现,该方法在计算机图形学界迅速发展了一组新的主题。这些方法因其优点而广受欢迎,包括计算效率、可控性、稳定性和对不同场景的鲁棒性,但也有一些弱点。在这项调查中,作者介绍了基于基线位置的动力学(PBD)方法的概念,并回顾了自2018年以来PBD的改进和应用,包括对不同材料的扩展以及与其他技术的集成。在第六篇论文中,王晓坤等人提出了一种隐式光滑粒子流体动力学-流体弹性耦合方法,以减少流体-流体、流体弹性和弹性-弹性耦合情况下的不稳定性问题。通过推导普遍压力场与流体不可压缩属性之间的关系,作者将数字密度格式应用于求解流体和弹性材料的压力泊松方程,以避免多材料耦合的密度误差,并保留弹性物体与流体颗粒相互作用的非穿透条件。实验表明,该方法能够有效地处理弹性物体在各种物理性质下的多相流体模拟。在第七篇论文中,惠亮等人提出了一种基于语义的数字皮影表演场景生成方法。根据该方法,利用中文文本分割技术从描述性文本中提取关键信息。同时,作者生成语义场景图,并在模型库中搜索相应的皮影模型,构建数字皮影表演的虚拟场景。在第一篇定期论文中,Marco Cirelli等人通过虚拟原型和多体动力学模拟,提出了一种建造埃及金字塔的岩石块上升方法的物理可行性。从历史和考古的基础上,本研究呈现了石头上升的虚拟模型组件的基本功能特征。
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引用次数: 0
Metaverse as Tech for Good: Current Progress and Emerging Opportunities 作为技术的元宇宙:当前的进展和新出现的机会
4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-10-17 DOI: 10.3390/virtualworlds2040019
Muhammad Zahid Iqbal, Abraham G. Campbell
Metaverse is an upcoming transformative technology that will impact our future society with immersive experiences. The recent surge in the adoption of new technologies and innovations in connectivity, interaction technology, and artificial realities can fundamentally change the digital world. The Metaverse concept is the most recent trend to encapsulate and define the potential new digital landscape. However, with the introduction of 5G with high speed and low latency advancements in the hardware and software with the graphics power to display millions of polygons in 3D and blockchain technology, this concept is no longer fiction. This transition from today’s Internet to a spatially embodied Internet is, at its core, a transition from 2D to 3D interactions taking place in multiple virtual universes. In recent years, augmented virtual reality has created possibilities in the private and professional spheres. The new Virtual Reality (VR) headsets and Augmented Reality (AR) glasses can provide immersion in the physical sense. Technology must offer realistic experiences for users to turn this concept into reality. This paper focuses on the potential use cases and benefits of the Metaverse as a tech for good. The research paper outlines the potential areas where a positive impact could occur, highlights recent progress, and discusses the issues around trust, ethics, and cognitive load.
Metaverse是一项即将到来的变革性技术,它将通过沉浸式体验影响我们未来的社会。最近,在互联互通、交互技术和人工现实方面,新技术和创新的采用激增,可以从根本上改变数字世界。Metaverse概念是封装和定义潜在的新数字景观的最新趋势。然而,随着5G的推出,硬件和软件的高速和低延迟的进步,以及在3D和区块链技术中显示数百万个多边形的图形能力,这个概念不再是虚构的。从今天的互联网到空间具体化的互联网的转变,其核心是在多个虚拟世界中发生的从2D到3D交互的转变。近年来,增强虚拟现实在私人和专业领域创造了可能性。新的虚拟现实(VR)耳机和增强现实(AR)眼镜可以提供物理感的沉浸感。技术必须为用户提供真实的体验,才能将这一概念变为现实。本文主要关注Metaverse作为一种永久技术的潜在用例和好处。研究报告概述了可能产生积极影响的潜在领域,强调了最近的进展,并讨论了有关信任、道德和认知负荷的问题。
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引用次数: 0
Supporting foot interaction of reaction time training system 支持反应时间训练系统的脚部互动
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-10-09 DOI: 10.1002/cav.2219
Chenyu Zang, Wei Gai, Haodong Li, Chenzhi Xing, Wenfei Wang, Dongli Li, Gaorong Lv, Chenglei Yang

