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Challenges and Opportunities of Using Metaverse Tools for Participatory Architectural Design Processes 在参与式建筑设计过程中使用 Metaverse 工具的挑战与机遇
Pub Date : 2024-07-10 DOI: 10.3390/virtualworlds3030015
Provides Ng, Sara Eloy, Micaela Raposo, Alberto Fernández González, Nuno Pereira da Silva, Marcos Figueiredo, Hira Zuberi
Participatory design emerges as a proactive approach involving different stakeholders in design and decision-making processes, addressing diverse values and ensuring outcomes align with users’ needs. However, the inadequacy of engaging stakeholders with a spatial experience can result in uninformed and, consequently, unsuccessful design solutions in a built environment. This paper explores how metaverse tools can help enhance participatory design by providing new collaborative opportunities via networked 3D environments. A hybrid format (online and in situ) co-creation process was documented and analysed, targeting public space design in London, Hong Kong, and Lisbon. The participants collaborated to address a set of design requirements via a tailored metaverse space, following a six-step methodology (Tour, Discuss, Rate, Define, Action, and Show and Tell). The preliminary results indicated that non-immersive metaverse tools help strengthen spatial collaboration through user perspective simulations, introducing novel interaction possibilities within design processes. The technology’s still-existing technical limitations may be tackled with careful engagement design, iterative reviews, and participants’ feedback. The experience documented prompts a reflection on the role of architects in process design and mediating multi-stakeholder collaboration, contributing to more inclusive, intuitive, and informed co-creation.
参与式设计是一种积极主动的方法,它让不同的利益相关者参与到设计和决策过程中,处理不同的价值观,并确保结果符合用户的需求。然而,让利益相关者参与空间体验的不足会导致建筑环境中的设计方案缺乏信息,进而导致设计方案不成功。本文探讨了元数据工具如何通过网络三维环境提供新的合作机会,从而帮助增强参与式设计。针对伦敦、香港和里斯本的公共空间设计,对一个混合形式(在线和现场)的共同创造过程进行了记录和分析。参与者按照六步方法(参观、讨论、评价、定义、行动以及展示和讲述),通过量身定制的元宇宙空间合作解决一系列设计要求。初步结果表明,非沉浸式元宇宙工具有助于通过用户视角模拟加强空间协作,在设计过程中引入新的互动可能性。该技术仍然存在的技术局限性可以通过精心的参与设计、迭代审查和参与者的反馈来解决。所记录的经验促使人们反思建筑师在流程设计和调解多方合作中的作用,从而促进更具包容性、直观性和知情的共同创造。
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引用次数: 0
Geometric Fidelity Requirements for Meshes in Automotive Lidar Simulation 汽车激光雷达仿真对网格几何保真度的要求
Pub Date : 2024-07-03 DOI: 10.3390/virtualworlds3030014
Christopher Goodin, Marc N. Moore, Daniel W. Carruth, Zachary Aspin, John Kaniarz
The perception of vegetation is a critical aspect of off-road autonomous navigation, and consequentially a critical aspect of the simulation of autonomous ground vehicles (AGVs). Representing vegetation with triangular meshes requires detailed geometric modeling that captures the intricacies of small branches and leaves. In this work, we propose to answer the question, “What degree of geometric fidelity is required to realistically simulate lidar in AGV simulations?” To answer this question, in this work we present an analysis that determines the required geometric fidelity of digital scenes and assets used in the simulation of AGVs. Focusing on vegetation, we use a comparison of the real and simulated perceived distribution of leaf orientation angles in lidar point clouds to determine the number of triangles required to reliably reproduce realistic results. By comparing real lidar scans of vegetation to simulated lidar scans of vegetation with a variety of geometric fidelities, we find that digital tree models (meshes) need to have a minimum triangle density of >1600 triangles per cubic meter in order to accurately reproduce the geometric properties of lidar scans of real vegetation, with a recommended triangle density of 11,000 triangles per cubic meter for best performance. Furthermore, by comparing these experiments to past work investigating the same question for cameras, we develop a general “rule-of-thumb” for vegetation mesh fidelity in AGV sensor simulation.
