首页 > 最新文献

IEEE Computer Graphics and Applications最新文献

英文 中文
PerfectTailor: Scale-Preserving 2-D Pattern Adjustment Driven by 3-D Garment Editing. PerfectTailor:由 3D 服装编辑驱动的保留比例的 2D 样式调整。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-01 Epub Date: 2024-08-20 DOI: 10.1109/MCG.2024.3378171
Anran Qi, Takeo Igarashi

We address the problem of modifying a given well-designed 2-D sewing pattern to accommodate garment edits in the 3-D space. Existing methods usually adjust the sewing pattern by applying uniform flattening to the 3-D garment. The problems are twofold: first, it ignores local scaling of the 2-D sewing pattern such as shrinking ribs of cuffs; second, it does not respect the implicit design rules and conventions of the industry, such as the use of straight edges for simplicity and precision in sewing. To address those problems, we present a pattern adjustment method that considers the nonuniform local scaling of the 2-D sewing pattern by utilizing the intrinsic scale matrix. In addition, we preserve the original boundary shape by an as-original-as-possible geometric constraint when desirable. We build a prototype with a set of commonly used alteration operations and showcase the capability of our method via a number of alteration examples throughout the article.

我们要解决的问题是,如何修改给定的精心设计的二维缝制样板,以适应三维空间中的服装编辑。现有的方法通常是通过对三维服装进行均匀平整来调整缝制图案。问题有两个方面:首先,它忽略了二维缝制样板的局部缩放,如袖口肋骨的收缩;其次,它不尊重隐含的设计规则和行业惯例,如使用直边来实现缝制的简单性和精确性。为了解决这些问题,我们提出了一种图案调整方法,该方法利用固有的比例矩阵,考虑了二维缝纫图案的非均匀局部缩放。此外,在需要时,我们还通过 "尽可能保持原样 "的几何约束来保留原始边界形状。我们用一组常用的修改操作建立了一个原型,并在论文中通过大量修改实例展示了我们方法的能力。
{"title":"PerfectTailor: Scale-Preserving 2-D Pattern Adjustment Driven by 3-D Garment Editing.","authors":"Anran Qi, Takeo Igarashi","doi":"10.1109/MCG.2024.3378171","DOIUrl":"10.1109/MCG.2024.3378171","url":null,"abstract":"<p><p>We address the problem of modifying a given well-designed 2-D sewing pattern to accommodate garment edits in the 3-D space. Existing methods usually adjust the sewing pattern by applying uniform flattening to the 3-D garment. The problems are twofold: first, it ignores local scaling of the 2-D sewing pattern such as shrinking ribs of cuffs; second, it does not respect the implicit design rules and conventions of the industry, such as the use of straight edges for simplicity and precision in sewing. To address those problems, we present a pattern adjustment method that considers the nonuniform local scaling of the 2-D sewing pattern by utilizing the intrinsic scale matrix. In addition, we preserve the original boundary shape by an as-original-as-possible geometric constraint when desirable. We build a prototype with a set of commonly used alteration operations and showcase the capability of our method via a number of alteration examples throughout the article.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"PP ","pages":"126-132"},"PeriodicalIF":1.7,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140159498","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Enhancing Archaeological Research Through Immersive Virtual Reality. 通过沉浸式虚拟现实技术加强考古研究。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-01 DOI: 10.1109/MCG.2024.3403299
Marcello A Carrozzino, Eleonora Lanfranco, Giuseppe Rignanese, Gianfranco Adornato, Massimo Bergamasco, Mike Potel

Virtual reality (VR) is increasingly employed in archaeology to showcase reconstructions of ancient sites to the general public, yet its utilization for professional purposes by archaeologists remains less common. To address this gap, we introduce a VR application specifically designed to streamline the storage and access of critical data for archaeological studies. This application provides experts with an immersive visualization of excavation sites and related information during the postexcavation analysis phase. The application interface facilitates direct interaction with 3-D models generated through photogrammetry and modeling techniques, enabling detailed examination of collected data and enhancing research activities. We applied this system to the case study of excavations at the Temple of Juno in Agrigento, Italy. In addition, we present the findings of a pilot user study involving archaeologists, which evaluates the effectiveness of immersive technologies for professionals in documenting, preserving, and exploring archaeological sites, while also driving potential future developments.

