Time Sensitive Networking (TSN) is an emerging technology for providing deterministic ultra low-latency network based on Ethernet. It is designed for application domains such as industrial automation where guaranteed ...
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Federated Learning (FL) presents a paradigm shift in data-driven model training, allowing for the collaborative learning of a shared model while keeping all the training data on the client side, hence avoiding central...
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Bandwidth nowadays becomes increasingly limited due to a huge amount of devices and applications joining the network. Fortunately, along with the development of technology, now we are able to exploit the abundant spec...
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Due to the increasing prominence of social network services, political communication has experienced a paradigm shift. To communicate with internet users, politicians, candidates, and political organizations create fa...
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Recently, intelligent reflecting surface (IRS) and non-orthogonal multiple access (NOMA) are recognized as the key enablers for B5G and 6G networks, in which IRS can intelligently reconfigure the wireless propagation ...
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Having a virtual full-body increases the embodiment of users in virtual reality(VR) applications. As consumer-grade virtual reality systems provide the head and two hand-held sensors, full-body motion generation is a ...
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ISBN:
(数字)9798350374490
ISBN:
(纸本)9798350374506
Having a virtual full-body increases the embodiment of users in virtual reality(VR) applications. As consumer-grade virtual reality systems provide the head and two hand-held sensors, full-body motion generation is a vastly under-determined problem. Consequently, most current VR applications show the upper-body only using an inverse kinematics method from three given sensors or wearing the additional sensors on the lower body. Recent studies have focused on neural network methods to generate a full-body avatar from three sparse sensors. Although neural network methods produce notable results with low error metrics in motion capture datasets, it is challenging to apply to online VR systems. Technical issues include that VR sensors fluctuate and lose connection, hand-held controllers orient differently depending on the user's grabbing style, the coordinate system of VR platforms differs from that of motion capture datasets, and the global position and orientation of the users vary in a virtual world. We address these technical issues and present a solution to generate a full-body avatar in VR systems. We compare our method with other full-body generation methods on online VR systems. Then, we show how our method works in two kinds of online VR tasks, a single-user obstacle task and a multi-user catch ball task, and conduct a user study for embodiment and preferences.
The number of households raising pets is increasing. Accordingly, the health problems of companion animals, which are regarded as family members, are also becoming an issue. Luxating patella and obesity are common in ...
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Smart home care refers to a technology used to provide optimal life care services through information on the state of users in the living space and surrounding environment. With the recent rapid development of online ...
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Software Defined Radio (SDR) enables a general purpose computer to generate, manipulate, and process various kinds of radio signals using software. It is receiving great interest from scientists and engineers to desig...
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Wireless Sensor Networks (WSNs) are widely used in our daily applications. WSNs consist of many small devices called sensor nodes and are used for physical or environmental events monitoring. WSNs are typically used t...
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