scholarly journals Virtual reality space orientation based on neural network

2018 ◽  
Vol 131 ◽  
pp. 192-203
Author(s):  
Wang Zhongmin ◽  
Guo Wenhong
2019 ◽  
Vol 34 (2) ◽  
pp. 215-219
Author(s):  
夏振平 XIA Zhen-ping ◽  
胡伏原 HU Fu-yuan ◽  
程 成 CHENG Cheng ◽  
顾敏明 GU Min-ming

Symmetry ◽  
2020 ◽  
Vol 12 (10) ◽  
pp. 1722
Author(s):  
Qianwen Fu ◽  
Jian Lv ◽  
Shihao Tang ◽  
Qingsheng Xie

To effectively organize design elements in virtual reality (VR) scene design and provide evaluation methods for the design process, we built a user image space cognitive model. This involved perceptual engineering methods and optimization of the VR interface. First, we studied the coupling of user cognition and design features in the VR system via the Kansei Engineering (KE) method. The quantitative theory I and KE model regression analysis were used to analyze the design elements of the VR system’s human–computer interaction interface. Combined with the complex network method, we summarized the relationship between design features and analyzed the important design features that affect users’ perceptual imagery. Then, based on the characteristics of machine learning, we used a convolutional neural network (CNN) to predict and analyze the user’s perceptual imagery in the VR system, to provide assistance for the design optimization of the VR system design. Finally, we verified the validity and feasibility of the solution by combining it with the human–machine interface design of the VR system. We conducted a feasibility analysis of the KE model, in which the similarity between the multivariate regression analysis of the VR intention space and the experimental test was approximately 97% and the error was very small; thus, the VR intention space model was well correlated. The Mean Square Error (MSE) of the convolutional neural network (CNN) prediction model was calculated with a measured value of 0.0074, and the MSE value was less than 0.01. The results show that this method can improve the effectiveness and feasibility of the design scheme. Designers use important design feature elements to assist in VR system optimization design and use CNN machine learning methods to predict user image values in VR systems and improve the design efficiency. Facing the same design task requirements in VR system interfaces, the traditional design scheme was compared with the scheme optimized by this method. The results showed that the design scheme optimized by this method better fits the user’s perceptual imagery index, and thus the user’s task operation experience was better.


Author(s):  
Fan Zhang

With the development of computer technology, the simulation authenticity of virtual reality technology is getting higher and higher, and the accurate recognition of human–computer interaction gestures is also the key technology to enhance the authenticity of virtual reality. This article briefly introduced three different gesture feature extraction methods: scale invariant feature transform, local binary pattern and histogram of oriented gradients (HOG), and back-propagation (BP) neural network for classifying and recognizing different gestures. The gesture feature vectors obtained by three feature extraction methods were used as input data of BP neural network respectively and were simulated in MATLAB software. The results showed that the information of feature gesture diagram extracted by HOG was the closest to the original one; the BP neural network that applied HOG extracted feature vectors converged to stability faster and had the smallest error when it was stable; in the aspect of gesture recognition, the BP neural network that applied HOG extracted feature vector had higher accuracy and precision and lower false alarm rate.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Zaosheng Ma

Smart cultural tourism is the development trend of the future tourism industry. Virtual reality is an important tool to realize smart tourism. The reality of virtual reality mainly comes from human-computer interaction, which is closely related to human action recognition technology. Therefore, the research takes human action recognition as the research direction, uses a self-organizing mapping network (SOM) neural network to extract the key frame of action video, combines it with multi-feature vector method to recognize human action, and compares the recognition rate and user satisfaction of different recognition methods. The results show that the recognition rate of multi-feature voting human action recognition algorithm based on SOM neural network is 93.68% on UT-Kinect action, 59.06% on MSRDailyActivity3D, and the overall action recognition time is only 3.59 s. Within six months, the total profit of human-computer interactive virtual reality tourism project with SOM neural network multi-eigenvector as the core algorithm reached 422,000 yuan, and 88% of users expressed satisfaction after use. It shows that the proposed method has a good recognition rate and can give users effective feedback in time. It is hoped that this research has a certain reference value in promoting the development of human motion recognition technology.


2016 ◽  
Vol 15 (2) ◽  
pp. 44-52
Author(s):  
G. Sharma ◽  
Sushil Chandra ◽  
Saraynya Venkatraman ◽  
Alok Mittal ◽  
Vijander Singh

Virtual reality (VR) is defined as a 3-dimensional (3D), artificially simulated environment which allows the user to immerse himself/herself in it. From rehabilitation to data visualization, VR has been found to have many profound applications over the past decade or so. The addition of a suitable interface (e.g: haptics) is necessary in order to improve the quality of interaction with VR. Artificial Neural Network (ANN), a learning algorithm [i.e., a mathematical representation of any form of biological activity], which is one of the most widely adopted algorithms, is used for maintaining the properties of virtual reality (i.e., Immersivity and Interactivity). The primary objective of this review is to explore the limitless possibilities through the integration of ANN and VR. In addition to this, it also highlights the fact that an incumbent association of VR and ANN can lead to the construction of a highly interactive and immersive module in virtual reality.


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