虚拟现实(VR)越来越多地应用于考古学,向公众展示古代遗址的重建,但考古学家将其用于专业目的的情况仍不常见。为了弥补这一不足,我们推出了一款 VR 应用程序,专门用于简化考古研究关键数据的存储和访问。在发掘后的分析阶段,该应用程序为专家提供了发掘现场和相关信息的沉浸式可视化。应用界面便于与通过摄影测量和建模技术生成的三维模型进行直接互动,从而能够对收集到的数据进行详细检查,并加强研究活动。我们将该系统应用于意大利阿格里琴托朱诺神庙的发掘案例研究。此外,我们还介绍了一项由考古学家参与的试点用户研究的结果,该研究评估了身临其境技术在记录、保护和探索考古遗址方面对专业人员的有效性,同时也推动了未来的潜在发展。
{"title":"Enhancing Archaeological Research Through Immersive Virtual Reality.","authors":"Marcello A Carrozzino, Eleonora Lanfranco, Giuseppe Rignanese, Gianfranco Adornato, Massimo Bergamasco, Mike Potel","doi":"10.1109/MCG.2024.3403299","DOIUrl":"https://doi.org/10.1109/MCG.2024.3403299","url":null,"abstract":"<p><p>Virtual reality (VR) is increasingly employed in archaeology to showcase reconstructions of ancient sites to the general public, yet its utilization for professional purposes by archaeologists remains less common. To address this gap, we introduce a VR application specifically designed to streamline the storage and access of critical data for archaeological studies. This application provides experts with an immersive visualization of excavation sites and related information during the postexcavation analysis phase. The application interface facilitates direct interaction with 3-D models generated through photogrammetry and modeling techniques, enabling detailed examination of collected data and enhancing research activities. We applied this system to the case study of excavations at the Temple of Juno in Agrigento, Italy. In addition, we present the findings of a pilot user study involving archaeologists, which evaluates the effectiveness of immersive technologies for professionals in documenting, preserving, and exploring archaeological sites, while also driving potential future developments.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"44 4","pages":"69-78"},"PeriodicalIF":1.7,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142009966","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
XR4ED: An Extended Reality Platform for Education. XR4ED:扩展现实教育平台
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-01 DOI: 10.1109/MCG.2024.3406139
Fotis Liarokapis, Vaclav Milata, Jose Luis Ponton, Nuria Pelechano, Haris Zacharatos, Beatriz Sousa Santos, Alejandra J Magana, Rafael Bidarra

Recent developments in extended reality (XR) are already demonstrating the benefits of this technology in the educational sector. Unfortunately, educators may not be familiar with XR technology and may find it difficult to adopt this technology in their classrooms. This article presents the overall architecture and objectives of an EU-funded project dedicated to XR for education, called Extended Reality for Education (XR4ED). The goal of the project is to provide a platform, where educators will be able to build XR teaching experiences without the need to have programming or 3-D modeling expertise. The platform will provide the users with a marketplace to obtain, for example, 3-D models, avatars, and scenarios; graphical user interfaces to author new teaching environments; and communication channels to allow for collaborative virtual reality (VR). This article describes the platform and focuses on a key aspect of collaborative and social XR, which is the use of avatars. We show initial results on a) a marketplace which is used for populating educational content into XR environments, b) an intelligent augmented reality assistant that communicates between nonplayer characters and learners, and c) self-avatars providing nonverbal communication in collaborative VR.

