203 research outputs found
Preprint: Bringing immersive enjoyment to hyperbaric oxygen chamber users using virtual reality glasses
This is the preprint version of our paper on REHAB2015. This paper proposed a
novel immersive entertainment system for the users of hyperbaric oxygen therapy
chamber. The system is a hybrid of hardware and software, the scheme is
described in this paper. The hardware is combined by a HMD (i.e. virtual
reality glasses shell), a smartphone and a waterproof bag. The software is able
to transfer the stereoscopic images of the 3D game to the screen of the
smartphone synchronously. The comparison and selection of the hardware are
discussed according to the practical running scene of the clinical hyperbaric
oxygen treatment. Finally, a preliminary guideline for designing this kind of
system is raised accordingly.Comment: This is the preprint version of our paper on REHAB201
Preprint Virtual Reality Assistant Technology for Learning Primary Geography
This is the preprint version of our paper on ICWL2015. A virtual reality
based enhanced technology for learning primary geography is proposed, which
synthesizes several latest information technologies including virtual
reality(VR), 3D geographical information system(GIS), 3D visualization and
multimodal human-computer-interaction (HCI). The main functions of the proposed
system are introduced, i.e. Buffer analysis, Overlay analysis, Space convex
hull calculation, Space convex decomposition, 3D topology analysis and 3D space
intersection detection. The multimodal technologies are employed in the system
to enhance the immersive perception of the users.Comment: This is the preprint version of our paper on ICWL201
Preprint Imagining In-Air Interaction for Hemiplegia Sufferer
This is the preprint version of our paper on 2015 International Conference on
Virtual Rehabilitation (ICVR2015). In this paper, we described the imagination
scenarios of a touch-less interaction technology for hemiplegia, which can
support either hand or foot interaction with the smartphone or head mounted
device (HMD). The computer vision interaction technology is implemented in our
previous work, which provides a core support for gesture interaction by
accurately detecting and tracking the hand or foot gesture. The patients
interact with the application using hand/foot gesture motion in the camera
view.Comment: This is the preprint version of our paper on 2015 International
Conference on Virtual Rehabilitation (ICVR2015
From Three-Body game to Metaverse
This paper aims to study the concept of the metaverse as reflected in the Three-Body game in the TV series The Three-Body Problem, as well as the current development status of the metaverse in the real world. Firstly, the Three-Body game in The Three-Body problem is analyzed and explained to uncover the underlying metaverse knowledge. Then, through a literature review, the implementation and application scenarios of the metaverse in various industries are investigated from the databases Web of Science and Scopus, using keywords such as “metaverse”, “Three-Body”, “virtual world”, “virtual reality games”, and “human-computer interaction”. Nearly 10,000 relevant articles were retrieved, and 20 articles were selected for in-depth qualitative and quantitative analysis. Subsequently, the content of the literature is summarized from three aspects: the current development status of the metaverse, advancements in virtual reality technology, and advancements in human-computer interaction technology. The application status and technological progress of the metaverse in various industries and the existing technological limitations are discussed. By extending the concept of the metaverse from science fiction, this paper provides research ideas for the future development of the metaverse
Preprint: Bigdata Oriented Multimedia Mobile Health Applications
This is the preprint version of our paper on JOMS. In this paper, two mHealth
applications are introduced, which can be employed as the terminals of bigdata
based health service to collect information for electronic medical records
(EMRs). The first one is a hybrid system for improving the user experience in
the hyperbaric oxygen chamber by 3D stereoscopic virtual reality glasses and
immersive perception. Several HMDs have been tested and compared. The second
application is a voice interactive serious game as a likely solution for
providing assistive rehabilitation tool for therapists. The recorder of the
voice of patients could be analysed to evaluate the long-time rehabilitation
results and further to predict the rehabilitation process.Comment: This is the preprint version of our paper on JOMS. arXiv admin note:
substantial text overlap with arXiv:1509.0677
3D visual analysis of seabed on smartphone
We create a 'virtual-seabed' platform to realize the 3D visual analysis of
seabed on smartphone. The 3D seabed platform is based on a 'section-drilling'