植被感知是越野自主导航的一个关键方面,因此也是自主地面车辆(AGV)模拟的一个关键方面。用三角形网格表示植被需要详细的几何建模,以捕捉到小枝小叶的错综复杂。在这项工作中,我们建议回答这样一个问题:"在 AGV 仿真中真实模拟激光雷达需要多高的几何保真度?为了回答这个问题,我们在本作品中提出了一种分析方法,用于确定 AGV 仿真中使用的数字场景和资产所需的几何保真度。我们以植被为重点,通过比较激光雷达点云中叶片方向角的真实分布和模拟感知分布,确定可靠再现真实结果所需的三角形数量。通过比较植被的真实激光雷达扫描结果和具有各种几何保真度的植被模拟激光雷达扫描结果,我们发现数字树模型(网格)的三角形密度至少要大于每立方米 1600 个三角形,才能准确地再现真实植被激光雷达扫描结果的几何特性,建议的三角形密度为每立方米 11000 个三角形,以获得最佳性能。此外,通过将这些实验与过去研究相机相同问题的工作进行比较,我们为 AGV 传感器模拟中的植被网格保真度制定了一个通用的 "经验法则"。
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引用次数: 0
A Virtual Reality Game-Based Intervention to Enhance Stress Mindset and Performance among Firefighting Trainees from the Singapore Civil Defence Force (SCDF) 基于虚拟现实游戏的干预措施,以提高新加坡民防部队(SCDF)消防受训人员的压力心态和工作表现
Pub Date : 2024-07-01 DOI: 10.3390/virtualworlds3030013
Muhammad Akid Durrani Bin Imran, Cherie Shu Yun Goh, N. V, Meyammai Shanmugham, Hasan Kuddoos, Chen Huei Leo, Bina Rai
This research paper investigates the effectiveness of a virtual reality (VR) game-based intervention using real-time biofeedback for stress management and performance among fire-fighting trainees from the Singapore Civil Defence Force (SCDF). Forty-seven trainees were enrolled in this study and randomly assigned into three groups: control, placebo, and intervention. The participants’ physiological responses, psychological responses, and training performances were evaluated during specific times over the standard 22-week training regimen. Participants from the control and placebo groups showed a similar overall perceived stress profile, with an initial increase in the early stages that was subsequently maintained over the remaining training period. Participants from the intervention group had a significantly lower level of perceived stress compared to the control and placebo groups, and their stress-is-enhancing mindset was significantly increased before the game in week 12 compared to week 3. Cortisol levels remained comparable between pre-game and post-game for the placebo group at week 12, but there was a significant reduction in cortisol levels post-game in comparison to pre-game for the intervention group. The biofeedback data as a measurement of root mean square of successive differences (RMSSD) during the gameplay were also significantly increased at week 12 when compared to week 3. Notably, the intervention group had a significant improvement in the final exercise assessment when compared to the control based on the participants’ role as duty officers. In conclusion, a VR game-based intervention with real-time biofeedback shows promise as an engaging and effective way of training firefighting trainees to enhance their stress mindset and reduce their perceived stress, which may enable them to perform better in the daily emergencies that they respond to.