扩展现实(XR)技术的最新发展已经证明了这项技术在教育领域的优势。遗憾的是,教育工作者可能并不熟悉 XR 技术,也可能发现很难在课堂上采用这种技术。本文介绍了欧盟资助的 XR 教育项目(名为 "教育扩展现实"(XR4ED))的总体架构和目标。该项目的目标是提供一个平台,让教育工作者无需具备编程或三维建模方面的专业知识,就能构建 XR 教学体验。该平台将为用户提供一个市场,以获取三维模型、头像和场景;图形用户界面,以创建新的教学环境;以及通信渠道,以实现协作式虚拟现实(VR)。本文介绍了该平台,并重点关注协作和社交 XR 的一个关键方面,即化身的使用。我们展示了以下方面的初步成果:a) 一个用于在 XR 环境中填充教育内容的市场;b) 一个在非玩家角色和学习者之间进行交流的智能增强现实助手;c) 在协作式 VR 中提供非语言交流的自我化身。
{"title":"XR4ED: An Extended Reality Platform for Education.","authors":"Fotis Liarokapis, Vaclav Milata, Jose Luis Ponton, Nuria Pelechano, Haris Zacharatos, Beatriz Sousa Santos, Alejandra J Magana, Rafael Bidarra","doi":"10.1109/MCG.2024.3406139","DOIUrl":"https://doi.org/10.1109/MCG.2024.3406139","url":null,"abstract":"<p><p>Recent developments in extended reality (XR) are already demonstrating the benefits of this technology in the educational sector. Unfortunately, educators may not be familiar with XR technology and may find it difficult to adopt this technology in their classrooms. This article presents the overall architecture and objectives of an EU-funded project dedicated to XR for education, called Extended Reality for Education (XR4ED). The goal of the project is to provide a platform, where educators will be able to build XR teaching experiences without the need to have programming or 3-D modeling expertise. The platform will provide the users with a marketplace to obtain, for example, 3-D models, avatars, and scenarios; graphical user interfaces to author new teaching environments; and communication channels to allow for collaborative virtual reality (VR). This article describes the platform and focuses on a key aspect of collaborative and social XR, which is the use of avatars. We show initial results on a) a marketplace which is used for populating educational content into XR environments, b) an intelligent augmented reality assistant that communicates between nonplayer characters and learners, and c) self-avatars providing nonverbal communication in collaborative VR.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"44 4","pages":"79-88"},"PeriodicalIF":1.7,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142009968","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Nina Rajcic: Navigating Artificial Intelligence for a Meaningful Artistic Practice. Nina Rajcic:人工智能导航,实现有意义的艺术实践。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-01 DOI: 10.1109/MCG.2024.3396617
Nina Rajcic, Bruce D Campbell, Francesca Samsel, Bruce D Campbell, Francesca Samsel

As a self-professed AI artist, Nina Rajcic presented an opportunity for us to explore a curiosity regarding how AI artists have been developing a process during an AI boon brought on by transformer and generative AI tools. Although her journey has been one of pursuing text as a creative output, the nature of transformers and diffusion suggested relevance to graphical outputs. The following interview did not disappoint in that pursuit.

妮娜-拉杰希奇(Nina Rajcic)自认为是一位人工智能艺术家,她为我们提供了一个机会,让我们探索人工智能艺术家是如何在变压器和生成式人工智能工具带来的人工智能繁荣时期发展自己的创作过程的。虽然她的创作历程一直在追求文字作为一种创造性的输出,但变压器和扩散的性质表明与图形输出相关。接下来的访谈也不负众望。
{"title":"Nina Rajcic: Navigating Artificial Intelligence for a Meaningful Artistic Practice.","authors":"Nina Rajcic, Bruce D Campbell, Francesca Samsel, Bruce D Campbell, Francesca Samsel","doi":"10.1109/MCG.2024.3396617","DOIUrl":"https://doi.org/10.1109/MCG.2024.3396617","url":null,"abstract":"<p><p>As a self-professed AI artist, Nina Rajcic presented an opportunity for us to explore a curiosity regarding how AI artists have been developing a process during an AI boon brought on by transformer and generative AI tools. Although her journey has been one of pursuing text as a creative output, the nature of transformers and diffusion suggested relevance to graphical outputs. The following interview did not disappoint in that pursuit.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"44 4","pages":"133-139"},"PeriodicalIF":1.7,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142009967","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Integrating GPT as an Assistant for Low-Cost Virtual Reality Escape-Room Games. 整合 GPT 作为低成本虚拟现实逃生游戏助手的多感官扩展现实特刊》。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-01 Epub Date: 2024-08-20 DOI: 10.1109/MCG.2024.3426314
Alan Rychert, Maria Lujan Ganuza, Matias Nicolas Selzer

This work explores the integration of generative pretrained transformer (GPT), an AI language model developed by OpenAI, as an assistant in low-cost virtual escape games. The study focuses on the synergy between virtual reality (VR) and GPT, aiming to evaluate its performance in helping solve logical challenges within a specific context in the virtual environment while acting as a personalized assistant through voice interaction. The findings from user evaluations revealed both positive perceptions and limitations of GPT in addressing highly complex challenges, indicating its potential as a valuable tool for providing assistance and guidance in problem-solving situations. The study also identified areas for future improvement, including adjusting the difficulty of puzzles and enhancing GPT's contextual understanding. Overall, the research sheds light on the opportunities and challenges of integrating AI language models such as GPT in virtual gaming environments, offering insights for further advancements in this field.

