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Behavioral Gait Biometrics in VR: Is the Use of Synthetic Samples Able to Increase Person Identification Metrics? VR中的行为步态生物识别:合成样本的使用是否能够增加人的识别指标?
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-04-10 DOI: 10.1002/cav.70016
Aleksander Sawicki

In this paper, we present an approach to build a biometric system capable of identifying subjects based on gait. The experiments were carried out with a proprietary gait corpus collected from 100 subjects. In the data acquisition process, we used a commercially available perception neuron body suit equipped with motion sensors and dedicated to entertainment in the VR domain. Classification was performed using two variants of the CNN architecture and evaluated using cross-day validation. A novelty in the presented approach was the exploration of research areas related to the usage of synthetically generated samples. Experiments were conducted for two types of preprocessing—a low-pass filtering of the signals using a 3rd- or 1st-order Butterworth filter. For the first variant, the synthetic samples generated by the long short-term memory-mixture density network (LSTM-MDN) model allowed us to increase the F1-score from 0.928 to 0.966. Meanwhile, in the second case from 0.970 to 0.978 F1-score.

在本文中,我们提出了一种方法来建立一个能够识别基于步态的受试者的生物识别系统。实验采用从100名受试者中收集的专有步态语料库进行。在数据采集过程中,我们使用了一种市售的带有运动传感器的感知神经元身体套装,专门用于VR领域的娱乐。使用CNN架构的两种变体进行分类,并使用跨日验证进行评估。所提出的方法的新颖之处在于探索与合成生成样本的使用相关的研究领域。实验进行了两种类型的预处理-使用三阶或一阶巴特沃斯滤波器对信号进行低通滤波。对于第一个变体,使用长短期记忆混合密度网络(LSTM-MDN)模型生成的合成样本使我们能够将f1得分从0.928提高到0.966。同时,在第二种情况下f1得分从0.970上升到0.978。
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引用次数: 0
Simulation of Ocean Waves With Spectrum-Based Wave Particle 基于谱波粒子的海浪模拟
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-03-17 DOI: 10.1002/cav.70014
Fengli Pan, Likai Zou, Deli Dong, Shuangjiu Xiao

The spectrum-based method, usually referred to as the Fourier approach, is considered to be an efficient solution for synthesizing and visualizing realistic ocean waves, and is widely used in films and video games. It is based on a spectra function describing the distribution relationship between the wave energies and various individual waves of different frequencies. However, the spectrum method is based on the assumption that the sea surface is homogeneous everywhere, and cannot reproduce the various inhomogeneous real-world sea conditions for maritime simulators. This paper proposes a new model for ocean wave simulation which combines the spectral methods and wave-particle theory to result in a flexible and physically accurate model for ocean wave simulation. In the proposed model, input environmental parameters can dynamically affect the shape of the spectrum, then control the properties of the wave particles by the spectral function, thus achieving local control of waves instead of global control. Through experiments, we verify that the proposed model can capture the spatially varying characteristics and reproduce real sea state. Experimental results also show that our model has considerable physical accuracy and can achieve good compliance with the statistical characteristics of actual sea.

基于频谱的方法,通常被称为傅立叶方法,被认为是合成和可视化真实海浪的有效解决方案,并广泛应用于电影和视频游戏中。它基于描述波能量与不同频率的单个波之间分布关系的谱函数。然而,频谱法是建立在海面各处都是均匀的假设基础上的,无法为海洋模拟器再现各种不均匀的真实海况。本文提出了一种新的海浪模拟模型,将谱法与波粒理论相结合,使海浪模拟模型具有灵活性和物理精度。在该模型中,输入环境参数可以动态影响谱的形状,然后通过谱函数控制波粒子的性质,从而实现对波的局部控制而不是全局控制。通过实验验证了该模型能较好地捕捉到海况的空间变化特征,并能较好地再现真实海况。实验结果也表明,该模型具有较高的物理精度,能够很好地符合实际海的统计特征。
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引用次数: 0
How Are Researchers Evaluating the Effectiveness of Educational VR Applications and What Outcomes Are They Obtaining? A Systematic Literature Review 研究人员如何评估教育VR应用的有效性以及他们获得了什么结果?系统文献综述
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-02-25 DOI: 10.1002/cav.70012
Mauricio Vásquez-Carbonell, Juan C. Torres

Virtual environments in education offer numerous benefits, as shown by the growing volume of scientific research. However, understanding the effectiveness of VR applications, and evaluating study outcomes is imperative. To explore this further, a Systematic Literature Review was conducted, revealing various methods for evaluating the effectiveness of VR applications; however, questionnaires emerged as the most used approach. Outcome analysis suggests that traditional teaching methods can be as effective as VR, though this technology shows potential in stimulating cognitive and motor skills, with positive results in motivation and engagement. Cognitive load generated by information in Virtual Environment and Cybersickness are common issues, and long-term impact and information on VR software development remain almost underexplored. These findings highlight the need for rigorous validation of VR in education, particularly to establish its long-term benefits and usability.

