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Reproducing Reality: Multimodal Contributions in Natural Scene Discrimination 再现现实:自然场景辨别中的多模式贡献
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2016-08-25 DOI: 10.1145/2915917
Olli S. Rummukainen, Catarina Mendonça
Most research on multisensory processing focuses on impoverished stimuli and simple tasks. In consequence, very little is known about the sensory contributions in the perception of real environments. Here, we presented 23 participants with paired comparison tasks, where natural scenes were discriminated in three perceptually meaningful attributes: movement, openness, and noisiness. The goal was to assess the auditory and visual modality contributions in scene discrimination with short (≤500ms) natural scene exposures. The scenes were reproduced in an immersive audiovisual environment with 3D sound and surrounding visuals. Movement and openness were found to be mainly visual attributes with some input from auditory information. In some scenes, the auditory system was able to derive information about movement and openness that was comparable with audiovisual condition already after 500ms stimulation. Noisiness was mainly auditory, but visual information was found to have a facilitatory role in a few scenes. The sensory weights were highly imbalanced in favor of the stronger modality, but the weaker modality was able to affect the bimodal estimate in some scenes.
大多数关于多感觉加工的研究都集中在贫困刺激和简单任务上。因此,我们对感知真实环境的感官贡献知之甚少。在这里,我们向23名参与者提供配对比较任务,其中自然场景在三个感知上有意义的属性:运动,开放和噪音。目的是评估短时间(≤500ms)自然场景暴露时听觉和视觉模式对场景识别的贡献。这些场景在具有3D声音和周围视觉效果的沉浸式视听环境中重现。运动和开放主要是视觉属性,还有一些听觉信息的输入。在某些场景中,听觉系统能够在500ms刺激后获得与视听条件相当的运动和开放信息。噪音主要是听觉上的,但在一些场景中,视觉信息也起到了促进作用。感官权重高度不平衡,倾向于较强的模态,但在某些场景中,较弱的模态能够影响双峰估计。
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引用次数: 9
Simulating Visual Contrast Reduction during Nighttime Glare Situations on Conventional Displays 模拟传统显示器在夜间眩光情况下的视觉对比度降低
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2016-08-25 DOI: 10.1145/2934684
B. Meyer, S. Grogorick, M. Vollrath, M. Magnor
Bright glare in nighttime situations strongly decreases human contrast perception. Nighttime simulations therefore require a way to realistically depict contrast perception of the user. Due to the limited luminance of popular as well as specialized high-dynamic range displays, physical adaptation of the human eye cannot yet be replicated in a physically correct manner in a simulation environment. To overcome this limitation, we propose a method to emulate the adaptation in nighttime glare situations using a perception-based model. We implemented a postprocessing tone mapping algorithm that simulates the corresponding contrast reduction effect for a night-driving simulation with glares from oncoming vehicles headlights. During glare, tone mapping reduces image contrast in accordance with the incident veiling luminance. As the glare expires, the contrast starts to normalize smoothly over time. The conversion of glare parameters and elapsed time into image contrast during the readaptation phase is based on extensive user studies carried out first in a controlled laboratory setup. Additional user studies have then been conducted in field tests to ensure validity of the derived time-dependent tone-mapping function and to verify transferability onto real-world traffic scenarios.
