scholarly journals Immersive analysis of user motion in VR applications

2020 ◽  
Vol 36 (10-12) ◽  
pp. 1937-1949
Author(s):  
Simon Kloiber ◽  
Volker Settgast ◽  
Christoph Schinko ◽  
Martin Weinzerl ◽  
Johannes Fritz ◽  
...  

Abstract With the rise of virtual reality experiences for applications in entertainment, industry, science and medicine, the evaluation of human motion in immersive environments is becoming more important. By analysing the motion of virtual reality users, design choices and training progress in the virtual environment can be understood and improved. Since the motion is captured in a virtual environment, performing the analysis in the same environment provides a valuable context and guidance for the analysis. We have created a visual analysis system that is designed for immersive visualisation and exploration of human motion data. By combining suitable data mining algorithms with immersive visualisation techniques, we facilitate the reasoning and understanding of the underlying motion. We apply and evaluate this novel approach on a relevant VR application domain to identify and interpret motion patterns in a meaningful way.

2017 ◽  
Vol 43 (3) ◽  
pp. 1656
Author(s):  
P. Tsangaratos ◽  
I. Koumantakis ◽  
D. Rozos

The need to provide data management capabilities in geotechnical projects, makes data visualization in a more understanding way vital, while improvements in computer science, have created an opportunity to rethink the manner in which such data is archived and presented. Geographic Information Systems are considered nowadays as principal methods for analysis, utilizing their ability of manipulating, compiling and processing spatial data, such as geotechnical one. In this paper, the development of Borehole Analysis System (BAS) a specific Graphical User Interface (GUI) application is proposed to access geotechnical data with the aim of a relational database and an open source GIS platform, embodied in the application. The BAS, is able to integrate multiple layers of gathered information and to derive additional knowledge by applying statistical and data mining algorithms with the use of spatial query tools. These can give reasonable conclusions and better representation in 2-D and 3-D environment. The presented application is illustrated with an example from field practice, testifying its ability to be a useful tool for management and presentation of geological and geotechnical borehole data.


2003 ◽  
Vol 12 (4) ◽  
pp. 411-421 ◽  
Author(s):  
Benoit Bideau ◽  
Richard Kulpa ◽  
Stéphane Ménardais ◽  
Laetitia Fradet ◽  
Franck Multon ◽  
...  

Virtual reality offers new tools for human motion understanding. Several applications have been widely used in teleoperation, military training, driving and flying simulators, and so forth. We propose to test if virtual reality is a valid training tool for the game of handball. We focused on the duel between a handball goalkeeper and a thrower. To this end, we defined a pilot experiment divided into two steps: an experiment with real subjects and another one with virtual throwers. The throwers' motions were captured in order to animate their avatar in a reality center. In this paper, we focused on the evaluation of presence when a goalkeeper is confronting these avatars. To this end, we compared the goalkeeper's gestures in the real and in the virtual experiment to determine if virtual reality engendered the same movements for the same throw. Our results show that gestures did not differ between the real and virtual environment. As a consequence, we can say that the virtual environment offered enough realism to initiate natural gestures. Moreover, as in real games, we observed the goalkeeper's anticipation to allow us to use virtual reality in future work as a way to understand the goalkeeper and thrower interactions. The main originality of this work was to measure presence in a sporting application with new evaluation methods based on motion capture.


2021 ◽  
Vol 16 (91) ◽  
pp. 99-109
Author(s):  
Lyudmila N. Loginova ◽  
◽  
Alexander M. Shash ◽  

In the conditions of fierce competition, satisfaction of all customer needs provides a trading enterprise with a sustainable competitive advantage. With the traditional structure of the assortment, there is a decrease in both the potential and real level of profit, the loss of competitive positions in promising markets, and, therefore, there is a decrease in the stability of the enterprise. The development of an analysis system to determine the specifics of the product range, optimize the range, and adapt it to the conditions of the Russian market is undoubtedly an urgent task. This article provides an overview of trade and IT companies that use data mining technologies. The survey showed that many companies are using data mining technology to improve customer service, turnover and sales in stores. In this regard, the management of Familia decided to develop its own software that will combine the analysis of turnover and sales in the company's stores in order to increase sales and improve the placement of goods in stores so that the client buys the necessary things, increasing the company's profit. The paper shows the possibility of combining several data mining methods in one system; shows the results of the analysis system and shows the effectiveness of the developed analysis system at Familia. The uniqueness of the developed software is the combination of data mining algorithms into one software product. The developed analysis system, based on the joint work of two data mining algorithms K-means and Apriori, allows you to manage the range of trade enterprises, reducing company losses.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Yuqing Wang