越来越多的科学研究表明,教育中的虚拟环境提供了许多好处。然而,了解虚拟现实应用的有效性和评估研究结果是必要的。为了进一步探讨这一点,我们进行了系统的文献综述,揭示了评估VR应用有效性的各种方法;然而,问卷调查是最常用的方法。结果分析表明,传统的教学方法可以和VR一样有效,尽管这项技术在刺激认知和运动技能方面显示出潜力,在激励和参与方面取得了积极的成果。虚拟环境中信息产生的认知负荷和晕机是常见的问题,对虚拟现实软件开发的长期影响和信息几乎尚未得到充分探讨。这些发现强调了在教育中严格验证虚拟现实的必要性,特别是要确定其长期效益和可用性。
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引用次数: 0
Optimizing Reinforcement Learning Agents in Games Using Curriculum Learning and Reward Shaping 利用课程学习和奖励塑造优化游戏中的强化学习代理
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-02-25 DOI: 10.1002/cav.70008
Adil Khan,  Muhammad, Muhammad Naeem

VizDoom is a flexible platform for researching reinforcement learning (RL) within the Doom game environment. This research article analyzes the effectiveness of the proximal policy optimization (PPO) algorithm in the VizDoom Deadly Corridor scenario. The PPO algorithm has not been adequately assessed before in a first-person shooter-based research environment, specifically VizDoom. Thus, this article applied reward shaping and curriculum learning techniques to improve the algorithm's performance in complex and challenging scenarios of the first-person shooter game Doom. The goal is to analyze and evaluate the effectiveness of the PPO algorithm successfully in the scenario of the three-dimensional VizDoom environment. The agent has a record score up to 734 on the first hard level, 1576 on the second hard level, 1920 on the third hard level, 2280 on the fourth hard level, and 1605 on the fifth hard level which is the highest difficult level of the scenario. The results are compared to provide valuable insights for researchers in optimizing reinforcement learning agents in games. The study also discusses the potential of the Doom game for research in artificial intelligence. The results of this study can be used to enhance the performance of reinforcement learning algorithms in game-based environments.

VizDoom是一个在Doom游戏环境中研究强化学习(RL)的灵活平台。本文分析了近端策略优化(PPO)算法在VizDoom致命走廊场景中的有效性。PPO算法之前还没有在第一人称射击游戏的研究环境中得到充分的评估,特别是在VizDoom中。因此,本文运用奖励塑造和课程学习技术来改善算法在第一人称射击游戏《毁灭战士》复杂且具有挑战性场景中的表现。目标是在三维VizDoom环境场景中成功分析和评估PPO算法的有效性。话务员在第一个困难关卡的记录分数为734分,第二个困难关卡的记录分数为1576分,第三个困难关卡的记录分数为1920分,第四个困难关卡的记录分数为2280分,第五个困难关卡的记录分数为1605分。将结果进行比较,为研究人员优化游戏中的强化学习代理提供有价值的见解。该研究还讨论了《毁灭战士》游戏在人工智能研究方面的潜力。本研究的结果可用于提高基于游戏环境的强化学习算法的性能。
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引用次数: 0
Customizing Avatars to Enable No-Code Telerehabilitation Movement Therapy 自定义头像以启用无代码远程康复运动治疗
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-02-25 DOI: 10.1002/cav.70005
Po-Hsun Cheng, Li-Wei Chen, Pin-Rong Chen, Shih-Yueh Chao, Tzu-Yin Liu

While numerous motion capture tools have emerged, scarcer are solutions tailored for code-free utilization environments. An intuitive no-code interface promises greater accessibility for diverse user groups. Guided by this premise, the myKLA2 toolkit incorporates integrated decoder, editor, and player components tailored for code-free motion development workflows. Leveraging cyber-physical system principles, the software enables users to customize digital avatars by selecting from a large repository of sharable 3D VRM models. Additionally, McCabe's cyclomatic complexity analysis facilitated iterative refactoring to optimize system capabilities and toolset performance. Advanced joint tracking and motion capture algorithms enable precise avatar animation mirroring user movements in real-time. A human-readable JSON format facilitates configurable behavior encoding and exchange. This research demonstrates the system's potential as a versatile no-code toolkit for rapid development and design across healthcare, education, and other domains. By automating core tasks like motion tracking configuration, sensor calibration, and basic quantitative assessments, this tool promises to streamline therapist workflows in telerehabilitation.