夜间明亮的眩光会严重降低人的对比度感知能力。因此,夜间模拟需要一种方法来真实地描绘用户的对比感知。由于流行的以及专门的高动态范围显示器的亮度有限,人眼的物理适应还不能在模拟环境中以物理正确的方式复制。为了克服这一限制,我们提出了一种使用基于感知的模型来模拟夜间眩光情况下的适应方法。我们实现了一种后处理色调映射算法,该算法模拟了夜间驾驶模拟中迎面而来的车辆前灯眩光的相应对比度降低效果。在眩光中,色调映射根据入射遮挡亮度降低图像对比度。随着眩光的消失,对比度开始随着时间的推移平稳地正常化。在重新适应阶段将眩光参数和经过的时间转换为图像对比度是基于首先在受控实验室设置中进行的广泛用户研究。然后在实地测试中进行了更多的用户研究,以确保推导出的随时间变化的音调映射功能的有效性,并验证可转移到实际交通情景的情况。
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引用次数: 3
Detection of Subconscious Face Recognition Using Consumer-Grade Brain-Computer Interfaces 使用消费级脑机接口检测潜意识人脸识别
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2016-08-25 DOI: 10.1145/2955097
Miguel Vargas Martin, V. Cho, Gabriel Aversano
We test the possibility of tapping the subconscious mind for face recognition using consumer-grade BCIs. To this end, we performed an experiment whereby subjects were presented with photographs of famous persons with the expectation that about 20% of them would be (consciously) recognized; and since the photos are of famous persons, we expected that subjects would have seen before some of the 80% they didn’t (consciously) recognize. Further, we expected that their subconscious would have recognized some of those in the 80% pool that they had seen before. An exit questionnaire and a set of criteria allowed us to label recognitions as conscious, false, no recognitions, or subconscious recognitions. We analyzed a number of event related potentials training and testing a support vector machine. We found that our method is capable of differentiating between no recognitions and subconscious recognitions with promising accuracy levels, suggesting that tapping the subconscious mind for face recognition is feasible.
我们使用消费级脑机接口测试挖掘潜意识进行人脸识别的可能性。为此,我们进行了一项实验,向受试者展示名人的照片,期望其中约20%的人会(有意识地)认出来;由于这些照片都是名人,我们预计受试者之前会看到他们没有(有意识地)认识的80%中的一些人。此外,我们预计他们的潜意识会认出他们之前见过的80%池中的一些人。一份退出问卷和一套标准让我们将认知分为有意识的、错误的、没有认知的和潜意识的认知。我们分析了一些事件相关的电位训练和测试的支持向量机。我们发现我们的方法能够区分无识别和潜意识识别,并且准确率很高,这表明利用潜意识进行人脸识别是可行的。
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引用次数: 20
Image Quality under Chromatic Impairments 色差下的图像质量
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2016-08-25 DOI: 10.1145/2964908
Marco V. Bernardo, A. Pinheiro, P. Fiadeiro, Manuela Pereira
The influence of chromatic impairments on the perceived image quality is studied in this article. Under the D65 standard illuminant, a set of hyperspectral images were represented into the CIELAB color space, and the corresponding chromatic coordinates were subdivided into clusters with the k-means algorithm. Each color cluster was shifted by a predefined chromatic impairment ΔE*ab with random direction in a*b* chromatic coordinates only. Applying impairments of 3, 6, 9, 12, and 15 in a*b* coordinates to five hyperspectral images a set of modified images was generated. Those images were shown to subjects that were asked to rank their quality based on their naturalness. The Mean Opinion Score of the subjective evaluations was computed to quantify the sensitivity to the chromatic variations. This article is also complemented with an objective evaluation of the quality using several state-of-the-art metrics and using the CIEDE2000 color difference among others. Analyzing the correlations between subjective and objective quality evaluation helps us to conclude that the proposed quality estimators based on the CIEDE2000 provide the best representation. Moreover, it was concluded that the established quality metrics only become reliable by averaging their results on each color component.
