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Heterogeneous group path planning algorithm based on data and mechanism model 基于数据和机制模型的异构群路径规划算法
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-20 DOI: 10.1002/cav.2220
Chaochao Li, Qiong Wu

It is a challenging task to find a feasible path from the start to the end for heterogeneous group and avoid collision between dynamic agents and static obstacles. The existing methods are usually applicable to static simple scenes or the type of scenes including a single kind of agents, and it is difficult to meet the high dynamic heterogeneous group movements. To address the above issues, we propose a hybrid driven heterogeneous group path planning method based on data and mechanism model. Data and mechanism model are combined to drive movements of heterogeneous groups. The experimental results show that our method can describe movements of heterogeneous groups more realistically and solve the collision avoidance of heterogeneous groups well. We quantitatively evaluate our method using metrics such as the number of inflection points and the average turning angle. Average turning angle has decreased by 59.50% on average over prior methods. Number of inflection points has decreased by 69.19% on average over prior methods.

如何为异质群体找到一条从起点到终点的可行路径,并避免动态代理与静态障碍物发生碰撞,是一项极具挑战性的任务。现有方法通常适用于静态简单场景或包含单一类型代理的场景类型,难以满足高动态异质群组运动的需求。针对上述问题,我们提出了一种基于数据和机制模型的混合驱动异构群体路径规划方法。数据和机制模型相结合,驱动异构群的运动。实验结果表明,我们的方法能更真实地描述异质群的运动,并能很好地解决异质群的防碰撞问题。我们使用拐点数量和平均转弯角度等指标对我们的方法进行了定量评估。与之前的方法相比,平均转弯角度平均减少了 59.50%。与之前的方法相比,拐点数量平均减少了 69.19%。
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引用次数: 0
Rendering and presentation of 3D digital ink landscape painting 三维数字水墨山水画的渲染和演示
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-19 DOI: 10.1002/cav.2215
Xunxiang Li, Yufang Huang, Ziyan Jiang, Yi Liu, Yiru Hou

Explore the digital rendering mode with texturing brush and ink effect, analyze and simulate the brush and ink characteristics of traditional Chinese ink painting, especially the art of landscape painting, and try to integrate the texture of wrinkle method synthesis map and modeling technology based on particle deposition and stacking (overlapping) to render, thus realizing the computer simulation of small freehand brushwork and large freehand brushwork (splash ink) ink effects in traditional landscape painting. This research inherits and develops the esthetic theory and thought of traditional ink painting art, and makes some beneficial exploration in the field of digital freehand ink painting, which has positive reference value and promotion significance for the development of Chinese ink painting.

探索具有肌理化笔墨效果的数字化渲染模式,分析和模拟中国传统水墨画特别是山水画艺术的笔墨特征,尝试将皱法合成图的肌理与基于粒子沉积、堆积(叠加)的造型技术相结合进行渲染,从而实现传统山水画中小写意和大写意(泼墨)笔墨效果的计算机模拟。该研究继承和发展了传统水墨画艺术的美学理论和思想,在数字写意水墨画领域做出了一些有益的探索,对中国水墨画的发展具有积极的参考价值和推广意义。
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引用次数: 0
Can manipulating control-display ratio dynamically really work in changing pseudo-haptic weight? 动态控制显示屏比例真的能改变伪触觉重量吗?
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-19 DOI: 10.1002/cav.2205
Yonghua Chen, Xubo Yang

Due to the limited hardware available in virtual reality, such as VR controllers or simple motion capture devices, users will need more tactile feedback, like the weight of virtual objects. Pseudo-tactile feedback, such as the control display (C/D) ratio manipulation method, is considered a standard method to simulate weight perception. In past studies, this method was basically used in a static environment, and the C/D ratio was usually determined initially. Can this method still work if the C/D ratio changes in dynamic usage scenarios? In a series of experiments, we tried to answer this question. We proved that the dynamic change of C/D ratio could simulate the weight change and improve the sense of embodiment through another hand redirection method.