Virtual reality technology has promoted the reform of education. This research mainly discusses college physical education teaching assisted by artificial intelligence-based virtual reality technology. According to the position change of the virtual human’s center of gravity, the spline keyframe interpolation method is used for interpolation, and the model pose obtained in each frame is rendered to obtain the virtual human’s animation. After synthesizing a virtual human animation with three-dimensional human motion data, the animation can have functions such as video storage, fast playback, slow playback, and freeze. At the same time, the system can also display and play the virtual human animation and the video shot by the camera on the same screen, in order to make an intuitive comparison of the athletes’ movements. Coaches can edit by hand or shoot the sports of outstanding domestic and foreign athletes on the spot and then use VC++6.0 as a development tool to analyze and get the simulation video of the 3D virtual human body. The virtual human animation technology in the motion analysis system is to relocate the three-dimensional motion data extracted from the video captured by the camera to the three-dimensional virtual human model we have established, and the three-dimensional virtual human will then simulate the technical actions of the athletes, which indirectly reflects that the three-dimensional movement information of the athletes enables coaches and athletes to observe the athletes’ technical movements in a three-dimensional space in real time, repeatedly, and from multiple angles so that the coach can accurately guide the athletes’ technical movements. Finally, a neural network based on artificial intelligence technology is used to evaluate the teaching effect. In the comparative experiment, 35% of the people in the virtual teaching experiment group were excellent, while the control group had only 10% in this excellent range (90–100). This research contributes to the smooth progress of VR technology teaching in colleges and universities.


2018 ◽  
Vol 5 (4) ◽  
pp. 503 ◽  
Author(s):  
I Putu Dody Lesmana ◽  
Beni Widiawan ◽  
Didit Rahmat Hartadi ◽  
Muhammad Fuad Al Haris

<p>Latihan bersepeda berbasis virtual reality (VR-Bicycling) bagi penderita pasca stroke merupakan teknologi yang dikembangkan untuk meningkatkan gerak motorik otot. Penerapan VR-Bicycling umumnya untuk melatih gerak motorik ekstremitas bawah daripada gerak motorik ekstremitas atas. Penggunaan terapi cermin (Mirror Therapy-MT) merupakan bentuk terapi gerak motorik ekstremitas atas dengan mempengaruhi propriosepsi otak yang berfikir bahwa eksterimitas atas yang mengalami hemiparesis dapat bergerak baik. Dalam penelitian ini dikembangan modul VR-Bicycling untuk melatih gerak motorik ekstremitas atas berbasis MT dengan mengkombinasikan umpan balik visual dan audio pada lingkungan virtual (Virtual Environment-VE). Umpan balik visual untuk mengetahui waktu tunda dan perbedaan spasial berupa ketepatan lengan virtual dalam menangkap apel atau menghindari bom sepanjang lintasan bersepeda. Sedangkan umpan balik audio menggunakan metronome untuk melatih operabilitas dan kontrol lengan virtual. Kinect digunakan sebagai motion capture gerakan lengan nyata. Pengujian melibatkan sepuluh penderita pasca stroke untuk melatih gerak motorik ekstremitas atas yang mengalami hemiparesis dalam mengontrol gerakan lengan virtual pada VR-Bicycling. Evaluasi sistem dilakukan dengan meminta penderita pasca stroke menjawab daftar pertanyaan yang mengandung faktor operabilitas, konsentrasi, kontrol gerakan, waktu tunda, dan perbedaan spasial dari terapi ekstremitas atas pada VR-Bicycling menggunakan konsep terapi cermin. Dari hasil evaluasi diketahui bahwa waktu tunda dan perbedaan spasial pada terapi ekstremitas atas menggunakan VR-Bicycling dengan MT merupakan dua variabel penting untuk mengontrol arah dan ketepatan gerakan lengan virtual pada VE.</p><p> </p><p class="Judul2"><strong><em>Abstract</em></strong></p><p class="Abstract"><em>A virtual reality bicycling (VR-Bicycling) was encouraged to address motor control and fitness deficits of person post-stroke. The applied of VR-Bicycling for therapy of person post-stroke has focused primarily on improving movement and use of the lower extremity than upper extremity. Mirror therapy (MT) is an instrument that enables a person with an amputation to view a reflection of an intact limb in the visual plane of the missing limb by tricking the brain into believing the missing limb is actually moving. The use of virtual reality (VR) over MT is that VR allows more complete immersion into the illusion, whereas MT requires tight focus and concentration to truly see the illusion as real. In this research, we had developed a VR-Bicycling module based MT for training upper extremity of person post-stroke while doing simulated bicycling. Person post-stroke cycled with guidance of visual cueing (represented as apples and bombs) and auditory condition (provided by metronome) in the virtual environment (VE). We tested ten person post-stroke as they cycled on a stationary bicycle while moving their virtual limb to hit apples or avoid bombs in VE. A VR-Bicycling module measures the motion data of upper extremity by Kinect and evaluate immersion and motor cognition by using factor analysis with three factors consisting of controllability, concentration, sense of delay, and spatial difference. The evaluation result indicates that temporal delay and spatial fluctuation have strong relationship to control virtual limb movement correctly.</em></p>