本文研究了色差对感知图像质量的影响。在D65标准光源下,将一组高光谱图像表示到CIELAB色彩空间中,并利用k-means算法将相应的色彩坐标细分为簇。每个色簇通过预定义的色差ΔE*ab移动,仅在a*b*色坐标中具有随机方向。将a*b*坐标下的3、6、9、12、15的损伤值分别应用于5张高光谱图像,生成一组修改后的图像。这些图片被展示给受试者,受试者被要求根据它们的自然程度对它们的质量进行排名。计算主观评价的平均意见得分来量化对颜色变化的敏感性。本文还使用几种最先进的度量标准和CIEDE2000色差等对质量进行了客观评估。分析主观和客观质量评价之间的相关性有助于我们得出结论,基于CIEDE2000提出的质量估计器提供了最好的代表性。此外,得出的结论是,建立的质量指标只有通过对每个颜色成分的结果进行平均才能变得可靠。
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引用次数: 5
Biometric Recognition via Eye Movements: Saccadic Vigor and Acceleration Cues 眼动生物特征识别:眼动活力和加速线索
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2016-03-03 DOI: 10.1145/2842614
Ioannis Rigas, Oleg V. Komogortsev, R. Shadmehr
Previous research shows that human eye movements can serve as a valuable source of information about the structural elements of the oculomotor system and they also can open a window to the neural functions and cognitive mechanisms related to visual attention and perception. The research field of eye movement-driven biometrics explores the extraction of individual-specific characteristics from eye movements and their employment for recognition purposes. In this work, we present a study for the incorporation of dynamic saccadic features into a model of eye movement-driven biometrics. We show that when these features are added to our previous biometric framework and tested on a large database of 322 subjects, the biometric accuracy presents a relative improvement in the range of 31.6--33.5% for the verification scenario, and in range of 22.3--53.1% for the identification scenario. More importantly, this improvement is demonstrated for different types of visual stimulus (random dot, text, video), indicating the enhanced robustness offered by the incorporation of saccadic vigor and acceleration cues.
以往的研究表明,人眼运动可以作为动眼肌系统结构要素的宝贵信息来源,也可以为视觉注意和感知相关的神经功能和认知机制打开一扇窗。眼动驱动生物识别技术的研究领域是探索从眼动中提取个体特征并将其用于识别目的。在这项工作中,我们提出了一项将动态跳眼特征纳入眼动驱动生物识别模型的研究。我们表明,当这些特征被添加到我们之前的生物识别框架中,并在322个受试者的大型数据库中进行测试时,生物识别准确率在验证场景的31.6- 33.5%范围内相对提高,在识别场景的22.3- 53.1%范围内相对提高。更重要的是,这种改善在不同类型的视觉刺激(随机点、文本、视频)中都得到了证明,这表明视跳活力和加速线索的结合增强了鲁棒性。
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引用次数: 49
Assessing and Improving the Identification of Computer-Generated Portraits 评估和改进计算机生成肖像的识别
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2016-03-03 DOI: 10.1145/2871714
Olivia Holmes, M. Banks, H. Farid
Modern computer graphics are capable of generating highly photorealistic images. Although this can be considered a success for the computer graphics community, it has given rise to complex forensic and legal issues. A compelling example comes from the need to distinguish between computer-generated and photographic images as it pertains to the legality and prosecution of child pornography in the United States. We performed psychophysical experiments to determine the accuracy with which observers are capable of distinguishing computer-generated from photographic images. We find that observers have considerable difficulty performing this task—more difficulty than we observed 5 years ago when computer-generated imagery was not as photorealistic. We also find that observers are more likely to report that an image is photographic rather than computer generated, and that resolution has surprisingly little effect on performance. Finally, we find that a small amount of training greatly improves accuracy.
