23,816 research outputs found

    Virtual reality: Theoretical basis, practical applications

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    Virtual reality (VR) is a powerful multimedia visualization technique offering a range of mechanisms by which many new experiences can be made available. This paper deals with the basic nature of VR, the technologies needed to create it, and its potential, especially for helping disabled people. It also offers an overview of some examples of existing VR systems

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    Simple yet efficient real-time pose-based action recognition

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    Recognizing human actions is a core challenge for autonomous systems as they directly share the same space with humans. Systems must be able to recognize and assess human actions in real-time. In order to train corresponding data-driven algorithms, a significant amount of annotated training data is required. We demonstrated a pipeline to detect humans, estimate their pose, track them over time and recognize their actions in real-time with standard monocular camera sensors. For action recognition, we encode the human pose into a new data format called Encoded Human Pose Image (EHPI) that can then be classified using standard methods from the computer vision community. With this simple procedure we achieve competitive state-of-the-art performance in pose-based action detection and can ensure real-time performance. In addition, we show a use case in the context of autonomous driving to demonstrate how such a system can be trained to recognize human actions using simulation data.Comment: Submitted to IEEE Intelligent Transportation Systems Conference (ITSC) 2019. Code will be available soon at https://github.com/noboevbo/ehpi_action_recognitio

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Natural Virtual Reality User Interface to Define Assembly Sequences for Digital Human Models

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    Digital human models (DHMs) are virtual representations of human beings. They are used to conduct, among other things, ergonomic assessments in factory layout planning. DHM software tools are challenging in their use and thus require a high amount of training for engineers. In this paper, we present a virtual reality (VR) application that enables engineers to work with DHMs easily. Since VR systems with head-mounted displays (HMDs) are less expensive than CAVE systems, HMDs can be integrated more extensively into the product development process. Our application provides a reality-based interface and allows users to conduct an assembly task in VR and thus to manipulate the virtual scene with their real hands. These manipulations are used as input for the DHM to simulate, on that basis, human ergonomics. Therefore, we introduce a software and hardware architecture, the VATS (virtual action tracking system). This paper furthermore presents the results of a user study in which the VATS was compared to the existing WIMP (Windows, Icons, Menus and Pointer) interface. The results show that the VATS system enables users to conduct tasks in a significantly faster way
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