本作品探讨了如何将由 OpenAI 开发的人工智能语言模型 GPT 整合到低成本虚拟逃生游戏中作为助手。研究的重点是虚拟现实(VR)与 GPT 之间的协同作用,旨在评估 GPT 在虚拟环境的特定情境中帮助解决逻辑挑战的性能,同时通过语音交互充当个性化助手。用户评估结果表明,GPT 在应对高度复杂的挑战方面既有积极的看法,也有局限性,这表明它有潜力成为在解决问题的情况下提供帮助和指导的宝贵工具。研究还确定了未来需要改进的领域,包括调整谜题难度和增强 GPT 的语境理解能力。总之,这项研究揭示了在虚拟游戏环境中集成 GPT 等人工智能语言模型的机遇和挑战,为该领域的进一步发展提供了启示。
{"title":"Integrating GPT as an Assistant for Low-Cost Virtual Reality Escape-Room Games.","authors":"Alan Rychert, Maria Lujan Ganuza, Matias Nicolas Selzer","doi":"10.1109/MCG.2024.3426314","DOIUrl":"10.1109/MCG.2024.3426314","url":null,"abstract":"<p><p>This work explores the integration of generative pretrained transformer (GPT), an AI language model developed by OpenAI, as an assistant in low-cost virtual escape games. The study focuses on the synergy between virtual reality (VR) and GPT, aiming to evaluate its performance in helping solve logical challenges within a specific context in the virtual environment while acting as a personalized assistant through voice interaction. The findings from user evaluations revealed both positive perceptions and limitations of GPT in addressing highly complex challenges, indicating its potential as a valuable tool for providing assistance and guidance in problem-solving situations. The study also identified areas for future improvement, including adjusting the difficulty of puzzles and enhancing GPT's contextual understanding. Overall, the research sheds light on the opportunities and challenges of integrating AI language models such as GPT in virtual gaming environments, offering insights for further advancements in this field.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"PP ","pages":"14-25"},"PeriodicalIF":1.7,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141592197","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A New Default Colormap for ParaView. ParaView 的新默认色谱图
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-01 DOI: 10.1109/MCG.2024.3383137
Francesca Samsel, W Alan Scott, Kenneth Moreland, Theresa-Marie Rhyne

ParaView is one of the most prominent software tools for scientific visualization used by scientists around the world. Color is a primary conduit to visually map data to its representation and, thus, enable investigation and interpretation of the data. Colormap selection has a significant impact on the data revealed; its design and selection is a critical aspect of scientific data visualization. A common choice for a user is the program's default colormap, so careful consideration of this default is consequential. Although the current default colormap in ParaView, a succession of hues from cool blue to warm red, has served the community well, research shows that more nuanced colormap configurations increase discriminability while maintaining other critical metrics. These findings inspire us to revisit and update the default colors in ParaView. Here we present a new ParaView default colormap, the criteria and methods of development, and example visualizations and analytic metrics.

ParaView 是全球科学家最常用的科学可视化软件工具之一。颜色是将数据直观地映射到数据表示上的主要渠道,从而实现对数据的研究和解释。颜色图的选择对所显示的数据有重大影响;其设计和选择是科学数据可视化的一个关键方面。用户的常见选择是程序的默认色标图,因此对默认色标图的仔细考虑至关重要。尽管 ParaView 当前的默认色图(从冷蓝色到暖红色的连续色调)为社区提供了良好的服务,但研究表明,更细致的色图配置可以提高可辨别性,同时保持其他关键指标。这些发现促使我们重新审视并更新 ParaView 的默认颜色。在此,我们将介绍新的 ParaView 默认色谱、开发标准和方法,以及可视化示例和分析指标。
{"title":"A New Default Colormap for ParaView.","authors":"Francesca Samsel, W Alan Scott, Kenneth Moreland, Theresa-Marie Rhyne","doi":"10.1109/MCG.2024.3383137","DOIUrl":"https://doi.org/10.1109/MCG.2024.3383137","url":null,"abstract":"<p><p>ParaView is one of the most prominent software tools for scientific visualization used by scientists around the world. Color is a primary conduit to visually map data to its representation and, thus, enable investigation and interpretation of the data. Colormap selection has a significant impact on the data revealed; its design and selection is a critical aspect of scientific data visualization. A common choice for a user is the program's default colormap, so careful consideration of this default is consequential. Although the current default colormap in ParaView, a succession of hues from cool blue to warm red, has served the community well, research shows that more nuanced colormap configurations increase discriminability while maintaining other critical metrics. These findings inspire us to revisit and update the default colors in ParaView. Here we present a new ParaView default colormap, the criteria and methods of development, and example visualizations and analytic metrics.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"44 4","pages":"150-160"},"PeriodicalIF":1.7,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142009964","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Extended Realities for Sensorially Diverse Children. 为感官多元化儿童设计的扩展现实。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-01 Epub Date: 2024-08-20 DOI: 10.1109/MCG.2024.3419699
Gerardo Restrepo, Edmond C Prakash, Sarah E Dashti, Andres Castillo, Jhon Gomez, Luis Oviedo, Juan Floyd, Juan Aycardi, Joan Trejos, Jean Gonzalez, Martin V Sierra, Andres A Navarro-Newball

