Digital games allow us to adopt the avatar’s perspective and experience the (virtual) world from another point of view. The positive effects of such role swaps are well-documented in contexts such as combating racial...
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Accurate modeling of material appearance is crucial for achieving predictive rendering. To improve reflection models, databases with measured reflection behaviors of various material and surface types are of great imp...
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Learning motor skills is essential to many different aspects of life, from big movements needed for sports to small and simple movements used in the rehabilitation of stroke patients. In recent years, sonification, i....
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ISBN:
(数字)9798350350678
ISBN:
(纸本)9798350350685
Learning motor skills is essential to many different aspects of life, from big movements needed for sports to small and simple movements used in the rehabilitation of stroke patients. In recent years, sonification, i.e. using sounds as feedback for actions, has been researched as a promising technique for studying motor behavior. In particular, we explore how to use sonification to make the process of learning motor skills accessible and engaging. We posit that an interactive and gamified environment can increase the engagement in that process. Moreover, an enjoyable setting is more likely to stimulate repetition, an indispensable feature of any learning endeavor. We, therefore, designed and developed Pizzicato, a rhythm-based serious game that leads players to move their arms and hands to actively play music. The game uses a common webcam to track your hand movements: pinching one finger to the thumb at the right position and moment will play musical notes that pleasantly add up to a full musical track. Our player tests have shown that players find Pizzicato accessible and engaging, and report that playing the game gives them a strong sense of agency. Pizzicato was developed in collaboration with neuropsychology colleagues, who are now starting to use it as a flexible tool for motor behavior research, both for diagnostic and rehabilitation purposes.
We propose a novel encoder/decoder-based neural network architecture that learns view-dependent shape and appearance of geometry represented by voxel representations. Since the network is trained on local geometry pat...
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The use of computer-aided methods for the design of parts that must meet functional or stability requirements typically consists of an iterative cycle of design, physical simulation and testing or analysis, followed b...
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One common way to aid coaching and seek to improve athletes’performance is by recording training sessions for posterior *** the case of sailing,coaches record videos from another boat,but usually rely on handheld dev...
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One common way to aid coaching and seek to improve athletes’performance is by recording training sessions for posterior *** the case of sailing,coaches record videos from another boat,but usually rely on handheld devices,which may lead to issues with the footage and missing important *** the other hand,by autonomously recording the entire session with a fixed camera,the analysis becomes challenging owing to the length of the video and possible stabilization *** this work,we aim to facilitate the analysis of such full-session videos by automatically extracting maneuvers and providing a visualization framework to readily locate interesting ***,we address issues related to image ***,an evaluation of the framework points to the benefits of video stabilization in this scenario and an appropriate accuracy of the maneuver detection method.
Additive manufacturing (AM) has enabled control over heterogeneous materials and structures in ways that were not previously possible, including functionally graded materials (FGM). However, typical computer aided des...
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We introduce the Stress-Guided Lightweight Design Benchmark (SGLDBench), a comprehensive benchmark suite to apply and evaluate material layout strategies for generating stiff lightweight designs in 3D domains. SGLDBen...
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We present a method to capture the 7-dimensional light field structure, and translate it into perceptually-relevant information. Our spectral cubic illumination method quantifies objective correlates of perceptually r...
Procedural content generation (PCG) for architecture is widely used in a variety of digital media, most notably in games. However, such methods are often limited in their expressive range, and require considerable tec...
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ISBN:
(数字)9781728145334
ISBN:
(纸本)9781728145341
Procedural content generation (PCG) for architecture is widely used in a variety of digital media, most notably in games. However, such methods are often limited in their expressive range, and require considerable technical knowledge to create non-trivial architectural structures. We present a novel tile-based PCG approach for generating architecture, that proposes the use of architectural profiles, a declarative characterization of architectural typology, within a generic tile solving framework. An architectural profile consists of a set of tiles, representing atomic architectural building blocks, and a set of declarative constraints and rules, specifying which conditions a tile configuration has to satisfy to be valid. These conditions are translated into logic constraints, and used by a tile solver to control tile placement in a bottom-up manner. Eventually, each valid model output by the solver is a representative instance of its architectural profile. We describe an implementation of this approach with Answer Set Programming, using an off-the-shelf constraint solver for model generation. We performed an expressive range analysis, and concluded that our declarative method is quite controllable and can be steered over a broad range of architectural structures, regarding density and repetitiveness. Due to this expressive range and control, our tile-based method is very suitable for the customized development of urban environments for games.
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