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1.
Artigo em Inglês | MEDLINE | ID: mdl-37037228

RESUMO

Although distance learning presents a number of interesting educational advantages as compared to in-person instruction, it is not without its downsides. We first assess the educational challenges presented by distance learning as a whole and identify 4 main challenges that distance learning currently presents as compared to in-person instruction: the lack of social interaction, reduced student engagement and focus, reduced comprehension and information retention, and the lack of flexible and customizable instructor resources. After assessing each of these challenges in-depth, we examine how AR/VR technologies might serve to address each challenge along with their current shortcomings, and finally outline the further research that is required to fully understand the potential of AR/VR technologies as they apply to distance learning.

2.
IEEE Trans Vis Comput Graph ; 25(5): 1855-1864, 2019 May.
Artigo em Inglês | MEDLINE | ID: mdl-30762560

RESUMO

Modal sound synthesis has been used to create realistic sounds from rigid-body objects, but requires accurate real-world material parameters. These material parameters can be estimated from recorded sounds of an impacted object, but external factors can interfere with accurate parameter estimation. We present a novel technique for estimating the damping parameters of materials from recorded impact sounds that probabilistically models these external factors. We represent the combined effects of material damping, support damping, and sampling inaccuracies with a probabilistic generative model, then use maximum likelihood estimation to fit a damping model to recorded data. This technique greatly reduces the human effort needed and does not require the precise object geometry or the exact hit location. We validate the effectiveness of this technique with a comprehensive analysis of a synthetic dataset and a perceptual study on object identification. We also present a study establishing human performance on the same parameter estimation task for comparison.

3.
IEEE Trans Vis Comput Graph ; 24(11): 2993-3004, 2018 11.
Artigo em Inglês | MEDLINE | ID: mdl-30207957

RESUMO

We propose a new approach for 3D reconstruction of dynamic indoor and outdoor scenes in everyday environments, leveraging only cameras worn by a user. This approach allows 3D reconstruction of experiences at any location and virtual tours from anywhere. The key innovation of the proposed ego-centric reconstruction system is to capture the wearer's body pose and facial expression from near-body views, e.g. cameras on the user's glasses, and to capture the surrounding environment using outward-facing views. The main challenge of the ego-centric reconstruction, however, is the poor coverage of the near-body views - that is, the user's body and face are observed from vantage points that are convenient for wear but inconvenient for capture. To overcome these challenges, we propose a parametric-model-based approach to user motion estimation. This approach utilizes convolutional neural networks (CNNs) for near-view body pose estimation, and we introduce a CNN-based approach for facial expression estimation that combines audio and video. For each time-point during capture, the intermediate model-based reconstructions from these systems are used to re-target a high-fidelity pre-scanned model of the user. We demonstrate that the proposed self-sufficient, head-worn capture system is capable of reconstructing the wearer's movements and their surrounding environment in both indoor and outdoor situations without any additional views. As a proof of concept, we show how the resulting 3D-plus-time reconstruction can be immersively experienced within a virtual reality system (e.g., the HTC Vive). We expect that the size of the proposed egocentric capture-and-reconstruction system will eventually be reduced to fit within future AR glasses, and will be widely useful for immersive 3D telepresence, virtual tours, and general use-anywhere 3D content creation.


Assuntos
Expressão Facial , Imageamento Tridimensional/métodos , Postura/fisiologia , Interface Usuário-Computador , Gravação em Vídeo/métodos , Humanos , Internet , Redes Neurais de Computação
4.
IEEE Trans Vis Comput Graph ; 24(4): 1613-1622, 2018 04.
Artigo em Inglês | MEDLINE | ID: mdl-29543178

RESUMO

We present a novel method to generate plausible diffraction effects for interactive sound propagation in dynamic scenes. Our approach precomputes a diffraction kernel for each dynamic object in the scene and combines them with interactive ray tracing algorithms at runtime. A diffraction kernel encapsulates the sound interaction behavior of individual objects in the free field and we present a new source placement algorithm to significantly accelerate the precomputation. Our overall propagation algorithm can handle highly-tessellated or smooth objects undergoing rigid motion. We have evaluated our algorithm's performance on different scenarios with multiple moving objects and demonstrate the benefits over prior interactive geometric sound propagation methods. We also performed a user study to evaluate the perceived smoothness of the diffracted field and found that the auditory perception using our approach is comparable to that of a wave-based sound propagation method.

5.
J Acoust Soc Am ; 141(4): EL427, 2017 04.
Artigo em Inglês | MEDLINE | ID: mdl-28464642

RESUMO

Sound propagation encompasses various acoustic phenomena including reverberation. Current virtual acoustic methods ranging from parametric filters to physically accurate solvers can simulate reverberation with varying degrees of fidelity. The effects of reverberant sounds generated using different propagation algorithms on acoustic distance perception are investigated. In particular, two classes of methods for real time sound propagation in dynamic scenes based on parametric filters and ray tracing are evaluated. The study shows that ray tracing enables more distance accuracy as compared to the approximate, filter-based method. This suggests that accurate reverberation in virtual reality results in better reproduction of acoustic distances.


Assuntos
Acústica , Localização de Som , Som , Estimulação Acústica , Adulto , Sinais (Psicologia) , Feminino , Humanos , Julgamento , Masculino , Pessoa de Meia-Idade , Movimento (Física) , Processamento de Sinais Assistido por Computador , Fatores de Tempo , Vibração , Adulto Jovem
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