虽然出现了许多动作捕捉工具,但针对无代码使用环境量身定制的解决方案却很少。直观的无代码界面为不同的用户群体提供了更大的可访问性。在这个前提的指导下,myKLA2工具包整合了集成的解码器、编辑器和播放器组件,为无代码运动开发工作流程量身定制。利用网络物理系统原理,该软件使用户能够通过从可共享的3D VRM模型的大型存储库中进行选择来定制数字化身。此外,McCabe的圈复杂度分析促进了迭代重构,以优化系统功能和工具集性能。先进的关节跟踪和动作捕捉算法使精确的化身动画实时反映用户的动作。人类可读的JSON格式促进了可配置的行为编码和交换。这项研究证明了该系统作为一种通用的无代码工具包的潜力,可用于医疗保健、教育和其他领域的快速开发和设计。通过自动化运动跟踪配置、传感器校准和基本定量评估等核心任务,该工具有望简化远程康复治疗师的工作流程。
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引用次数: 0
Augmented Reality-Based Interactive Scheme for Robot-Assisted Percutaneous Renal Puncture Navigation 基于增强现实的机器人辅助经皮肾穿刺导航交互方案
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-02-07 DOI: 10.1002/cav.70009
Yiwei Zhuang, Shuyi Wang, Hua Xie, Wei Qing, Haoliang Li, Yuhan Shen, Yichun Shen

In this paper, we present an Augmented Reality (AR)-based application combined with a robotic system for percutaneous renal puncture navigation interaction and demonstrate its technical feasibility. Our system provides an intuitive interaction scheme between the surgeon and the robot without the need for traditional external input devices, and applies an image-target-based 3D registration scheme to transform the coordinate system between Hololens2 and the robot without using additional tracking devices. Users can visualize the abdominal puncture phantom and obtain 3D depth information of the lesion site by wearing Hololens2 and control the robot directly using buttons or gestures. To investigate the accuracy and feasibility of the proposed interaction scheme, six subjects were recruited to complete 3D registration alignment accuracy experiments, and puncture positioning accuracy experiments using ultrasound unaided navigation, AR unaided navigation and AR robotic navigation. The results showed that the average alignment error of 3D registration was 3.61 ± 1.05 mm. The average positioning errors of ultrasound freehand navigation, AR freehand navigation and AR robotic navigation were 7.67 ± 2.00 mm, 6.13 ± 1.07 mm and 5.52 ± 0.37 mm, respectively; the average puncture times were 34.86 ± 1.67 s, 22.40 ± 2.07 s, and 29.41 ± 1.37 s.

在本文中,我们提出了一种基于增强现实(AR)的应用程序,结合机器人系统进行经皮肾穿刺导航交互,并论证了其技术可行性。我们的系统提供了外科医生和机器人之间直观的交互方案,而不需要传统的外部输入设备,并应用基于图像目标的3D配准方案来转换Hololens2和机器人之间的坐标系,而无需使用额外的跟踪设备。通过佩戴Hololens2,用户可以可视化腹部穿刺幻影,获得病变部位的3D深度信息,并直接使用按钮或手势控制机器人。为了验证所提出的交互方案的准确性和可行性,我们招募了6名受试者,分别进行了超声独立导航、AR独立导航和AR机器人导航的三维配准对准精度实验和穿刺定位精度实验。结果表明,三维配准的平均对准误差为3.61±1.05 mm。超声徒手导航、AR徒手导航和AR机器人导航的平均定位误差分别为7.67±2.00 mm、6.13±1.07 mm和5.52±0.37 mm;平均穿刺时间分别为34.86±1.67 s、22.40±2.07 s和29.41±1.37 s。
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引用次数: 0
Advanced Gesture Recognition Method Based on Fractional Fourier Transform and Relevance Vector Machine for Smart Home Appliances 基于分数傅里叶变换和相关向量机的智能家电高级手势识别方法
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-01-30 DOI: 10.1002/cav.70011
Xie Hong-qin, Zhao Yuan-yuan