由于虚拟现实中的硬件(如虚拟现实控制器或简单的动作捕捉设备)有限,用户需要更多的触觉反馈,如虚拟物体的重量。伪触觉反馈,如控制显示(C/D)比率操作法,被认为是模拟重量感知的标准方法。在过去的研究中,这种方法基本上是在静态环境中使用的,C/D 比值通常是最初确定的。在动态使用场景中,如果 C/D 比值发生变化,这种方法还能奏效吗?在一系列实验中,我们试图回答这个问题。我们证明,C/D 比率的动态变化可以模拟重量变化,并通过另一种手部重定向方法改善体现感。
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引用次数: 0
GestureTeach: A gesture guided online teaching interactive model 手势教学:手势引导在线教学互动模式
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-19 DOI: 10.1002/cav.2218
Hongjun Liu, Chao Yao, Yalan Zhang, Xiaojuan Ban

Online education has become more popular and effective due to the availability of high-speed internet and technological innovations, which allow people from different locations to access educational resources and opportunities. However, online classes often face challenges such as limited interactivity and display options, which can affect the quality and effectiveness of the online learning experience. In this article, we propose GestureTeach, a new pedagogical paradigm that enables free handwriting interaction and animation generation for online teaching. GestureTeach uses gestures as a natural and intuitive way of interaction, which enhances the teacher's intention expression and the student's engagement. GestureTeach also generates animations from handwritten sketches, which improves the display effects of the interaction and the student's knowledge comprehension. We conducted a two-stage study with 15 teachers and 90 students to evaluate the effectiveness of GestureTeach in facilitating classroom interaction. The results show that GestureTeach is preferred by both teachers and students over traditional online teaching methods and has the potential to transform the online teaching landscape by providing a seamless and interactive experience.

由于高速互联网的普及和技术的创新,在线教育变得越来越流行和有效,这使得不同地点的人们都能获得教育资源和机会。然而,在线课堂往往面临交互性和显示选项有限等挑战,这会影响在线学习体验的质量和效果。在本文中,我们提出了一种新的教学范式--GestureTeach(手势教学),它可以在在线教学中实现自由的手写交互和动画生成。GestureTeach 将手势作为一种自然、直观的交互方式,增强了教师的意图表达和学生的参与度。GestureTeach 还能根据手写草图生成动画,从而提高交互的显示效果和学生的知识理解能力。我们分两个阶段对 15 名教师和 90 名学生进行了研究,以评估 GestureTeach 在促进课堂互动方面的效果。结果表明,与传统的在线教学方法相比,GestureTeach 受到教师和学生的青睐,并有望通过提供无缝的互动体验改变在线教学的格局。
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引用次数: 0
Field Trips and Their Effect on Student Learning: A Comparison of Knowledge Assessment for Physical versus Virtual Field Trips in a Construction Management Course 实地考察及其对学生学习的影响:建筑管理课程实地考察与虚拟实地考察的知识评估比较
4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-18 DOI: 10.3390/virtualworlds2030017
Amna Salman
Teaching through field trips has been very effective in the architecture, engineering and construction (AEC) disciplines as it allows students to bridge the gap between theory and practice. However, it is not always feasible to take a large class on field trips due to time, safety, and cost limitations. To adequately prepare future professionals in the AEC industry, it is imperative that institutions adopt innovative methods of providing the field trip experience. One such approach is using virtual reality (VR) technology. Creating 3D VR construction environments and immersing students in that virtual world could provide an engaging and meaningful experience. Although researchers in AEC schools have developed and deployed many virtual field trips (VFTs) in education, little is known about their potential to provide the same knowledge base. For that reason, a VR app was created to teach students about the design and construction of steel structures, called the Steel Sculpture App (SSA). The SSA served as a VFT, and the location of the steel frame structure served as the actual field trip (AFT). The research was conducted in structure-related courses in the spring, summer, and fall of 2021 and the spring and fall of 2022 semesters. Each semester, students were split into groups, one being the control group and the other being the experimental group. The control groups learned through AFTs, whereas the experimental groups learned through VFTs. A knowledge test was administered at the end of each treatment to collect quantitative data on the students’ performance, understanding, and knowledge retention. The results indicated that the students learning from VFTs scored higher than those learning from AFTs. The paper discusses student assessment results and student feedback about replacing AFTs with VFTs in times of need.
在建筑、工程和建筑(AEC)学科中,通过实地考察进行教学是非常有效的,因为它可以让学生在理论和实践之间架起一座桥梁。然而,由于时间、安全和成本的限制,带一个大班级去实地考察并不总是可行的。为了让未来的AEC专业人员做好充分的准备,各院校必须采用创新的方法来提供实地考察经验。其中一种方法是使用虚拟现实(VR)技术。创建3D VR建筑环境,让学生沉浸在虚拟世界中,可以提供一种吸引人的、有意义的体验。尽管AEC学校的研究人员已经在教育中开发和部署了许多虚拟实地考察(VFTs),但人们对它们提供相同知识基础的潜力知之甚少。出于这个原因,创建了一个VR应用程序来教学生关于钢结构的设计和建造,称为钢雕塑应用程序(SSA)。SSA作为VFT,钢框架结构的位置作为实际实地考察(AFT)。该研究是在2021年春季、夏季和秋季以及2022年春季和秋季学期的结构相关课程中进行的。每学期,学生被分成两组,一组是对照组,另一组是实验组。控制组通过AFTs学习,而实验组通过vft学习。在每次治疗结束时进行知识测试,以收集学生表现,理解和知识保留的定量数据。结果表明,学习虚拟家庭作业的学生得分高于学习虚拟家庭作业的学生。本文讨论了学生的评估结果和学生在需要时用vft代替AFTs的反馈。
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引用次数: 0
Foot-constrained spatial-temporal transformer for keyframe-based complex motion synthesis 基于关键帧的复杂运动合成的脚约束时空变换器
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-15 DOI: 10.1002/cav.2217
Hao Li, Ju Dai, Rui Zeng, Junxuan Bai, Zhangmeng Chen, Junjun Pan

