Immersive display systems in the form of head -mounted displays or full-size, walkable display systems can provide a very intuitive environment for a multitude of applications. Such applications include exploration. s...
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ISBN:
(纸本)9798350348392
Immersive display systems in the form of head -mounted displays or full-size, walkable display systems can provide a very intuitive environment for a multitude of applications. Such applications include exploration. simulation for training, experimental studies to learn about people's behavior, and many more. Similarly, largescale high -resolution display systems can also he very effective in data exploration and visualization. These systems can also be fully immersive. This paper describes the infrastructure available at Wright State University with its advantages and disadvantages and discusses sonic of its use cases as well as its setup and administration.
This work focuses on the problem of reconstructing a 3D human body mesh from a given 2D image. Despite the inherent ambiguity of the task of human mesh recovery, most existing works have adopted a method of regressing...
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ISBN:
(纸本)9798350307443
This work focuses on the problem of reconstructing a 3D human body mesh from a given 2D image. Despite the inherent ambiguity of the task of human mesh recovery, most existing works have adopted a method of regressing a single output. In contrast, we propose a generative approach framework, called "Diffusion-based Human Mesh Recovery (Diff-HMR)" that takes advantage of the denoising diffusion process to account for multiple plausible outcomes. During the training phase, the SMPL parameters are diffused from ground-truth parameters to random distribution, and Diff-HMR learns the reverse process of this diffusion. In the inference phase, the model progressively refines the given random SMPL parameters into the corresponding parameters that align with the input image. Diff-HMR, being a generative approach, is capable of generating diverse results for the same input image as the input noise varies. We conduct validation experiments, and the results demonstrate that the proposed framework effectively models the inherent ambiguity of the task of human mesh recovery in a probabilistic manner. Code is available at https: //***/hanbyel0105/Diff-HMR.
In this study, we propose a method for an aerial display. The method uses a high-speed gaze control system and a laser display to perform projection mapping on a screen at a distance, which is suspended from a flying ...
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ISBN:
(纸本)9798350348156
In this study, we propose a method for an aerial display. The method uses a high-speed gaze control system and a laser display to perform projection mapping on a screen at a distance, which is suspended from a flying drone. A prototype system was developed and successfully demonstrated dynamic projection mapping on a screen attached to a flying drone at a distance of about 36 m, which indicated the effectiveness of the proposed method.
The decoupled relationship between the optical and inertial information in virtual reality is commonly acknowledged as a major factor contributing to cybersickness. Based on laws of physics, we noticed that a slope na...
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ISBN:
(纸本)9798350348156
The decoupled relationship between the optical and inertial information in virtual reality is commonly acknowledged as a major factor contributing to cybersickness. Based on laws of physics, we noticed that a slope naturally affords acceleration, and the gravito-inertial force we experience when we are accelerating freely on a slope has the same relative direction and approximately the same magnitude as the gravity we experience when standing on the ground. This provides the opportunity to simulate a slope by manipulating the orientation of virtual objects accordingly with the accelerating optical flow. In this paper, we present a novel space deformation technique that deforms the virtual environment to replicate the structure of a slope when the user accelerates virtually. As a result, we can restore the physical relationship between the optical and inertial information available to the user. However, the changes to the geometry of the virtual environment during space deformation remain perceptible to users. Consequently, we created two different transition effects, pinch and tilt, which provide different visual experiences of ground bending. A human subject study (N=87) was conducted to evaluate the effects of space deformation on both slope perception and cybersickness. The results confirmed that the proposed technique created a strong feeling of traveling on a slope, but no significant differences were found on measures of discomfort and cybersickness.
In this paper, we present AnaVu, a light weight visualization system for teaching 3D anatomy at classroom scale. We propose a stereoscopic system along with an easy to use interface as a scalable 3D visual aid as oppo...
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ISBN:
(纸本)9781665453318
In this paper, we present AnaVu, a light weight visualization system for teaching 3D anatomy at classroom scale. We propose a stereoscopic system along with an easy to use interface as a scalable 3D visual aid as opposed to learning from traditional 2D images. This is an alternative to VR/XR devices that can only serve a handful of students and are heavy on computational resources. For large scale classes (similar to 50-150 students) 3D visualization provides good feedback of spatial relations, with stereoscopic projection further providing depth cues to distinguish fine structures. The visualization is controllable by the lecturer with the ability to control interactive operators along with labels, animations and multimedia capabilities. Lessons can be premeditated and loaded quickly in class to integrate with the ongoing lecture. A quantitative evaluation on 43 students yielded results which show the proposed solution to be viable and effective for learning.