Addressing the challenges of low feature extraction dimensions and insufficient distinct information for gesture differentiation for smart home appliances, this article proposed an innovative gesture recognition algorithm, integrating fractional Fourier transform (FrFT) with relevance vector machine (RVM). The process involves using FrFT to transform raw gesture data into the fractional domain, thereby expanding the dimensions of information extraction. Subsequently, high-dimensional feature vectors are created from fractional domain, and RVM classifiers are employed for joint optimization of feature selection and classification decision functions, achieving optimal classification performance. A dataset was constructed using five different types of gestures recorded on the TI millimeter-wave radar platform to validate the effectiveness of this method. The experimental results demonstrate that the RVM selected the optimal FrFT order of 0.6, with the best feature set comprising fractional spectral entropy, peak factor, and second-order central moment. Recognition rates for each gesture exceeded 96.2%, with an average rate of 98.5%. This performance surpasses three comparative methods in both recognition accuracy and real-time processing, indicating high potential for future applications.

针对智能家电手势识别中特征提取维度低、特征信息不足等问题,提出了一种基于分数阶傅立叶变换(FrFT)和相关向量机(RVM)的手势识别算法。该过程包括使用FrFT将原始手势数据转换为分数域,从而扩展信息提取的维度。随后,从分数阶域创建高维特征向量,并利用RVM分类器对特征选择和分类决策函数进行联合优化,实现最优分类性能。利用TI毫米波雷达平台上记录的五种不同类型的手势构建数据集,验证该方法的有效性。实验结果表明,RVM选择的最优FrFT阶数为0.6,最优特征集包括分数阶谱熵、峰值因子和二阶中心矩。每个手势的识别率超过96.2%,平均识别率为98.5%。该方法在识别精度和实时处理方面均优于三种比较方法,具有很大的应用潜力。
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引用次数: 0
Visual Expansion and Real-Time Calibration for Pan-Tilt-Zoom Cameras Assisted by Panoramic Models 全景模型辅助下的泛倾斜变焦相机视觉扩展与实时标定
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-01-28 DOI: 10.1002/cav.70015
Liangliang Cai, Zhong Zhou

Pan-tilt-zoom (PTZ) cameras, which dynamically adjust their field of view (FOV), are pervasive in large-scale scenes, such as train stations, squares, and airports. In real scenarios, PTZ cameras are required to quickly judge their directions using contextual clues from the surrounding environment. To achieve this goal, some research projects camera videos into three-dimensional (3D) models or panoramas and allows operators to establish spatial relationships. However, these works face several challenges in terms of real-time processing, localization accuracy, and realistic reference. To address this problem, a visual expansion and real-time calibration for PTZ cameras assisted by panoramic models is proposed. The calibration method consists of three parts: Providing a real environment background by building a panoramic model, meeting the needs of real-time processing by establishing a PTZ camera motion estimation model and achieving high-precision alignment between PTZ images and panoramic models using only two feature point pairs. Our methods were validated using both the public and our Scene dataset. The experimental results indicate that our method outperforms other state-of-the-art methods in terms of real-time processing, accuracy, and robustness.

在火车站、广场、机场等大型场景中,动态调整视场的PTZ (Pan-tilt-zoom)相机非常普遍。在实际场景中,PTZ摄像机需要使用周围环境中的上下文线索快速判断方向。为了实现这一目标,一些研究项目将摄像机视频转换成三维(3D)模型或全景图,并允许操作员建立空间关系。然而,这些工作在实时处理、定位精度和现实参考方面面临着一些挑战。为了解决这一问题,提出了一种基于全景模型的PTZ相机视觉扩展和实时标定方法。标定方法包括三个部分:通过建立全景模型提供真实的环境背景;通过建立PTZ摄像机运动估计模型满足实时处理的需要;仅用两个特征点对实现PTZ图像与全景模型的高精度对准。我们的方法使用公共和我们的场景数据集进行验证。实验结果表明,我们的方法在实时处理、准确性和鲁棒性方面优于其他最先进的方法。
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引用次数: 0
Creating an Anthropomorphic Folktale Animal: A Pilot Study on Character Design Creativity Derived From Autonomous Behavior Generation Powered by Reinforcement Learning 创造一个拟人化的民间故事动物:基于强化学习的自主行为生成衍生的角色设计创意的初步研究
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-01-28 DOI: 10.1002/cav.70013
Hongju Yang, Seung Wan Hong