model, implementing visualization and analysis of the integrated data of seabed
on the 3D browser on smartphone. Some 3D visual analysis functions are
developed. This work presents a thorough and interesting way of presenting
seabed data on smartphone, which raises many application possibilities. This
platform is another practical proof based on our WebVRGIS platform.Comment: 2015 IEEE Pacific Visualization Symposium (PacificVis
Preprint A Game Based Assistive Tool for Rehabilitation of Dysphonic Patients
This is the preprint version of our paper on 3rd International Workshop on
Virtual and Augmented Assistive Technology (VAAT) at IEEE Virtual Reality 2015
(VR2015). An assistive training tool for rehabilitation of dysphonic patients
is designed and developed according to the practical clinical needs. The
assistive tool employs a space flight game as the attractive logic part, and
microphone arrays as input device, which is getting rid of ambient noise by
setting a specific orientation. The therapist can guide the patient to play the
game as well as the voice training simultaneously side by side, while not
interfere the patient voice. The voice information can be recorded and
extracted for evaluating the long-time rehabilitation progress. This paper
outlines a design science approach for the development of an initial useful
software prototype of such a tool, considering 'Intuitive', 'Entertainment',
'Incentive' as main design factors.Comment: This is the preprint version of our paper on 3rd International
Workshop on Virtual and Augmented Assistive Technology (VAAT) at IEEE Virtual
Reality 2015 (VR2015
Nonrigid Optical Flow Ground Truth for Real-World Scenes with Time-Varying Shading Effects
In this paper we present a dense ground truth dataset of nonrigidly deforming
real-world scenes. Our dataset contains both long and short video sequences,
and enables the quantitatively evaluation for RGB based tracking and
registration methods. To construct ground truth for the RGB sequences, we
simultaneously capture Near-Infrared (NIR) image sequences where dense markers
- visible only in NIR - represent ground truth positions. This allows for
comparison with automatically tracked RGB positions and the formation of error
metrics. Most previous datasets containing nonrigidly deforming sequences are
based on synthetic data. Our capture protocol enables us to acquire real-world
deforming objects with realistic photometric effects - such as blur and
illumination change - as well as occlusion and complex deformations. A public
evaluation website is constructed to allow for ranking of RGB image based
optical flow and other dense tracking algorithms, with various statistical
measures. Furthermore, we present an RGB-NIR multispectral optical flow model
allowing for energy optimization by adoptively combining featured information
from both the RGB and the complementary NIR channels. In our experiments we
evaluate eight existing RGB based optical flow methods on our new dataset. We
also evaluate our hybrid optical flow algorithm by comparing to two existing
multispectral approaches, as well as varying our input channels across RGB, NIR
and RGB-NIR.Comment: preprint of our paper accepted by RA-L'1
Preprint Extending Touch-less Interaction on Vision Based Wearable Device
This is the preprint version of our paper on IEEE Virtual Reality Conference
2015. A touch-less interaction technology on vision based wearable device is
designed and evaluated. Users interact with the application with dynamic
hands/feet gestures in front of the camera. Several proof-of-concept prototypes
with eleven dynamic gestures are developed based on the touch-less interaction.
At last, a comparing user study evaluation is proposed to demonstrate the
usability of the touch-less approach, as well as the impact on user's emotion,
running on a wearable framework or Google Glass.Comment: This is the preprint version of our paper on IEEE Virtual Reality
Conference 201
Preprint Clinical Feedback and Technology Selection of Game Based Dysphonic Rehabilitation Tool
This is the preprint version of our paper on 2015 9th International
Conference on Pervasive Computing Technologies for Healthcare
(PervasiveHealth2015). An assistive training tool software for rehabilitation
of dysphonic patients is evaluated according to the practical clinical feedback
from the treatments. One stroke sufferer and one parkinson sufferer have
provided earnest suggestions for the improvement of our tool software. The
assistive tool employs a serious game as the attractive logic part, and running
on the tablet with normal microphone as input device. Seven pitch estimation
algorithms have been evaluated and compared with selected patients voice
database. A series of benchmarks have been generated during the evaluation
process for technology selection.Comment: This is the preprint version of our paper on 2015 9th International
Conference on Pervasive Computing Technologies for Healthcare
(PervasiveHealth2015
- …