现代计算机图形学能够生成高度逼真的图像。虽然这可以被认为是计算机图形界的成功,但它也引起了复杂的法医和法律问题。一个引人注目的例子是,在涉及美国儿童色情制品的合法性和起诉时,需要区分计算机生成的图像和摄影图像。我们进行了心理物理实验,以确定观察者能够区分计算机生成图像和摄影图像的准确性。我们发现观察者在执行这项任务时相当困难——比我们5年前观察到的困难得多,当时计算机生成的图像还不像照片那样逼真。我们还发现,观察者更有可能报告图像是摄影而不是计算机生成的,而且分辨率对表现的影响令人惊讶地小。最后,我们发现少量的训练大大提高了准确率。
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引用次数: 27
Assessing the Impact of Hand Motion on Virtual Character Personality 评估手部动作对虚拟角色个性的影响
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2016-03-03 DOI: 10.1145/2874357
Yingying Wang, J. E. Tree, M. Walker, Michael Neff
Designing virtual characters that are capable of conveying a sense of personality is important for generating realistic experiences, and thus a key goal in computer animation research. Though the influence of gesture and body motion on personality perception has been studied, little is known about which attributes of hand pose and motion convey particular personality traits. Using the “Big Five” model as a framework for evaluating personality traits, this work examines how variations in hand pose and motion impact the perception of a character's personality. As has been done with facial motion, we first study hand motion in isolation as a requirement for running controlled experiments that avoid the combinatorial explosion of multimodal communication (all combinations of facial expressions, arm movements, body movements, and hands) and allow us to understand the communicative content of hands. We determined a set of features likely to reflect personality, based on research in psychology and previous human motion perception work: shape, direction, amplitude, speed, and manipulation. Then we captured realistic hand motion varying these attributes and conducted three perceptual experiments to determine the contribution of these attributes to the character's personalities. Both hand poses and the amplitude of hand motion affected the perception of all five personality traits. Speed impacted all traits except openness. Direction impacted extraversion and openness. Manipulation was perceived as an indicator of introversion, disagreeableness, neuroticism, and less openness to experience. From these results, we generalize guidelines for designing detailed hand motion that can add to the expressiveness and personality of characters. We performed an evaluation study that combined hand motion with gesture and body motion. Even in the presence of body motion, hand motion still significantly impacted the perception of a character's personality and could even be the dominant factor in certain situations.
设计能够传达个性感的虚拟角色对于产生逼真的体验非常重要,因此也是计算机动画研究的关键目标。虽然手势和身体运动对人格感知的影响已经被研究过,但对于手部姿势和运动的哪些属性传达了特定的人格特征,我们知之甚少。使用“大五”模型作为评估人格特征的框架,这项工作研究了手部姿势和动作的变化如何影响角色个性的感知。正如面部运动所做的那样,我们首先孤立地研究手部运动,作为运行控制实验的要求,以避免多模态交流的组合爆炸(面部表情、手臂运动、身体运动和手的所有组合),并允许我们理解手的交流内容。基于心理学研究和之前的人类运动感知工作,我们确定了一组可能反映个性的特征:形状、方向、幅度、速度和操纵。然后,我们捕捉到改变这些属性的真实手部运动,并进行了三个感知实验,以确定这些属性对角色个性的贡献。手的姿势和手的运动幅度都会影响对所有五种人格特征的感知。速度对除开放性外的所有性状都有影响。方向影响外向性和开放性。操纵被认为是内向、不愉快、神经质和经验不开放的一个指标。从这些结果中,我们总结出了设计细节手部动作的指导方针,这些动作可以增加角色的表现力和个性。我们进行了一项评估研究,将手部运动与手势和身体运动结合起来。即使在有身体动作的情况下,手部动作仍然会显著影响角色的个性,甚至在某些情况下会成为主导因素。
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引用次数: 23
Evaluating Animated Characters: Facial Motion Magnitude Influences Personality Perceptions 评价动画角色:面部运动幅度影响个性感知
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2016-03-03 DOI: 10.1145/2851499
Jennifer Hyde, E. Carter, S. Kiesler, J. Hodgins
Animated characters are expected to fulfill a variety of social roles across different domains. To be successful and effective, these characters must display a wide range of personalities. Designers and animators create characters with appropriate personalities by using their intuition and artistic expertise. Our goal is to provide evidence-based principles for creating social characters. In this article, we describe the results of two experiments that show how exaggerated and damped facial motion magnitude influence impressions of cartoon and more realistic animated characters. In our first experiment, participants watched animated characters that varied in rendering style and facial motion magnitude. The participants then rated the different animated characters on extroversion, warmth, and competence, which are social traits that are relevant for characters used in entertainment, therapy, and education. We found that facial motion magnitude affected these social traits in cartoon and realistic characters differently. Facial motion magnitude affected ratings of cartoon characters’ extroversion and competence more than their warmth. In contrast, facial motion magnitude affected ratings of realistic characters’ extroversion but not their competence nor warmth. We ran a second experiment to extend the results of the first. In the second experiment, we added emotional valence as a variable. We also asked participants to rate the characters on more specific aspects of warmth, such as respectfulness, calmness, and attentiveness. Although the characters’ emotional valence did not affect ratings, we found that facial motion magnitude influenced ratings of the characters’ respectfulness and calmness but not attentiveness. These findings provide a basis for how animators can fine-tune facial motion to control perceptions of animated characters’ personalities.
