This paper presents our solution to the 2023 3DUI Contest challenge. Our goal was to provide an immersive VR experience to engage users in privately securing and accessing information in the Metaverse while improving ...
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This paper presents our solution to the 2023 3DUI Contest challenge. Our goal was to provide an immersive VR experience to engage users in privately securing and accessing information in the Metaverse while improving authentication-related interactions inside our virtual environment. To achieve this goal, we developed an authentication method that uses a virtual environment's individual assets as security tokens. To improve the token selection process, we introduce the HOG interaction technique. HOG combines two classic interaction techniques, Hook and Go-Go, and improves approximate object targeting and further obfuscation of user password token selections. We created an engaging mystery-solving mini-game to demonstrate our authentication method and interaction technique.
The performance of training-based spatial filtering methods for steady-state visual evoked potential (SSVEP) decoding heavily relies on the availability of sufficient and high-quality calibration data. Limited calibra...
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ISBN:
(数字)9798350391916
ISBN:
(纸本)9798350391923
The performance of training-based spatial filtering methods for steady-state visual evoked potential (SSVEP) decoding heavily relies on the availability of sufficient and high-quality calibration data. Limited calibration data can lead to suboptimal spatial filters and low signal-to-noise ratios in individual SSVEP templates, ultimately degrading the decoding accuracy and efficiency. To address this challenge, we propose a novel data augmentation method called Shift Aliasing Signal (SAS), which generates synthetic SSVEP epochs by estimating a mixing matrix from the available training data and applying time-shift operations while maintaining the essential features of SSVEP signals, such as their phase-locked nature and frequency-specific patterns. The SAS method introduces meaningful variations to enhance the training dataset. We integrate the SAS method with state-of-the-art training-based spatial filtering methods to create a powerful decoding framework for SSVEP-based brain-computer interface (BCI) systems. Extensive experiments on benchmark datasets demonstrate that the proposed SAS method significantly improves classification accuracy and information transfer rate, particularly in scenarios with limited calibration data, outperforming state-of-the-art training-based spatial filtering methods and other data augmentation techniques.
The ability to collaborate with other people across barriers created by time and/or space is one of the greatest features of modern communication. Immersive technologies are positioned to enhance this ability to colla...
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The ability to collaborate with other people across barriers created by time and/or space is one of the greatest features of modern communication. Immersive technologies are positioned to enhance this ability to collaborate even further. However, we do not have a firm understanding of how specific immersive technologies, or components thereof, alter the ability for two or more people to communicate, and hence collaborate. In this work-in-progress position paper, we propose a new framework for immersive collaboration experiences and provide an example of how it could be used to understand a hybrid collaboration among two co-located users and one remote user. We are seeking feedback from the community before conducting a formal evaluation of the framework. We also present some future work that this framework could facilitate.
This paper presents a lightweight algorithm for feature extraction, classification of seven different emotions, and facial expression recognition in a real-time manner based on static images of the human face. In this...
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human-AI teams have the potential to produce improved outcomes in various tasks as opposed to each team member working alone. However, there are various factors that influence human-AI team performance which potential...
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Collaboration plays a vital role in both academia and industry whenever we need to browse through a big amount of data to extract meaningful insights. These collaborations often involve people living far from each oth...
Collaboration plays a vital role in both academia and industry whenever we need to browse through a big amount of data to extract meaningful insights. These collaborations often involve people living far from each other, with different levels of access to technology. Effective cross-border collaborations require reliable telepresence systems that provide support for communication, cooperation, and understanding of contextual cues. In the context of collaborative academic writing, while immersive technologies offer novel ways to enhance collaboration and enable efficient information exchange in a shared workspace, traditional devices such as laptops still offer better readability for longer articles. We propose the design of a hybrid cross-reality cross-device networked system that allows the users to harness the advantages of both worlds. Our system allows users to import documents from their personal computers (PC) to an immersive headset, facilitating document sharing and simultaneous collaboration with both colocated colleagues and remote colleagues. Our system also enables a user to seamlessly transition between Virtual Reality, Augmented Reality, and the traditional PC environment, all within a shared workspace. We present the real-world scenario of a global academic team conducting a comprehensive literature review, demonstrating its potential for enhancing cross-reality hybrid collaboration and productivity.
Beyond the success story of adversarial training (AT) in the recent text domain on top of pre-trained language models (PLMs), our empirical study showcases the inconsistent gains from AT on some tasks, e.g. commonsens...
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The film industry exerts significant economic and cultural influence, and its rapid development is contingent upon the expertise of industry professionals, underscoring the critical importance of film-shooting educati...
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Robot grasping is of paramount importance in industrial and service robotics. In recent years, various data-driven algorithms have been proposed to solve the problem of grasp detection and a part of them are based on ...
Robot grasping is of paramount importance in industrial and service robotics. In recent years, various data-driven algorithms have been proposed to solve the problem of grasp detection and a part of them are based on reinforcement learning (RL) approaches. In a variety of proposed algorithms, random key points are being employed which will make the learning process inefficient and time-consuming. In this paper, a geometry-based algorithm is presented which can find grasp poses based on the geometry of the unknown object and propose the ones which may lead to successful grasping. For the grasp contacts computation part, the presented algorithm produces a finite number of key points based on the 2D shape of the object from a specific point of view. Afterward, it will narrow down the candidate points and output a finite number of successful grasp poses based on three grasp quality metrics for various unknown objects. Three approaches are proposed in order to achieve center points which can describe different parts of a 2D shape. Then, the obtained points are used as the center of circles which are tangent to the 2D shape contour. Also, a new grasp quality metric is proposed. The time of the grasp and the amount of object disorientation after grasping are considered as a metric to evaluate the successfulness of the grasp. Simulation results demonstrate that the proposed algorithm for unknown object grasping can find a finite number of successful grasp poses for different seen or unseen objects without using any random point,
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