Stress, anxiety, and depression negatively affect productivity and the global economy with an estimated annual cost of $1 trillion U.S. dollars, according to the World Health Organization. Moreover, prolonged daily st...
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ISBN:
(纸本)9798350328387
Stress, anxiety, and depression negatively affect productivity and the global economy with an estimated annual cost of $1 trillion U.S. dollars, according to the World Health Organization. Moreover, prolonged daily stress-even if minor-can lead to severe health consequences, including cancer and various mental disorders. Virtual reality (VR) has been shown to be a promising tool for relieving daily stressors given its accessibility and its projected availability as compared to visiting with mental health professionals. Prior work in this area has mostly focused on the restorative effects of nature simulations, demonstrating that passively experiencing immersive nature scenes improves positive affect. However, aside from providing opportunities for exercise, little is known about how active VR engagement can improve one's mental health. To address this research gap, this paper presents a new, active form of VR therapy and assesses its effectiveness as compared to passive VR experiences. We developed VR Drawing-inspired by art therapy, which promotes positive emotions through artistic creation-and VR Throwing-inspired by "rage rooms", which allow people to release negative emotions via intentional destruction. In a between-participants study (n = 64), we found that both VR Drawing and VR Throwing significantly reduced participants' stress levels and increased positive affect when compared to passively watching nature scenes in VR. Linear regression models suggest that the total number of user interactions positively affects improvement in positive emotions for VR Drawing, but has a negative impact on positive emotions for VR Throwing. This study provides empirical evidence of how active VR experiences may reduce stress and offers guidelines for creating future VR applications to promote psychological well-being.
Training to execute procedural tasks is often a burden for novice workers. Different systems have been developed to improve users' experience and, consequentially, their performance at a task. However, systems for...
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ISBN:
(纸本)9798350348392
Training to execute procedural tasks is often a burden for novice workers. Different systems have been developed to improve users' experience and, consequentially, their performance at a task. However, systems for tasks requiring hand operation lack fine details regarding a specialist choice of hand movements or positions. This study proposes a projection-based hand visualization system that guides the user's physical hand through a task.
ReParameterization (RP) Policy Gradient Methods (PGMs) have been widely adopted for continuous control tasks in robotics and computer graphics. However, recent studies have revealed that, when applied to long-term rei...
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ISBN:
(纸本)9781713899921
ReParameterization (RP) Policy Gradient Methods (PGMs) have been widely adopted for continuous control tasks in robotics and computer graphics. However, recent studies have revealed that, when applied to long-term reinforcement learning problems, model-based RP PGMs may experience chaotic and non-smooth optimization landscapes with exploding gradient variance, which leads to slow convergence. This is in contrast to the conventional belief that reparameterization methods have low gradient estimation variance in problems such as training deep generative models. To comprehend this phenomenon, we conduct a theoretical examination of model-based RP PGMs and search for solutions to the optimization difficulties. Specifically, we analyze the convergence of the model-based RP PGMs and pinpoint the smoothness of function approximators as a major factor that affects the quality of gradient estimation. Based on our analysis, we propose a spectral normalization method to mitigate the exploding variance issue caused by long model unrolls. Our experimental results demonstrate that proper normalization significantly reduces the gradient variance of model-based RP PGMs. As a result, the performance of the proposed method is comparable or superior to other gradient estimators, such as the Likelihood Ratio (LR) gradient estimator. Our code is available at https://***/agentification/RP_PGM.
This work measures the relationship between RUB intensities and the reflected color for each color channel of the HTC Vive Pro Eye virtual reality (VR) headset. The study additionally measured the display spectra of t...
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ISBN:
(纸本)9798350348392
This work measures the relationship between RUB intensities and the reflected color for each color channel of the HTC Vive Pro Eye virtual reality (VR) headset. The study additionally measured the display spectra of the device and characterized how Unity and Unreal 3D rendering software influences chromatic behavior. The results were compared to measurements taken without rendering software to quantify the pure characteristics of display primaries. A methodology was proposed to carry out a color calibration customized to the type of material or graphics engine used for more accurate and realistic color representation in VR.
With the recent development of 3D computer graphics technology, the required hardware processing speed has been increasing. As a solution to this problem, there are methods to reduce the drawing load by omitting some ...
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ISBN:
(纸本)9781510663084;9781510663091
With the recent development of 3D computer graphics technology, the required hardware processing speed has been increasing. As a solution to this problem, there are methods to reduce the drawing load by omitting some drawing processes. Level-of-Detail and Occlusion Culling are examples of conventional methods, but both have the problem that they cannot reduce the rendering load for near objects. In this method, the drawing of near objects that exist in the shadow and are not illuminated by light is omitted, thereby reducing the drawing load while suppressing the loss of impression.
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