本研究论文调查了基于虚拟现实(VR)游戏的干预措施对新加坡民防部队(SCDF)消防受训人员压力管理和表现的有效性。47名学员参加了这项研究,并被随机分为三组:对照组、安慰剂组和干预组。在为期 22 周的标准训练过程中,在特定时间对学员的生理反应、心理反应和训练表现进行了评估。对照组和安慰剂组的参与者总体上表现出相似的压力感知特征,在训练初期阶段,参与者的压力感知会有所增加,随后在剩余的训练时间内,压力感知会保持不变。与对照组和安慰剂组相比,干预组的参与者感知到的压力水平明显较低,而且与第 3 周相比,他们在第 12 周比赛前的压力即增强心态明显增强。在第 12 周,安慰剂组的皮质醇水平在赛前和赛后仍然相当,但干预组的皮质醇水平在赛后比赛前明显下降。在第 12 周,游戏过程中作为连续差异均方根(RMSSD)测量的生物反馈数据也比第 3 周显著增加。值得注意的是,与对照组相比,干预组在最后的运动评估中根据参与者的值班人员角色有了明显改善。总之,基于 VR 游戏的实时生物反馈干预有望成为一种引人入胜的有效方法,用于训练消防学员增强压力心态和减少压力感知,从而使他们能够在应对日常突发事件时表现得更好。
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引用次数: 0
Exploring Dynamic Difficulty Adjustment Methods for Video Games 探索电子游戏的动态难度调整方法
Pub Date : 2024-06-07 DOI: 10.3390/virtualworlds3020012
Nicholas P. Fisher, Arun K. Kulshreshth
Maintaining player engagement is pivotal for video game success, yet achieving the optimal difficulty level that adapts to diverse player skills remains a significant challenge. Initial difficulty settings in games often fail to accommodate the evolving abilities of players, necessitating adaptive difficulty mechanisms to keep the gaming experience engaging. This study introduces a custom first-person-shooter (FPS) game to explore Dynamic Difficulty Adjustment (DDA) techniques, leveraging both performance metrics and emotional responses gathered from physiological sensors. Through a within-subjects experiment involving casual and experienced gamers, we scrutinized the effects of various DDA methods on player performance and self-reported game perceptions. Contrary to expectations, our research did not identify a singular, most effective DDA strategy. Instead, findings suggest a complex landscape where no one approach—be it performance-based, emotion-based, or a hybrid—demonstrably surpasses static difficulty settings in enhancing player engagement or game experience. Noteworthy is the data’s alignment with Flow Theory, suggesting potential for the Emotion DDA technique to foster engagement by matching challenges to player skill levels. However, the overall modest impact of DDA on performance metrics and emotional responses highlights the intricate challenge of designing adaptive difficulty that resonates with both the mechanical and emotional facets of gameplay. Our investigation contributes to the broader dialogue on adaptive game design, emphasizing the need for further research to refine DDA approaches. By advancing our understanding and methodologies, especially in emotion recognition, we aim to develop more sophisticated DDA strategies. These strategies aspire to dynamically align game challenges with individual player states, making games more accessible, engaging, and enjoyable for a wider audience.
保持玩家的参与度是视频游戏成功的关键,然而如何实现适应玩家不同技能的最佳难度仍然是一项重大挑战。游戏的初始难度设置往往无法适应玩家不断发展的能力,因此需要自适应难度机制来保持游戏体验的吸引力。本研究引入了一款定制的第一人称射击(FPS)游戏,利用性能指标和生理传感器收集的情绪反应,探索动态难度调整(DDA)技术。通过一项由休闲游戏玩家和资深游戏玩家参与的主体内实验,我们仔细研究了各种 DDA 方法对玩家表现和自我报告的游戏感知的影响。与预期相反,我们的研究并没有发现一种最有效的 DDA 策略。相反,研究结果表明,在提高玩家参与度或增强游戏体验方面,没有一种方法--无论是基于表现的、基于情感的,还是混合方法--明显优于静态难度设置。值得注意的是,这些数据与 "流动理论"(Flow Theory)相吻合,表明情感DDA技术有可能通过将挑战与玩家的技能水平相匹配来提高玩家的参与度。然而,DDA 对性能指标和情感反应的总体影响不大,这凸显了设计适应性难度的复杂挑战,这种难度既要与游戏的机械方面产生共鸣,又要与游戏的情感方面产生共鸣。我们的研究为自适应游戏设计的广泛对话做出了贡献,强调了进一步研究完善 DDA 方法的必要性。通过推进我们的理解和方法,特别是在情感识别方面,我们的目标是开发更复杂的 DDA 策略。这些策略旨在根据玩家的个人状态动态调整游戏挑战,使更多玩家能够更容易地参与游戏,并享受游戏带来的乐趣。
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引用次数: 0
An Augmented Reality Application for Wound Management: Enhancing Nurses’ Autonomy, Competence and Connectedness 伤口管理的增强现实应用:提高护士的自主性、能力和联系性
Pub Date : 2024-06-03 DOI: 10.3390/virtualworlds3020011
Carina Albrecht-Gansohr, Lara Timm, S. Eimler, Stefan Geisler
The use of Augmented Reality glasses opens up many possibilities in hospital care, as they facilitate treatments and their documentation. In this paper, we present a prototype for the HoloLens 2 supporting wound care and documentation. It was developed in a participatory process with nurses using the positive computing paradigm, with a focus on the improvement of the working conditions of nursing staff. In a qualitative study with 14 participants, the factors of autonomy, competence and connectedness were examined in particular. It was shown that good individual adaptability and flexibility of the system with respect to the work task and personal preferences lead to a high degree of autonomy. The availability of the right information at the right time strengthens the feeling of competence. On the one hand, the connection to patients is increased by the additional information in the glasses, but on the other hand, it is hindered by the unusual appearance of the device and the lack of eye contact. In summary, the potential of Augmented Reality glasses in care was confirmed, and approaches for a well-being-centered system design were identified but, at the same time, a number of future research questions, including the effects on patients, were also identified.