Reaction time, the ability to detect, process and respond to stimuli, is one of the fundamental factors in human computer interaction, and is a key cognitive skill in clinical and healthy populations. Good reaction time allows us to respond to stimuli and situations with agility and efficiency. How to train and improve a person's reaction time has become an important research question. In this paper, we present a new training genre which combines the user-centered personalized training objects generation with precise tracking of foot interaction.Virtual objects are created with respect to the user's features and historical training effectiveness, and are in motion. A foot tracking algorithm based on three-Gaussian model is designed to support interaction with stepping on moving virtual objects. We present the design and implementation of the system, as well as user studies. Findings illustrate that the reaction time performances are significantly improved following of seven days of training based on foot interaction.

反应时间是检测、处理和响应刺激的能力,是人机交互的基本因素之一,也是临床和健康人群的一项关键认知技能。良好的反应时间使我们能够敏捷、高效地对刺激和情况做出反应。如何训练和提高人的反应时间已成为一个重要的研究问题。在本文中,我们提出了一种新的训练流派,它将以用户为中心的个性化训练对象生成与脚部交互的精确跟踪相结合。我们设计了一种基于三高斯模型的脚部跟踪算法,以支持踩踏移动虚拟对象的交互。我们介绍了系统的设计和实施以及用户研究。研究结果表明,经过七天基于脚部交互的训练后,反应时间表现有了明显改善。
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引用次数: 0
A toolkit for automatically generating and modifying VR hierarchy tile menus 自动生成和修改虚拟现实分层磁贴菜单的工具包
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-10-06 DOI: 10.1002/cav.2208
Xiyu Bao, Yulong Bian, Meng Qi, Ran Liu, Wei Gai, Juan Liu, Hongqiu Luan, Chenglei Yang, Yu Wang

Current VR/AR system development studios lack a toolkit that can automatically generate hierarchical tile menu layouts and menu prototypes for VR/AR devices without the need for user programming. This paper proposes a solution in the form of a toolkit that automatically generates a hierarchy tile menu layout using a modified circular treemap algorithm. Users can interactively arrange and resize tiles to create various layouts according to their preferences or needs, utilizing a circle packer method. The toolkit further automatically generates a VR/AR menu prototype based on the resulting layout. Notably, reprogramming is not necessary each time the hierarchy is modified or the menu layout is redesigned. The user test results demonstrate that the proposed toolkit simplifies the creation of hierarchical tile menu layouts, enhances user efficiency in the design process, and enables users to flexibly create hierarchical tile menu prototypes according to their design ideas.