Keyframe-based motion synthesis holds significant effects in games and movies. Existing methods for complex motion synthesis often require secondary post-processing to eliminate foot sliding to yield satisfied motions. In this paper, we analyze the cause of the sliding issue attributed to the mismatch between root trajectory and motion postures. To address the problem, we propose a novel end-to-end Spatial-Temporal transformer network conditioned on foot contact information for high-quality keyframe-based motion synthesis. Specifically, our model mainly compromises a spatial-temporal transformer encoder and two decoders to learn motion sequence features and predict motion postures and foot contact states. A novel constrained embedding, which consists of keyframes and foot contact constraints, is incorporated into the model to facilitate network learning from diversified control knowledge. To generate matched root trajectory with motion postures, we design a differentiable root trajectory reconstruction algorithm to construct root trajectory based on the decoder outputs. Qualitative and quantitative experiments on the public LaFAN1, Dance, and Martial Arts datasets demonstrate the superiority of our method in generating high-quality complex motions compared with state-of-the-arts.

基于关键帧的运动合成在游戏和电影中具有显著效果。现有的复杂运动合成方法通常需要进行二次后处理,以消除脚部滑动,从而获得满意的运动效果。在本文中,我们分析了根轨迹与运动姿势不匹配导致的滑动问题的原因。为解决这一问题,我们提出了一种以脚部接触信息为条件的新型端到端时空转换器网络,用于基于关键帧的高质量运动合成。具体来说,我们的模型主要包括一个时空变换编码器和两个解码器,用于学习运动序列特征并预测运动姿势和脚部接触状态。模型中还加入了一种新颖的约束嵌入,由关键帧和脚部接触约束组成,以促进网络从多样化的控制知识中学习。为了生成与运动姿态相匹配的根轨迹,我们设计了一种可微分根轨迹重建算法,根据解码器输出构建根轨迹。在公开的 LaFAN1、舞蹈和武术数据集上进行的定性和定量实验证明,我们的方法在生成高质量复杂运动方面优于同行。
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引用次数: 0
A novel jigsaw game with eye-tracking: A multimodel interaction based on psycholinguistics for ADHD therapeutic 带有眼动追踪功能的新颖拼图游戏:基于心理语言学的多模式互动,用于多动症治疗
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-11 DOI: 10.1002/cav.2214
Wu Xinru

Attention-deficit hyperactivity disorder (ADHD) causes impulsive or hyperactive behaviors and emotional outbursts or trouble focusing. Simple psychotherapy has difficulty achieving desired therapeutic effects, and ADHD diagnoses in adults and children are increasing. However, e-health games may mitigate the limitations of traditional methods by providing an ecologically relevant experience. In this paper, inspired by psycholinguistics, multimodal interaction, and he Pupil-CR method, we have developed a narrative game therapy with eye-tracking to enhance dyslexia and attention deficit manifestations. Using the situated discourses in the game's interactive narration, ADHD patients can concentrate and reduce anxiety and impulsivity. To evaluate the efficacy in improving attention a controlled trial (N = 48) randomly assigned volunteers in 1:1:1 to an eye-tracking jigsaw game or two control groups. The principal measure was the average difference in attention comparison score (ACS) of the test of variables of attention (TOVA) preintervention and post-intervention periods. Based on significant differences observed between the groups, we concluded the eye-tracking jigsaw game could serve as a viable ADHD intervention for children.

