Locomotion is a fundamental interaction technique that allows free navigation in virtual scenes.A large body of literature has demonstrated that natural locomotion experience can significantly improve the sense of pre...
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Locomotion is a fundamental interaction technique that allows free navigation in virtual scenes.A large body of literature has demonstrated that natural locomotion experience can significantly improve the sense of presence and help users achieve better performance in tasks such as searching and *** the upcoming metaverse era,locomotion will play a critical role in the success of large-scale interactive *** and redirection are two tightly connected problems in virtual *** a limited physical condition and a target virtual scene,how to make the perceived locomotion as natural as possible,and further unknowingly redirect the user in the physical world is an open *** this special issue,we have selected five papers that provide their latest updates for research problems of view control,virtual jumping,climbing,and searching.
We explore implementing a multilevel deep neural network to enhance the performance of a 4-channel photonic-electrical hybrid-packaged silicon transceiver. Stable transmission and reception of 150 Gbps/λ PAM4 signals...
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Positive and Unlabeled (PU) learning refers to a special case of binary classification, and technically, it aims to induce a binary classifier from a few labeled positive training instances and loads of unlabeled inst...
Positive and Unlabeled (PU) learning refers to a special case of binary classification, and technically, it aims to induce a binary classifier from a few labeled positive training instances and loads of unlabeled instances. In this paper, we derive a theorem indicating that the probability boundary of the asymmetric disambiguation-free expected risk of PU learning is controlled by its asymmetric penalty, and we further empirically evaluated this theorem. Inspired by the theorem and its empirical evaluations, we propose an easy-to-implement two-stage PU learning method, namely Positive and Unlabeled Learning with Controlled Probability Boundary Fence (PUL-CPBF). In the first stage, we train a set of weak binary classifiers concerning different probability boundaries by minimizing the asymmetric disambiguation-free empirical risks with specific asymmetric penalty values. We can interpret these induced weak binary classifiers as a probability boundary fence. For each unlabeled instance, we can use the predictions to locate its class posterior probability and generate a stochastic label. In the second stage, we train a strong binary classifier over labeled positive training instances and all unlabeled instances with stochastic labels in a self-training manner. Extensive empirical results demonstrate that PUL-CPBF can achieve competitive performance compared with the existing PU learning baselines.
The metaverse is defined as a three-dimensional virtual-real fusion network focused on social connection. Edge computing can empower the metaverse by providing computing resources to realize real-time motion tracking,...
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In this paper,we present a novel data-driven design method for the human-robot interaction(HRI)system,where a given task is achieved by cooperation between the human and the *** presented HRI controller design is a tw...
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In this paper,we present a novel data-driven design method for the human-robot interaction(HRI)system,where a given task is achieved by cooperation between the human and the *** presented HRI controller design is a two-level control design approach consisting of a task-oriented performance optimization design and a plant-oriented impedance controller *** task-oriented design minimizes the human effort and guarantees the perfect task tracking in the outer-loop,while the plant-oriented achieves the desired impedance from the human to the robot manipulator end-effector in the ***-driven reinforcement learning techniques are used for performance optimization in the outer-loop to assign the optimal impedance *** the inner-loop,a velocity-free filter is designed to avoid the requirement of end-effector velocity *** this basis,an adaptive controller is designed to achieve the desired impedance of the robot manipulator in the task *** simulation and experiment of a robot manipulator are conducted to verify the efficacy of the presented HRI design framework.
In this letter, we proposed a self-temperature-compensation approach for fiber specklegram sensor (FSS) based on polarization specklegram analysis. The temperature compensation is achieved by comparing the variation d...
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Dear editor,In recent years many supervised video pose estimation methods have achieved growing successes based on well-labeled training datasets. Nonetheless, when facing roughly-labeled training data, it still remai...
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Dear editor,In recent years many supervised video pose estimation methods have achieved growing successes based on well-labeled training datasets. Nonetheless, when facing roughly-labeled training data, it still remains challenging to intrinsically encode the video contents' spatial-temporal coherency for robust video pose *** researches aimed to directly improve and refine the existing confidence maps by combining the spatial-temporal structure models [1, 2]. Li et al.
Bounding is one of the important gaits in quadrupedal locomotion for negotiating *** authors proposed an effective approach that can learn robust bounding gaits more efficiently despite its large variation in dynamic ...
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Bounding is one of the important gaits in quadrupedal locomotion for negotiating *** authors proposed an effective approach that can learn robust bounding gaits more efficiently despite its large variation in dynamic body *** authors first pretrained the neural network(NN)based on data from a robot operated by conventional model-based controllers,and then further optimised the pretrained NN via deep reinforcement learning(DRL).In particular,the authors designed a reward function considering contact points and phases to enforce the gait symmetry and periodicity,which improved the bounding *** NN-based feedback controller was learned in the simulation and directly deployed on the real quadruped robot Jueying Mini successfully.A variety of environments are presented both indoors and outdoors with the authors’*** authors’approach shows efficient computing and good locomotion results by the Jueying Mini quadrupedal robot bounding over uneven *** cover image is based on the Research Article Efficient learning of robust quadruped bounding using pretrained neural networks by Zhicheng Wang et al.,https://***/10.1049/csy2.12062.
Cataracts are the leading cause of visual impairment and blindness *** the years,researchers have achieved significant progress in developing state-of-the-art machine learning techniques for automatic cataract classif...
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Cataracts are the leading cause of visual impairment and blindness *** the years,researchers have achieved significant progress in developing state-of-the-art machine learning techniques for automatic cataract classification and grading,aiming to prevent cataracts early and improve clinicians′diagnosis *** survey provides a comprehensive survey of recent advances in machine learning techniques for cataract classification/grading based on ophthalmic *** summarize existing literature from two research directions:conventional machine learning methods and deep learning *** survey also provides insights into existing works of both merits and *** addition,we discuss several challenges of automatic cataract classification/grading based on machine learning techniques and present possible solutions to these challenges for future research.
Background Redirected jumping(RDJ)allows users to explore virtual environments(VEs)naturally by scaling a small real-world jump to a larger virtual jump with virtual camera motion manipulation,thereby addressing the p...
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Background Redirected jumping(RDJ)allows users to explore virtual environments(VEs)naturally by scaling a small real-world jump to a larger virtual jump with virtual camera motion manipulation,thereby addressing the problem of limited physical space in VR *** RDJ studies have mainly focused on detection threshold ***,the effect VE or self representation(SR)has on the perception or performance of RDJs remains *** In this paper,we report experiments to measure the perception(detection thresholds for gains,presence,embodiment,intrinsic motivation,and cybersickness)and physical performance(heart rate intensity,preparation time,and actual jumping distance)of redirected forward jumping under six different combinations of VE(low and high visual richness)and SRs(invisible,shoes,and human-like).Results Our results indicated that the detection threshold ranges for horizontal translation gains were significantly smaller in the VE with high rather than low visual *** different SRs were applied,our results did not suggest significant differences in detection thresholds,but it did report longer actual jumping distances in the invisible body case compared with the other two *** the high visual richness VE,the preparation time for jumping with a human-like avatar was significantly longer than that with other ***,some correlations were found between perception and physical performance *** All these findings suggest that both VE and SRs influence users'perception and performance in RDJ and must be considered when designing locomotion techniques.
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