目前的 VR/AR 系统开发工作室缺乏一种无需用户编程即可为 VR/AR 设备自动生成分层磁贴菜单布局和菜单原型的工具包。本文提出了一种工具包形式的解决方案,该工具包可使用改进的环形树状图算法自动生成分层磁贴菜单布局。用户可以根据自己的喜好或需求,利用圆形包装方法交互式地排列和调整磁贴的大小,以创建各种布局。该工具包还能根据生成的布局自动生成 VR/AR 菜单原型。值得注意的是,每次修改层次结构或重新设计菜单布局时,都无需重新编程。用户测试结果表明,建议的工具包简化了分层磁贴菜单布局的创建,提高了用户在设计过程中的效率,并使用户能够根据自己的设计理念灵活创建分层磁贴菜单原型。
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引用次数: 0
Ludic and Narrative Immersion in Virtual Reality Exposure Therapy to Animal Phobias: A Systematic Literature Review 动物恐惧症的虚拟现实暴露疗法:系统文献综述
4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-10-04 DOI: 10.3390/virtualworlds2040018
Silvino Martins, Mário Vairinhos
In the context of therapeutic exposure to phobias, virtual reality (VR) offers innovative ways to motivate patients to confront their fears, an opportunity not feasible in traditional non-digital settings. This systematic literature review explores the utilization of narratives and digital games in this context, focusing on identifying the most common ludic and narrative immersion features employed in studies dedicated to animal phobias. Via a search on the Scopus and Web of Science scientific databases, twenty-nine studies were selected for in-depth analysis. The primary objective was to evaluate the presence of ludic and narrative elements in each study to understand their immersive potential across both dimensions. Findings suggest that ludic elements are more commonly used than narrative elements, which are notably scarce, and the exploration of the emotional dimension of narrative immersion is limited. An essential takeaway is that features fostering narrative immersion are invariably linked to the ludic dimension, often functioning as secondary components. This study provides a guiding framework for developing therapeutic interventions in VR, emphasizing the incorporation of ludic and narrative aspects. Additionally, it identifies untapped research opportunities, particularly the integration of autonomous narratives that are less reliant on ludic elements.
在治疗恐惧症的背景下,虚拟现实(VR)提供了创新的方式来激励患者面对他们的恐惧,这在传统的非数字环境中是不可实现的机会。这篇系统的文献综述探讨了在这种背景下叙述和数字游戏的使用,重点是确定动物恐惧症研究中最常见的搞笑和叙述沉浸特征。通过对Scopus和Web of Science科学数据库的搜索,我们选择了29项研究进行深入分析。我们的主要目标是评估每个研究中搞笑和叙事元素的存在,以了解它们在两个维度上的沉浸潜力。研究结果表明,游戏中戏谑元素的使用频率高于叙事元素,叙事元素明显稀缺,对叙事沉浸的情感维度的探索有限。一个重要的结论是,培养叙事沉浸感的功能总是与乐趣维度联系在一起,通常是次要组件。本研究为开发VR治疗干预提供了一个指导框架,强调了搞笑和叙事方面的结合。此外,它还发现了尚未开发的研究机会,特别是对不太依赖于搞笑元素的自主叙事的整合。
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引用次数: 0
Multi-temporal scale aggregation refinement graph convolutional network for skeleton-based action recognition 基于骨骼动作识别的多时标聚合细化图卷积网络
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-25 DOI: 10.1002/cav.2221
Xuanfeng Li, Jian Lu, Jian Zhou, Wei Liu, Kaibing Zhang

Skeleton-based human action recognition is gaining significant attention and finding widespread application in various fields, such as virtual reality and human-computer interaction systems. Recent studies have highlighted the effectiveness of graph convolutional network (GCN) based methods in this task, leading to a remarkable improvement in prediction accuracy. However, most GCN-based methods overlook the varying contributions of self, centripetal and centrifugal subsets. Besides, only a single-scale temporal feature is adopted, and the multi-temporal scale information is ignored. To this end, firstly, in order to differentiate the importance of different skeleton subsets, we develop a refinement graph convolution, which can adaptively learn a weight for each subset feature. Secondly, a multi-temporal scale aggregation module is proposed to extract more discriminative temporal dynamic information. Furthermore, a multi-temporal scale aggregation refinement graph convolutional network (MTSA-RGCN) is proposed, and four-stream structure is also adopted in this paper, which can comprehensively model complementary features and eventually achieves a significant performance boost. In the empirical experiments, the performance of our approach has been greatly improved on both NTU-RGB+D 60 and NTU-RGB+D 120 datasets, compared to other state-of-the-art methods.

基于骨架的人类动作识别越来越受到重视,并在虚拟现实和人机交互系统等多个领域得到广泛应用。最近的研究强调了基于图卷积网络(GCN)的方法在这项任务中的有效性,从而显著提高了预测精度。然而,大多数基于 GCN 的方法都忽略了自身、向心和离心子集的不同贡献。此外,还只采用了单一尺度的时间特征,忽略了多时标信息。为此,首先,为了区分不同骨架子集的重要性,我们开发了一种细化图卷积,可以自适应地学习每个子集特征的权重。其次,我们提出了一个多时标聚合模块,以提取更具区分性的时间动态信息。此外,本文还提出了一种多时标聚合细化图卷积网络(MTSA-RGCN),并采用了四流结构,可以对互补特征进行综合建模,最终实现了性能的显著提升。在实证实验中,与其他最先进的方法相比,我们的方法在 NTU-RGB+D 60 和 NTU-RGB+D 120 数据集上的性能都有很大提高。
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引用次数: 0
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Computer Animation and Virtual Worlds
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