注意力缺陷多动障碍(ADHD)会导致冲动或多动行为、情绪失控或注意力难以集中。简单的心理治疗难以达到预期的治疗效果,成人和儿童多动症的诊断率也在不断上升。然而,电子健康游戏可以通过提供与生态相关的体验来缓解传统方法的局限性。在本文中,受心理语言学、多模态交互和瞳孔CR方法的启发,我们开发了一种带有眼动跟踪功能的叙事游戏疗法,以改善阅读障碍和注意力缺陷的表现。利用游戏互动叙述中的情景话语,多动症患者可以集中注意力,减少焦虑和冲动。为了评估改善注意力的效果,一项对照试验(N = 48)将志愿者以 1:1:1 的比例随机分配到眼动追踪拼图游戏或两个对照组中。主要衡量标准是干预前和干预后注意力变量测试(TOVA)中注意力比较得分(ACS)的平均差异。根据观察到的组间明显差异,我们得出结论,眼动拼图游戏可以作为一种可行的儿童多动症干预措施。
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引用次数: 0
Readers Theater in Desktop VR: A Pilot Study with Grade Nine Students 桌面VR中的读者剧场:九年级学生的试点研究
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-09-08 DOI: 10.3390/virtualworlds2030016
Linda Peschke, Anna Kiani, Ute Massler, Wolfgang Müller
Appropriate techniques for promoting reading fluency are difficult to implement in the classroom. There is little time to provide students with individualized feedback on reading aloud or to motivate them to do so. In this context, Virtual Reality (VR) can be beneficial for learning because it allows for individualized feedback and for increasing learner engagement. Studies that analyze established methods of language learning in VR at school are thus far lacking. Therefore, this pilot study is one of the first to analyze student acceptance of reading fluency training in desktop VR at a secondary school. The interview guide was developed in accordance with the Technology Acceptance Model. The desktop VR environment is web-based and provides individual and collaborative opportunities for training reading fluency, giving, and receiving feedback, and deepening content understanding of reading texts. To analyze the acceptance of the desktop VR environment, five guided interviews were conducted. The results reveal that despite various technical challenges within the VR environment, students not only accepted but also appreciated the reading fluency training in VR. The integration of established concepts of reading fluency training in foreign language classrooms has great potential as an additional value in addressing the challenges of face-to-face instruction.
提高阅读流畅性的适当技巧在课堂上很难实施。很少有时间为学生提供关于大声朗读的个性化反馈或激励他们这样做。在这种情况下,虚拟现实(VR)可以对学习有益,因为它允许个性化反馈并提高学习者的参与度。目前还缺乏对虚拟现实语言学习方法进行分析的研究。因此,本试点研究是第一个分析学生对中学桌面VR阅读流畅性训练接受程度的研究之一。访谈指南是根据技术接受模型开发的。桌面虚拟现实环境是基于网络的,为训练阅读流畅性、给予和接受反馈以及加深对阅读文本的内容理解提供了个人和协作的机会。为了分析桌面VR环境的接受度,我们进行了五次引导访谈。结果表明,尽管在VR环境中存在各种技术挑战,但学生不仅接受而且欣赏VR中的阅读流畅性训练。在外语课堂中整合已有的阅读流畅性训练概念对于解决面对面教学的挑战具有巨大的潜力。
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引用次数: 0
Using scaffolding theory in serious games to enhance traditional Chinese murals culture learning 在严肃游戏中运用支架理论加强中国传统壁画文化学习
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-31 DOI: 10.1002/cav.2213
Qiang Li, Peng Wang, Zexue Liu, Haoyan Zhang, Yujie Song, Yuxin Zhang