增强现实眼镜的使用为医院护理带来了许多可能性,因为它可以促进治疗和记录。在本文中,我们介绍了 HoloLens 2 支持伤口护理和记录的原型。该原型是采用积极计算范式与护士共同参与开发的,重点是改善护理人员的工作条件。在一项有 14 名参与者参与的定性研究中,特别考察了自主性、能力和关联性等因素。结果表明,系统对工作任务和个人喜好的良好个人适应性和灵活性可带来高度的自主性。在正确的时间获得正确的信息会增强能力感。一方面,眼镜中的附加信息增强了与病人的联系,但另一方面,该设备不寻常的外观和缺乏眼神交流又阻碍了与病人的联系。总之,增强现实眼镜在护理方面的潜力得到了证实,并确定了以福祉为中心的系统设计方法,但同时也确定了一些未来的研究问题,包括对病人的影响。
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引用次数: 0
Tactile Speech Communication: Reception of Words and Two-Way Messages through a Phoneme-Based Display 触觉语言交流:通过电话显示屏接收词语和双向信息
Pub Date : 2024-05-07 DOI: 10.3390/virtualworlds3020010
Jaehong Jung, Charlotte M. Reed, J. S. Martínez, Hong Z. Tan
The long-term goal of this research is the development of a stand-alone tactile device for the communication of speech for persons with profound sensory deficits as well as for applications for persons with intact hearing and vision. Studies were conducted with a phoneme-based tactile display of speech consisting of a 4-by-6 array of tactors worn on the dorsal and ventral surfaces of the forearm. Unique tactile signals were assigned to the 39 English phonemes. Study I consisted of training and testing on the identification of 4-phoneme words. Performance on a trained set of 100 words averaged 87% across the three participants and generalized well to a novel set of words (77%). Study II consisted of two-way messaging between two users of TAPS (TActile Phonemic Sleeve) for 13 h over 45 days. The participants conversed with each other by inputting text that was translated into tactile phonemes sent over the device. Messages were identified with an accuracy of 73% correct in conjunction with 82% of the words. Although rates of communication were slow (roughly 1 message per minute), the results obtained with this ecologically valid procedure represent progress toward the goal of a stand-alone tactile device for speech communication.
这项研究的长期目标是开发一种独立的触觉设备,用于与有严重感官障碍的人进行语音交流,并应用于听力和视力完好的人。研究使用了一种基于语音的触觉语音显示装置,该装置由佩戴在前臂背侧和腹侧的 4×6 阵列触觉器组成。独特的触觉信号被分配给 39 个英语音素。研究 I 包括 4 音素单词识别的训练和测试。在一组 100 个单词的训练中,三位参与者的平均识别率为 87%,在一组新单词的训练中,平均识别率为 77%。研究二包括两名 TAPS(TActile Phonemic Sleeve)用户在 45 天内进行 13 小时的双向信息传递。参与者通过输入文字进行对话,文字被翻译成触觉音素通过设备发送。信息识别的正确率为 73%,单词识别的正确率为 82%。虽然交流速度较慢(大约每分钟一条信息),但这一生态学上有效的程序所取得的结果表明,在实现用于语音交流的独立触觉设备的目标方面取得了进展。
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引用次数: 0
Story Starter: A Tool for Controlling Multiple Virtual Reality Headsets with No Active Internet Connection 故事启动器:在无活动互联网连接的情况下控制多个虚拟现实头显的工具
Pub Date : 2024-04-08 DOI: 10.3390/virtualworlds3020009
Andy T. Woods, Laryssa Whittaker, Neil Smith, Robert Ispas, Jackson Moore, Roderick D. Morgan, James Bennett
Immersive events are becoming increasingly popular, allowing multiple people to experience a range of VR content simultaneously. Onboarders help people do VR experiences in these situations. Controlling VR headsets for others without physically having to put them on first is an important requirement here, as it streamlines the onboarding process and maximizes the number of viewers. Current off-the-shelf solutions require headsets to be connected to a cloud-based app via an active internet connection, which can be problematic in some locations. To address this challenge, we present Story Starter, a solution that enables the control of VR headsets without an active internet connection. Story Starter can start, stop, and install VR experiences, adjust device volume, and display information such as remaining battery life. We developed Story Starter in response to the UK-wide StoryTrails tour in the summer of 2022, which was held across 15 locations and attracted thousands of attendees who experienced a range of immersive content, including six VR experiences. Story Starter helped streamline the onboarding process by allowing onboarders to avoid putting the headset on themselves to complete routine tasks such as selecting and starting experiences, thereby minimizing COVID risks. Another benefit of not needing an active internet connection was that our headsets did not automatically update at inconvenient times, which we have found sometimes to break experiences. Converging evidence suggests that Story Starter was well-received and reliable. However, we also acknowledge some limitations of the solution and discuss several next steps we are considering.