动画角色被期望在不同的领域扮演各种各样的社会角色。为了获得成功和有效,这些角色必须表现出广泛的个性。设计师和动画师通过他们的直觉和艺术专长来创造具有适当个性的角色。我们的目标是为创造社会角色提供基于证据的原则。在这篇文章中,我们描述了两个实验的结果,这些实验显示了夸张和阻尼的面部运动幅度如何影响卡通和更现实的动画人物的印象。在我们的第一个实验中,参与者观看了不同渲染风格和面部动作幅度的动画角色。然后,参与者根据外向性、温暖度和能力给不同的动画角色打分,这些都是与娱乐、治疗和教育中使用的角色相关的社会特征。我们发现,卡通人物和现实人物的面部运动幅度对这些社会特征的影响是不同的。面部动作幅度对卡通人物外向性和能力的影响大于对他们热情程度的影响。相比之下,面部动作的大小影响了现实人物外向性的评分,但对他们的能力和热情没有影响。我们进行了第二次实验,以扩展第一次实验的结果。在第二个实验中,我们增加了情绪效价作为一个变量。我们还要求参与者在更具体的温暖方面给这些角色打分,比如尊重、冷静和专注。虽然角色的情绪效价不影响评分,但我们发现面部动作大小影响角色的尊重和冷静评分,而不影响注意力评分。这些发现为动画师如何微调面部动作来控制对动画人物性格的感知提供了基础。
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引用次数: 11
Perception of Emotion and Personality through Full-Body Movement Qualities: A Sport Coach Case Study 通过全身运动素质对情绪和个性的感知:一个体育教练的案例研究
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2015-12-10 DOI: 10.1145/2791294
Tom Giraud, Florian Focone, Virginie Demulier, Jean-Claude Martin, B. Isableu
Virtual sport coaches guide users through their physical activity and provide motivational support. Users’ motivation can rapidly decay if the movements of the virtual coach are too stereotyped. Kinematic patterns generated while performing a predefined fitness movement can elicit and help to prolong users’ interaction and interest in training. Human body kinematics has been shown to convey various social attributes such as gender, identity, and acted emotions. To date, no study provides information regarding how spontaneous emotions and personality traits together are perceived from full-body movements. In this article, we study how people make reliable inferences regarding spontaneous emotional dimensions and personality traits of human coaches from kinematic patterns they produced when performing a fitness sequence. Movements were presented to participants via a virtual mannequin to isolate the influence of kinematics on perception. Kinematic patterns of biological movement were analyzed in terms of movement qualities according to the effort-shape [Dell 1977] notation proposed by Laban [1950]. Three studies were performed to provide an analysis of the process leading to perception: from coaches’ states and traits through bodily movements to observers’ social perception. Thirty-two participants (i.e., observers) were asked to rate the movements of the virtual mannequin in terms of conveyed emotion dimensions, personality traits (five-factor model of personality), and perceived movement qualities (effort-shape) from 56 fitness movement sequences. The results showed high reliability for most of the evaluated dimensions, confirming interobserver agreement from kinematics at zero acquaintance. A large expressive halo merging emotional (e.g., perceived intensity) and personality aspects (e.g., extraversion) was found, driven by perceived kinematic impulsivity and energy. Observers’ perceptions were partially accurate for emotion dimensions and were not accurate for personality traits. Together, these results contribute to both the understanding of dimensions of social perception through movement and the design of expressive virtual sport coaches.