This study explores a game model that uses scaffolding to learn about cultural heritage based on adventure games. A case study using traditional Chinese murals tested the effectiveness of serious games in improving learning performance and knowledge acquisition. This study observed and evaluated the learning outcomes of 64 students by using serious game learning compared to traditional video learning in an experimental setting. Changes in knowledge acquisition, intrinsic motivation, cognitive load (extrinsic load vs. germane load), and engagement were collected through a series of tests and scales. Experimental results show that digital adventure games have better learning performance and knowledge retention effects, higher intrinsic motivation, germane load, and engagement than traditional video learning. The reasons affecting academic performance were analyzed from the data, and it was found that intrinsic motivation and germane cognitive load positively affected game performance, and external cognitive load hurt game performance. This study provides experience on the design of serious games in cultural heritage learning.

本研究探索了一种基于冒险游戏,使用脚手架来学习文化遗产的游戏模式。以中国传统壁画为例,测试了严肃游戏在提高学习成绩和知识获取方面的有效性。本研究在实验环境中观察并评估了64名学生使用严肃游戏学习与传统视频学习的学习效果。通过一系列的测试和量表收集了知识获取、内在动机、认知负荷(外在负荷vs.相关负荷)和敬业度的变化。实验结果表明,与传统视频学习相比,数字冒险游戏具有更好的学习性能和知识保留效果,更高的内在动机、相关负荷和参与度。通过数据分析影响学业成绩的原因,发现内在动机和相关认知负荷对游戏成绩有正向影响,外部认知负荷对游戏成绩有负面影响。本研究为文化遗产学习中严肃游戏的设计提供了经验。
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引用次数: 0
An auxiliary development framework for lightweight RPG games based on Unity3D 基于Unity3D的轻量级RPG游戏辅助开发框架
IF 1.1 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-08-31 DOI: 10.1002/cav.2206
Bo Zhang, Huiping Shi, Xinyu Wang

With the growing prevalence of virtual reality technology across industries like cinema, video animation, and gaming, game developers must cater to a wider range of players. Game engines serve as middleware, reducing the time spent on coding and improving productivity for creating video games. While mainstream game engines offer a plethora of customization options, certain developers may find themselves limited when it comes to controlling specific aspects of the game. Due to the lack of built-in functionality in current game engines like Unity and Unreal, the author developed TRPGFramework, a lightweight framework based on Unity3D, to address some of these problems. The game framework consists of two main parts: ZGamework (overall framework) and BGamework (game-specific framework). To enhance performance, scalability, and code reusability in the game development process, the entity-component-system structure is implemented. This approach increases maintainability and makes the code clearer, easier to expand, and debuggable. By creating a simple 2D RPG game for performance testing, we confirmed that the framework significantly improves code reusability and modularity, resulting in faster development time and increased efficiency for interactive applications and games. This framework is particularly useful for creating real-time combat role-playing games, which are some of the most complex games available today. Using entity-component-system principles, we developed a buff system and unit controller optimized to allow hundreds of intelligent units to fight on the same screen or thousands of non-intelligent units to fight simultaneously.

随着虚拟现实技术在电影、视频动画和游戏等行业的日益普及,游戏开发商必须迎合更广泛的玩家。游戏引擎充当中间件,减少了编码时间,提高了创建视频游戏的生产力。虽然主流游戏引擎提供了大量的定制选项,但某些开发者可能会发现自己在控制游戏的特定方面时受到了限制。由于当前游戏引擎(如Unity和Unreal)缺乏内置功能,作者开发了基于Unity3D的轻量级框架TRPGFramework来解决其中的一些问题。游戏框架由两个主要部分组成:ZGamework(总体框架)和BGamework(游戏特定框架)。为了增强游戏开发过程中的性能、可扩展性和代码可重用性,实现了实体-组件-系统结构。这种方法提高了可维护性,使代码更加清晰、易于扩展和可调试。通过创建一个简单的2D RPG游戏进行性能测试,我们证实了该框架显著提高了代码的可重用性和模块性,从而加快了开发时间,提高了交互式应用程序和游戏的效率。这个框架对于创建实时战斗角色扮演游戏特别有用,这是当今最复杂的游戏之一。利用实体-组件-系统原理,我们开发了一个优化的buff系统和单位控制器,允许数百个智能单位在同一屏幕上作战,或数千个非智能单位同时作战。
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引用次数: 0
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Computer Animation and Virtual Worlds
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