沉浸式活动越来越受欢迎,可以让多人同时体验各种 VR 内容。在这种情况下,上机人员可以帮助人们进行 VR 体验。在这种情况下,为他人控制 VR 头显而无需先佩戴头显是一项重要要求,因为这样可以简化上机过程,并最大限度地增加观看人数。目前的现成解决方案要求头显通过有效的互联网连接到基于云的应用程序,这在某些地方可能存在问题。为了应对这一挑战,我们推出了 Story Starter,这是一种无需主动互联网连接即可控制 VR 头显的解决方案。Story Starter 可以启动、停止和安装 VR 体验,调整设备音量,并显示剩余电池寿命等信息。我们开发 Story Starter 是为了响应 2022 年夏天在英国范围内举行的 StoryTrails 巡演,该巡演在 15 个地点举行,吸引了数千名与会者体验一系列身临其境的内容,其中包括六种 VR 体验。Story Starter 有助于简化入职流程,让入职者无需亲自戴上头显就能完成选择和启动体验等常规任务,从而将 COVID 风险降至最低。不需要激活互联网连接的另一个好处是,我们的耳机不会在不方便的时候自动更新,而我们发现这种情况有时会破坏体验。综合证据表明,"故事启动器 "深受欢迎,而且非常可靠。不过,我们也承认该解决方案存在一些局限性,并讨论了我们正在考虑的下几个步骤。
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引用次数: 0
APIs in the Metaverse—A Systematic Evaluation 元宇宙中的应用程序接口--系统性评估
Pub Date : 2024-04-08 DOI: 10.3390/virtualworlds3020008
Marius Traub, Markus Weinberger
One of the most critical challenges for the success of the Metaverse is interoperability amongst its virtual platforms and worlds. In this context, application programming interfaces (APIs) are essential. This study analyzes a sample of 15 Metaverse platforms. In the first step, the availability of publicly accessible APIs was examined. For those platforms offering an API, i.e., Decentraland, Second Life, Voxels, Roblox, Axie Infinity, Upland, and VRChat, the available API contents were collected, analyzed, and presented in the paper. The results show that only a few Metaverse platforms offer APIs at all. In addition, the available APIs are very diverse and heterogeneous. Information is somewhat fragmented, requiring access to several APIs to compile a comprehensive data set. Thus, standardized APIs will enable better interoperability and foster a more seamless and immersive user experience in the Metaverse.