Popular in fantasy films, games, and extended reality, anthropomorphic animals often rely on animator creativity and real animal observation for behavior visualization. This artistic approach captures emotional traits but lacks uncovering diverse, unanticipated behaviors beyond creators' concepts. To enrich character design, this study employs reinforcement learning (RL) agent simulation to explore the autonomous behavior and unexpected responses of the nine-tailed Fox Sister from Korean folklore. As a method, the agent, with a physics-based controller and skeletal joints, uses hybrid action control to transition between bipedal and quadrupedal actions based on the environment. In result, RL character frequently exhibits behavioral shifts, including unexpected actions in response to training steps and terrain complexities like slopes and hurdles, distinguishing them from animation-based finite-state machines. Additionally, this study validates impacts of RL character on character design creativity. To investigate such unknown impacts, this study conducts a comparative pilot study that recruits five character designers under use and nonuse scenario of RL character. Analysis indicates that RL character promotes creativity of character design, conceptualization, and development of scenario and character's attribute. This study highlights RL's potential for visualizing diverse inspirational behaviors of folkloric creatures by simulating interactions between body structure, motion, and environment.

拟人化动物在奇幻电影、游戏和扩展现实中很受欢迎,它们通常依靠动画师的创造力和对真实动物的观察来实现行为可视化。这种艺术方法捕捉了情感特征,但缺乏揭示创作者概念之外的各种意想不到的行为。为了丰富角色设计,本研究采用强化学习(RL)智能体模拟来探讨韩国民间传说中九尾狐姐姐的自主行为和意外反应。作为一种方法,agent具有基于物理的控制器和骨骼关节,根据环境使用混合动作控制在两足和四足动作之间转换。因此,强化学习角色经常表现出行为变化,包括响应训练步骤和地形复杂性(如斜坡和障碍)的意外行动,将它们与基于动画的有限状态机区分开来。此外,本研究验证了RL性格对角色设计创造力的影响。为了探讨这种未知的影响,本研究招募了5名角色设计师,在RL角色使用和不使用情景下进行了比较试点研究。分析表明,RL字符促进了角色设计的创造性、概念化、情节和角色属性的发展。这项研究强调了强化学习通过模拟身体结构、运动和环境之间的相互作用,将民间生物的各种鼓舞人心的行为可视化的潜力。
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引用次数: 0
A Multi-Model Approach for Attention Prediction in Gaming Environments for Autistic Children 自闭症儿童游戏环境中注意力预测的多模型方法
IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2025-01-28 DOI: 10.1002/cav.70010
P. Valarmathi, A. Packialatha

Autism spectrum disorder (ASD) is a neurological condition that affects an individual's mental development. This research work implements a multimodality input-based virtual reality (VR)-enabled attention prediction approach in gaming for children with autism. Initially, the multimodal inputs such as face image, electroencephalogram (EEG) signal, and data are individually processed by both the preprocessing and feature extraction procedures. Subsequently, a hybrid classification model with classifiers such as improved deep convolutional neural network (IDCNN) and long short term memory (LSTM) is utilized in expression detection by concatenating the resultant features obtained from the feature extraction procedure. Here, the conventional deep convolutional neural network (DCNN) approach is improved by a novel block-knowledge-based processing with a proposed sine-hinge loss function. Finally, an improved weighted mutual information process is employed in attention prediction. Moreover, this proposed attention prediction model is analyzed by simulation and experimental analyses. The effectiveness of the proposed model is significantly proved by the experimental results obtained from various analyses.

自闭症谱系障碍(ASD)是一种影响个体智力发育的神经系统疾病。本研究在自闭症儿童的游戏中实现了一种基于多模态输入的虚拟现实(VR)注意力预测方法。首先,对人脸图像、脑电图信号和数据等多模态输入分别进行预处理和特征提取。随后,通过将特征提取过程中得到的结果特征连接起来,将改进的深度卷积神经网络(IDCNN)和长短期记忆(LSTM)等分类器的混合分类模型用于表情检测。在这里,传统的深度卷积神经网络(DCNN)方法通过一种新的基于块知识的处理和提出的正弦铰链损失函数得到改进。最后,采用改进的加权互信息过程进行注意力预测。并通过仿真和实验分析对该注意力预测模型进行了分析。各种分析的实验结果证明了该模型的有效性。
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引用次数: 0
期刊
Computer Animation and Virtual Worlds
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