103 research outputs found
Interacting with New York City Data by HoloLens through Remote Rendering
In the digital era, Extended Reality (XR) is considered the next frontier.
However, XR systems are computationally intensive, and they must be implemented
within strict latency constraints. Thus, XR devices with finite computing
resources are limited in terms of quality of experience (QoE) they can offer,
particularly in cases of big 3D data. This problem can be effectively addressed
by offloading the highly intensive rendering tasks to a remote server.
Therefore, we proposed a remote rendering enabled XR system that presents the
3D city model of New York City on the Microsoft HoloLens. Experimental results
indicate that remote rendering outperforms local rendering for the New York
City model with significant improvement in average QoE by at least 21%.
Additionally, we clarified the network traffic pattern in the proposed XR
system developed under the OpenXR standard
Learning to Estimate 3D Human Pose from Point Cloud
3D pose estimation is a challenging problem in computer vision. Most of the
existing neural-network-based approaches address color or depth images through
convolution networks (CNNs). In this paper, we study the task of 3D human pose
estimation from depth images. Different from the existing CNN-based human pose
estimation method, we propose a deep human pose network for 3D pose estimation
by taking the point cloud data as input data to model the surface of complex
human structures. We first cast the 3D human pose estimation from 2D depth
images to 3D point clouds and directly predict the 3D joint position. Our
experiments on two public datasets show that our approach achieves higher
accuracy than previous state-of-art methods. The reported results on both ITOP
and EVAL datasets demonstrate the effectiveness of our method on the targeted
tasks
Towards a QoE Model to Evaluate Holographic Augmented Reality Devices
Augmented reality (AR) technology is developing fast and provides users with
new ways to interact with the real-world surrounding environment. Although the
performance of holographic AR multimedia devices can be measured with
traditional quality-of-service parameters, a quality-of-experience (QoE) model
can better evaluate the device from the perspective of users. As there are
currently no well-recognized models for measuring the QoE of a holographic AR
multimedia device, we present a QoE framework and model it with a fuzzy
inference system to quantitatively evaluate the device
Sitting Posture Recognition Using a Spiking Neural Network
To increase the quality of citizens' lives, we designed a personalized smart
chair system to recognize sitting behaviors. The system can receive surface
pressure data from the designed sensor and provide feedback for guiding the
user towards proper sitting postures. We used a liquid state machine and a
logistic regression classifier to construct a spiking neural network for
classifying 15 sitting postures. To allow this system to read our pressure data
into the spiking neurons, we designed an algorithm to encode map-like data into
cosine-rank sparsity data. The experimental results consisting of 15 sitting
postures from 19 participants show that the prediction precision of our SNN is
88.52%
Technical Evaluation of HoloLens for Multimedia: A First Look
A recently released cutting-edge AR device, Microsoft HoloLens, has attracted
considerable attention with its advanced capabilities. In this article, we
report the design and execution of a series of experiments to quantitatively
evaluate HoloLens' performance in head localization, real environment
reconstruction, spatial mapping, hologram visualization, and speech
recognition
Evaluating and Improving the Depth Accuracy of Kinect for Windows v2
Microsoft Kinect sensor has been widely used in many applications since the
launch of its first version. Recently, Microsoft released a new version of
Kinect sensor with improved hardware. However, the accuracy assessment of the
sensor remains to be answered. In this paper, we measure the depth accuracy of
the newly released Kinect v2 depth sensor, and obtain a cone model to
illustrate its accuracy distribution. We then evaluate the variance of the
captured depth values by depth entropy. In addition, we propose a trilateration
method to improve the depth accuracy with multiple Kinects simultaneously. The
experimental results are provided to ascertain the proposed model and method
EVM-CNN: Real-Time Contactless Heart Rate Estimation from Facial Video
With the increase in health consciousness, noninvasive body monitoring has
aroused interest among researchers. As one of the most important pieces of
physiological information, researchers have remotely estimated the heart rate
(HR) from facial videos in recent years. Although progress has been made over
the past few years, there are still some limitations, like the processing time
increasing with accuracy and the lack of comprehensive and challenging datasets
for use and comparison. Recently, it was shown that HR information can be
extracted from facial videos by spatial decomposition and temporal filtering.
Inspired by this, a new framework is introduced in this paper to remotely
estimate the HR under realistic conditions by combining spatial and temporal
filtering and a convolutional neural network. Our proposed approach shows
better performance compared with the benchmark on the MMSE-HR dataset in terms
of both the average HR estimation and short-time HR estimation. High
consistency in short-time HR estimation is observed between our method and the
ground truth
Balance Fatigue Design of Cast Steel Nodes in Tubular Steel Structures
Cast steel nodes are being increasingly popular in steel structure joint application as their advanced mechanical performances and flexible forms. This kind of joints improves the structural antifatigue capability observably and is expected to be widely used in the structures with fatigue loadings. Cast steel node joint consists of two parts: casting itself and the welds between the node and the steel member. The fatigue resistances of these two parts are very different; the experiment results showed very clearly that the fatigue behavior was governed by the welds in all tested configurations. This paper focuses on the balance fatigue design of these two parts in a cast steel node joint using fracture mechanics and FEM. The defects in castings are simulated by cracks conservatively. The final crack size is decided by the minimum of 90% of the wall thickness and the value deduced by fracture toughness. The allowable initial crack size could be obtained through the integral of Paris equation when the crack propagation life is considered equal to the weld fatigue life; therefore, the two parts in a cast steel node joint will have a balance fatigue life
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