2012 ◽  
Vol 162 ◽  
pp. 326-333 ◽  
Author(s):  
Constantin Catalin Moldovan ◽  
Ionel Staretu ◽  
Alexandru Mihail Itu

Virtual reality is an important technology in the context of product lifecycle management. Through virtual reality, one offers solutions in the design phase, but also during use, resulting in a significant reduction in time between concept and prototype stage and an overall process optimization increase. Control interfaces of anthropomorphic grippers in virtual environments allow carrying out a series of tests and simulations to validate both a particular design and the configuration of a certain gripping operation. The control interface of an anthropomorphic gripper is also responsible for the connection between the user and the virtual environment providing a set of tools for performing the functional simulation. This paper presents the RoboSIM software module, which is an advanced control interface for a three fingered anthropomorphic gripper. This module was primarily developed for easing the functional simulation of a three fingered gripper in a virtual environment. In order to further decrease the time between concept and prototype, RoboSIM was extended to directly communicate with the real gripper. In this way the functional simulations results can be directly transferred using RoboSIM to the real gripper which will perform the gripping operation accordingly. This novel approach is especially suited for anthropomorphic grippers which are known to have an increased number of degrees of freedom thus their control interfaces becoming very complex.


Author(s):  
Chuanqi Zang ◽  
Mingtao Pei ◽  
Yu Kong

Human motion prediction is a task where we anticipate future motion based on past observation. Previous approaches rely on the access to large datasets of skeleton data, and thus are difficult to be generalized to novel motion dynamics with limited training data. In our work, we propose a novel approach named Motion Prediction Network (MoPredNet) for few-short human motion prediction. MoPredNet can be adapted to predicting new motion dynamics using limited data, and it elegantly captures long-term dependency in motion dynamics. Specifically, MoPredNet dynamically selects the most informative poses in the streaming motion data as masked poses. In addition, MoPredNet improves its encoding capability of motion dynamics by adaptively learning spatio-temporal structure from the observed poses and masked poses. We also propose to adapt MoPredNet to novel motion dynamics based on accumulated motion experiences and limited novel motion dynamics data. Experimental results show that our method achieves better performance over state-of-the-art methods in motion prediction.


2019 ◽  
Vol 17 (2) ◽  
pp. 18-44
Author(s):  
Augusto Weiand ◽  
Isabel Harb Manssour ◽  
Milene Selbach Silveira

With technological advances, distance education has been frequently discussed in recent years. The learning environments used in this course usually generates a great deal of data because of the large number of students and the various tasks involving their interaction. In order to facilitate the analysis of the data, the authors researched to identify how interaction and visualization techniques integrated with data mining algorithms can assist teachers in predicting students' performance in learning environments. The main goal of this work is to present the results of such research and the visual analysis approach that the authors developed in this context. This approach allows data gathering on the students' interactions and provides tools to investigate and predict pass/fail rates in the courses that are being analyzed. Our main contributions are: the visualization of the resources and their use by students; the possibility of making an individual analysis of students through interactive visualizations; and the ability to compare subjects in terms of students' performance.


2011 ◽  
Vol 131 (3) ◽  
pp. 267-274 ◽  
Author(s):  
Noboru Tsunashima ◽  
Yuki Yokokura ◽  
Seiichiro Katsura

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