Improve Memory for Alzheimer Patient by Employing Mind Wave on Virtual Reality with Deep Learning

Author(s):  
Marwan Kadhim Mohammed Al-shammari ◽  
Gao Tian Han
2021 ◽  
Author(s):  
Xiangdong Li ◽  
Yifei Shan ◽  
Wenqian Chen ◽  
Yue Wu ◽  
Preben Hansen ◽  
...  

2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Bangtong Huang ◽  
Hongquan Zhang ◽  
Zihong Chen ◽  
Lingling Li ◽  
Lihua Shi

Deep learning algorithms are facing the limitation in virtual reality application due to the cost of memory, computation, and real-time computation problem. Models with rigorous performance might suffer from enormous parameters and large-scale structure, and it would be hard to replant them onto embedded devices. In this paper, with the inspiration of GhostNet, we proposed an efficient structure ShuffleGhost to make use of the redundancy in feature maps to alleviate the cost of computations, as well as tackling some drawbacks of GhostNet. Since GhostNet suffers from high computation of convolution in Ghost module and shortcut, the restriction of downsampling would make it more difficult to apply Ghost module and Ghost bottleneck to other backbone. This paper proposes three new kinds of ShuffleGhost structure to tackle the drawbacks of GhostNet. The ShuffleGhost module and ShuffleGhost bottlenecks are utilized by the shuffle layer and group convolution from ShuffleNet, and they are designed to redistribute the feature maps concatenated from Ghost Feature Map and Primary Feature Map. Besides, they eliminate the gap of them and extract the features. Then, SENet layer is adopted to reduce the computation cost of group convolution, as well as evaluating the importance of the feature maps which concatenated from Ghost Feature Maps and Primary Feature Maps and giving proper weights for the feature maps. This paper conducted some experiments and proved that the ShuffleGhostV3 has smaller trainable parameters and FLOPs with the ensurance of accuracy. And with proper design, it could be more efficient in both GPU and CPU side.


Author(s):  
Lindsay Munroe ◽  
Gina Sajith ◽  
Ei Lin ◽  
Surjava Bhattacharya ◽  
Kuberan Pushparajah ◽  
...  

2020 ◽  
pp. 147807712095754
Author(s):  
Tomohiro Fukuda ◽  
Marcos Novak ◽  
Hiroyuki Fujii ◽  
Yoann Pencreach

Virtual reality (VR) has been proposed for various purposes such as design studies, presentation, simulation and communication in the field of computer-aided architectural design. This paper explores new roles for VR; in particular, we propose rendering methods that consist of post-processing rendering, segmentation rendering and shadow-casting rendering for more-versatile approaches in the use of data. We focus on the creation of a dataset of annotated images, composed of paired foreground-background and semantic-relevant images, in addition to traditional immersive rendering for training deep learning neural networks and analysing landscapes. We also develop a camera velocity rendering method using a customised segmentation rendering technique that calculates the linear and angular velocities of the virtual camera within the VR space at each frame and overlays a colour on the screen according to the velocity value. Using this velocity information, developers of VR applications can improve the animation path within the VR space and prevent VR sickness. We successfully applied the developed methods to urban design and a design project for a building complex. In conclusion, the proposed method was evaluated to be both feasible and effective.


IEEE Access ◽  
2020 ◽  
Vol 8 ◽  
pp. 126784-126796
Author(s):  
Chung-Yen Liao ◽  
Shao-Kuo Tai ◽  
Rung-Ching Chen ◽  
Hendry Hendry

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