Learning space for children with different sensory needs, nowadays, can be interactive, multisensory experiences, designed collaboratively by 1) specialists in special-needs learning, 2) extended realities (XR) technologists, and 3) sensorial diverse children, to provide the motivation, challenge, and development of key skills. While traditional audio and visual sensors in XR are challenging for XR applications to meet the needs of visually and hearing impaired sensorial-diverse children, our research goes a step ahead by integrating sensory technologies including haptic, tactile, kinaesthetic, and olfactory feedback that was well received by the children. Our research also demonstrates the protocols for 1) development of a suite of XR-applications; 2) methods for experiments and evaluation; and 3) tangible improvements in XR learning experience. Our research considered and is in compliance with the ethical and social implications and has the necessary approval for accessibility, user safety, and privacy.

-如今,为有不同感官需求的儿童设计的学习空间可以是交互式多感官体验,由(i)特殊需求学习专家、(ii)扩展现实(XR)技术专家和(iii)感官多元儿童共同设计,以提供动力、挑战和发展关键技能。虽然 XR 中的传统音频和视觉传感器对于 XR 应用程序满足有视觉和听觉障碍的感官多样化儿童的需求具有挑战性,但我们的研究通过整合触觉、触觉、动觉和嗅觉反馈等感官技术向前迈进了一步,受到了儿童的欢迎。我们的研究还展示了以下方面的协议:(i) 开发一套 XR 应用程序;(ii) 实验和评估方法;(iii) 切实改善 XR 学习体验。我们的研究考虑并符合伦理和社会影响,并获得了无障碍、用户安全和隐私方面的必要批准。
{"title":"Extended Realities for Sensorially Diverse Children.","authors":"Gerardo Restrepo, Edmond C Prakash, Sarah E Dashti, Andres Castillo, Jhon Gomez, Luis Oviedo, Juan Floyd, Juan Aycardi, Joan Trejos, Jean Gonzalez, Martin V Sierra, Andres A Navarro-Newball","doi":"10.1109/MCG.2024.3419699","DOIUrl":"10.1109/MCG.2024.3419699","url":null,"abstract":"<p><p>Learning space for children with different sensory needs, nowadays, can be interactive, multisensory experiences, designed collaboratively by 1) specialists in special-needs learning, 2) extended realities (XR) technologists, and 3) sensorial diverse children, to provide the motivation, challenge, and development of key skills. While traditional audio and visual sensors in XR are challenging for XR applications to meet the needs of visually and hearing impaired sensorial-diverse children, our research goes a step ahead by integrating sensory technologies including haptic, tactile, kinaesthetic, and olfactory feedback that was well received by the children. Our research also demonstrates the protocols for 1) development of a suite of XR-applications; 2) methods for experiments and evaluation; and 3) tangible improvements in XR learning experience. Our research considered and is in compliance with the ethical and social implications and has the necessary approval for accessibility, user safety, and privacy.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"PP ","pages":"26-39"},"PeriodicalIF":1.7,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141494236","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Comparative Study Between a Large Screen and an HMD Using Wind Representations in Virtual Reality. 大屏幕和 HMD 在虚拟现实中使用风的表现形式的比较研究。
IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-01 Epub Date: 2024-08-20 DOI: 10.1109/MCG.2024.3426943
Gabriel Giraldo, Jean-Marie Normand, Myriam Servieres

In this article, we investigated the representation of wind in urban spaces through computational fluid dynamics simulations in virtual environments (VE). We compared wind perception (force and direction) as well as the sense of presence and embodiment in VE using different display technologies: head-mounted displays (HMD) and large screens, with or without an avatar. The tactile display was found to be most effective for detecting wind characteristics and enhancing presence and embodiment in virtual scenes, regardless of display type. Wind force and overall presence showed no significant differences between projection methods, but the perception of wind direction varied, which can be attributed to the head tracking of the HMD. In addition, gender differences emerged: females had a 7.42% higher presence on large screens, while males had a 23.13% higher presence with HMD (avatar present). These results highlight nuances in wind perception, the influence of technology, and gender differences in VE.