元宇宙要取得成功,最关键的挑战之一是其虚拟平台和世界之间的互操作性。在这方面,应用程序编程接口(API)至关重要。本研究分析了 15 个 Metaverse 平台的样本。首先,研究了可公开访问的应用程序接口的可用性。对于提供应用程序接口的平台,即 Decentraland、Second Life、Voxels、Roblox、Axie Infinity、Upland 和 VRChat,收集、分析了可用的应用程序接口内容,并在论文中进行了介绍。结果显示,只有少数几个 Metaverse 平台提供了 API。此外,可用的应用程序接口非常多样化和异质化。信息有些支离破碎,需要访问多个应用程序接口才能编译出全面的数据集。因此,标准化的应用程序接口将实现更好的互操作性,并促进用户在 Metaverse 中获得更加无缝和身临其境的体验。
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引用次数: 0
Motion Capture in Mixed-Reality Applications: A Deep Denoising Approach 混合现实应用中的动作捕捉:深度去噪方法
Pub Date : 2024-03-11 DOI: 10.3390/virtualworlds3010007
André Correia Gonçalves, Rui Jesus, Pedro Jorge
Motion capture is a fundamental technique in the development of video games and in film production to animate a virtual character based on the movements of an actor, creating more realistic animations in a short amount of time. One of the ways to obtain this movement from an actor is to capture the motion of the player through an optical sensor to interact with the virtual world. However, during movement some parts of the human body can be occluded by others and there can be noise caused by difficulties in sensor capture, reducing the user experience. This work presents a solution to correct the motion capture errors from the Microsoft Kinect sensor or similar through a deep neural network (DNN) trained with a pre-processed dataset of poses offered by Carnegie Mellon University (CMU) Graphics Lab. A temporal filter is implemented to smooth the movement, given by a set of poses returned by the deep neural network. This system is implemented in Python with the TensorFlow application programming interface (API), which supports the machine learning techniques and the Unity game engine to visualize and interact with the obtained skeletons. The results are evaluated using the mean absolute error (MAE) metric where ground truth is available and with the feedback of 12 participants through a questionnaire for the Kinect data.
动作捕捉是视频游戏开发和电影制作中的一项基本技术,可根据演员的动作制作虚拟角色的动画,从而在短时间内制作出更逼真的动画。获取演员动作的方法之一是通过光学传感器捕捉玩家与虚拟世界交互的动作。然而,在运动过程中,人体的某些部位可能会被其他部位遮挡,而且传感器捕捉困难可能会产生噪音,从而降低用户体验。本作品提出了一种解决方案,通过使用卡内基梅隆大学(CMU)图形实验室提供的预处理姿势数据集训练的深度神经网络(DNN),纠正来自微软 Kinect 传感器或类似设备的运动捕捉误差。根据深度神经网络返回的一组姿势,实施了一个时间过滤器来平滑运动。该系统使用 Python 和 TensorFlow 应用程序编程接口(API)实现,支持机器学习技术和 Unity 游戏引擎,以便对获得的骨骼进行可视化和交互。我们使用平均绝对误差(MAE)指标对结果进行了评估,其中包括可用的基本事实,以及 12 位参与者通过问卷对 Kinect 数据的反馈。
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引用次数: 0
Real-Time Diminished Reality Application Specifying Target Based on 3D Region 基于 3D 区域指定目标的实时弱现实应用
Pub Date : 2024-03-04 DOI: 10.3390/virtualworlds3010006
Kaito Kobayashi, Masanobu Takahashi
Diminished reality (DR) is a technology in which a background image is overwritten on a real object to make it appear as if the object has been removed from real space. This paper presents a real-time DR application that employs deep learning. A DR application can remove objects inside a 3D region defined by a user in images captured using a smartphone. By specifying the 3D region containing the target object to be removed, DR can be realized for targets with various shapes and sizes, and the specified target can be removed even if the viewpoint changes. To achieve fast and accurate DR, a suitable network was employed based on the experimental results. Additionally, the loss function during the training process was improved to enhance completion accuracy. Then, the operation of the DR application at 10 fps was verified using a smartphone and a laptop computer.
减弱现实(DR)是一种将背景图像覆盖在真实物体上,使其看起来好像该物体已从真实空间中移除的技术。本文介绍了一种采用深度学习的实时 DR 应用程序。DR 应用程序可以移除用户在使用智能手机拍摄的图像中定义的三维区域内的物体。通过指定包含要移除的目标对象的三维区域,可以对各种形状和大小的目标实现 DR,即使视角发生变化,也能移除指定的目标。为了实现快速准确的 DR,我们根据实验结果采用了合适的网络。此外,还改进了训练过程中的损失函数,以提高完成精度。然后,使用智能手机和笔记本电脑验证了 DR 应用程序在 10 fps 下的运行情况。
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引用次数: 0
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