虚拟体育教练指导用户进行体育活动,并提供激励支持。如果虚拟教练的动作过于刻板,用户的积极性就会迅速下降。在执行预定义的健身运动时生成的运动学模式可以引发并帮助延长用户的交互和对训练的兴趣。人体运动学已被证明可以传达各种社会属性,如性别、身份和行为情感。到目前为止,还没有研究提供关于如何从全身运动中感知自发情绪和人格特征的信息。在本文中,我们研究了人们如何从人类教练在执行健身序列时产生的运动学模式中对他们的自发情感维度和人格特征做出可靠的推断。运动通过虚拟人体模型呈现给参与者,以隔离运动学对感知的影响。根据Laban[1950]提出的effort-shape [Dell 1977]符号,从运动质量的角度分析了生物运动的运动学模式。我们进行了三项研究,以分析导致感知的过程:从教练的状态和特征到身体动作,再到观察者的社会感知。32名参与者(即观察者)被要求从56个健身动作序列中对虚拟人体模型的动作进行评分,包括传达的情感维度、人格特征(人格五因素模型)和感知的动作质量(努力-形状)。结果显示,大多数评估维度的可靠性很高,证实了观察者之间的一致,从运动学在零认识。一个巨大的表达光环融合了情感(例如,感知强度)和个性(例如,外向性),由感知到的运动冲动和能量驱动。观察者对情绪维度的感知部分准确,而对人格特质的感知不准确。综上所述,这些结果有助于通过运动来理解社会感知的维度,并有助于设计富有表现力的虚拟运动教练。
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引用次数: 5
Compensating the Effect of Communication Delay in Client-Server--Based Shared Haptic Virtual Environments 基于客户端-服务器的共享触觉虚拟环境中通信延迟的补偿
IF 1.6 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2015-12-10 DOI: 10.1145/2835176
Clemens Schuwerk, Xiao Xu, R. Chaudhari, E. Steinbach
Shared haptic virtual environments can be realized using a client-server architecture. In this architecture, each client maintains a local copy of the virtual environment (VE). A centralized physics simulation running on a server calculates the object states based on haptic device position information received from the clients. The object states are sent back to the clients to update the local copies of the VE, which are used to render interaction forces displayed to the user through a haptic device. Communication delay leads to delayed object state updates and increased force feedback rendered at the clients. In this article, we analyze the effect of communication delay on the magnitude of the rendered forces at the clients for cooperative multi-user interactions with rigid objects. The analysis reveals guidelines on the tolerable communication delay. If this delay is exceeded, the increased force magnitude becomes haptically perceivable. We propose an adaptive force rendering scheme to compensate for this effect, which dynamically changes the stiffness used in the force rendering at the clients. Our experimental results, including a subjective user study, verify the applicability of the analysis and the proposed scheme to compensate the effect of time-varying communication delay in a multi-user SHVE.
共享的触觉虚拟环境可以使用客户机-服务器架构来实现。在此体系结构中,每个客户端维护虚拟环境(VE)的本地副本。在服务器上运行的集中物理模拟计算基于从客户端接收到的触觉设备位置信息的对象状态。对象状态被发送回客户端以更新VE的本地副本,这些副本用于通过触觉设备向用户显示交互力。通信延迟导致对象状态更新延迟,并增加在客户端呈现的力反馈。在本文中,我们分析了通信延迟对客户端与刚性对象的协作多用户交互的渲染力大小的影响。分析给出了可容忍通信延迟的准则。如果超过这个延迟,增加的力的大小在触觉上是可感知的。我们提出了一种自适应力渲染方案来补偿这种影响,该方案动态地改变了在客户端力渲染中使用的刚度。我们的实验结果,包括主观用户研究,验证了分析和所提出的方案的适用性,以补偿多用户SHVE中时变通信延迟的影响。
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引用次数: 10
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ACM Transactions on Applied Perception
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