在这项研究中,我们通过虚拟环境(VE)中的计算流体动力学模拟,研究了城市空间中风的表现形式。我们使用不同的显示技术,比较了风的感知(力和方向)以及在虚拟环境中的存在感和体现感:头戴式显示器(HMD)和大屏幕,以及有无化身。研究发现,无论显示屏类型如何,触觉显示屏对检测风的特性以及增强虚拟场景中的临场感和体现感最为有效。风力和整体临场感在不同的投影方法之间没有明显差异,但对风向的感知却有所不同,这可能与 HMD 的头部跟踪有关。此外,还出现了性别差异:女性在大屏幕上的临场感要高出 7.42%,而男性在 HMD(头像在场)上的临场感要高出 23.13%。这些结果凸显了风感知的细微差别、技术的影响以及 VE 的性别差异。
{"title":"A Comparative Study Between a Large Screen and an HMD Using Wind Representations in Virtual Reality.","authors":"Gabriel Giraldo, Jean-Marie Normand, Myriam Servieres","doi":"10.1109/MCG.2024.3426943","DOIUrl":"10.1109/MCG.2024.3426943","url":null,"abstract":"<p><p>In this article, we investigated the representation of wind in urban spaces through computational fluid dynamics simulations in virtual environments (VE). We compared wind perception (force and direction) as well as the sense of presence and embodiment in VE using different display technologies: head-mounted displays (HMD) and large screens, with or without an avatar. The tactile display was found to be most effective for detecting wind characteristics and enhancing presence and embodiment in virtual scenes, regardless of display type. Wind force and overall presence showed no significant differences between projection methods, but the perception of wind direction varied, which can be attributed to the head tracking of the HMD. In addition, gender differences emerged: females had a 7.42% higher presence on large screens, while males had a 23.13% higher presence with HMD (avatar present). These results highlight nuances in wind perception, the influence of technology, and gender differences in VE.</p>","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"PP ","pages":"53-68"},"PeriodicalIF":1.7,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141728358","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
In the Loop 在环路上
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-06-21 DOI: 10.1109/mcg.2024.3385048
Gary Singh
When it comes to data, humans should always remain in the loop. Hence the name, Dataloop, an AI development platform that helps companies in various industries create better AI applications and accelerate their workflow while retaining any human elements they might need, all via one modular platform that integrates data management, models, annotations, and human insights.
当涉及到数据时,人类应始终处于环路中。因此,Dataloop 应运而生,它是一个人工智能开发平台,可帮助各行各业的公司创建更好的人工智能应用并加快工作流程,同时保留他们可能需要的任何人工元素,所有这些都通过一个模块化平台来实现,该平台集成了数据管理、模型、注释和人工洞察力。
{"title":"In the Loop","authors":"Gary Singh","doi":"10.1109/mcg.2024.3385048","DOIUrl":"https://doi.org/10.1109/mcg.2024.3385048","url":null,"abstract":"When it comes to data, humans should always remain in the loop. Hence the name, Dataloop, an AI development platform that helps companies in various industries create better AI applications and accelerate their workflow while retaining any human elements they might need, all via one modular platform that integrates data management, models, annotations, and human insights.","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"80 1","pages":""},"PeriodicalIF":1.8,"publicationDate":"2024-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141502797","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
IEEE Security & Privacy IEEE 安全与隐私
IF 1.8 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-06-21 DOI: 10.1109/mcg.2024.3403462
{"title":"IEEE Security & Privacy","authors":"","doi":"10.1109/mcg.2024.3403462","DOIUrl":"https://doi.org/10.1109/mcg.2024.3403462","url":null,"abstract":"","PeriodicalId":55026,"journal":{"name":"IEEE Computer Graphics and Applications","volume":"15 1","pages":""},"PeriodicalIF":1.8,"publicationDate":"2024-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141526717","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
IEEE Computer Graphics and Applications
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1