immersive visualization
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Electronics ◽  
2021 ◽  
Vol 11 (1) ◽  
pp. 83
Author(s):  
Aisha Aamir ◽  
Minija Tamosiunaite ◽  
Florentin Wörgötter

Deep neural networks (DNNs) dominate many tasks in the computer vision domain, but it is still difficult to understand and interpret the information contained within these networks. To gain better insight into how a network learns and operates, there is a strong need to visualize these complex structures, and this remains an important research direction. In this paper, we address the problem of how the interactive display of DNNs in a virtual reality (VR) setup can be used for general understanding and architectural assessment. We compiled a static library as a plugin for the Caffe framework in the Unity gaming engine. We used routines from this plugin to create and visualize a VR-based AlexNet architecture for an image classification task. Our layered interactive model allows the user to freely navigate back and forth within the network during visual exploration. To make the DNN model even more accessible, the user can select certain connections to understand the activity flow at a particular neuron. Our VR setup also allows users to hide the activation maps/filters or even interactively occlude certain features in an image in real-time. Furthermore, we added an interpretation module and reframed the Shapley values to give a deeper understanding of the different layers. Thus, this novel tool offers more direct access to network structures and results, and its immersive operation is especially instructive for both novices and experts in the field of DNNs.


2021 ◽  
Author(s):  
Akshay Murari ◽  
Elias Mahfoud ◽  
Weichao Wang ◽  
Aidong Lu

2021 ◽  
Author(s):  
N. Wenk ◽  
J. Penalver-Andres ◽  
K. A. Buetler ◽  
T. Nef ◽  
R. M. Müri ◽  
...  

AbstractVirtual reality (VR) is a promising tool to promote motor (re)learning in healthy users and brain-injured patients. However, in current VR-based motor training, movements of the users performed in a three-dimensional space are usually visualized on computer screens, televisions, or projection systems, which lack depth cues (2D screen), and thus, display information using only monocular depth cues. The reduced depth cues and the visuospatial transformation from the movements performed in a three-dimensional space to their two-dimensional indirect visualization on the 2D screen may add cognitive load, reducing VR usability, especially in users suffering from cognitive impairments. These 2D screens might further reduce the learning outcomes if they limit users’ motivation and embodiment, factors previously associated with better motor performance. The goal of this study was to evaluate the potential benefits of more immersive technologies using head-mounted displays (HMDs). As a first step towards potential clinical implementation, we ran an experiment with 20 healthy participants who simultaneously performed a 3D motor reaching and a cognitive counting task using: (1) (immersive) VR (IVR) HMD, (2) augmented reality (AR) HMD, and (3) computer screen (2D screen). In a previous analysis, we reported improved movement quality when movements were visualized with IVR than with a 2D screen. Here, we present results from the analysis of questionnaires to evaluate whether the visualization technology impacted users’ cognitive load, motivation, technology usability, and embodiment. Reports on cognitive load did not differ across visualization technologies. However, IVR was more motivating and usable than AR and the 2D screen. Both IVR and AR rea ched higher embodiment level than the 2D screen. Our results support our previous finding that IVR HMDs seem to be more suitable than the common 2D screens employed in VR-based therapy when training 3D movements. For AR, it is still unknown whether the absence of benefit over the 2D screen is due to the visualization technology per se or to technical limitations specific to the device.


2021 ◽  
Vol 41 (4) ◽  
pp. 125-132
Author(s):  
Matthias Kraus ◽  
Karsten Klein ◽  
Johannes Fuchs ◽  
Daniel Keim ◽  
Falk Schreiber ◽  
...  

Earth ◽  
2021 ◽  
Vol 2 (2) ◽  
pp. 303-330
Author(s):  
Oliver Lucanus ◽  
Margaret Kalacska ◽  
J. Pablo Arroyo-Mora ◽  
Leandro Sousa ◽  
Lucélia Nobre Carvalho

Hydroelectric dams are a major threat to rivers in the Amazon. They are known to decrease river connectivity, alter aquatic habitats, and emit greenhouse gases such as carbon dioxide and methane. Multiscale remotely sensed data can be used to assess and monitor hydroelectric dams over time. We analyzed the Sinop dam on the Teles Pires river from high spatial resolution satellite imagery to determine the extent of land cover inundated by its reservoir, and subsequent methane emissions from TROPOMI S-5P data. For two case study areas, we generated 3D reconstructions of important endemic fish habitats from unmanned aerial vehicle photographs. We found the reservoir flooded 189 km2 (low water) to 215 km2 (high water) beyond the extent of the Teles Pires river, with 13–30 m tall forest (131.4 Mg/ha average AGB) the predominant flooded class. We further found the reservoir to be a source of methane enhancement in the region. The 3D model showed the shallow habitat had high complexity important for ichthyofauna diversity. The distinctive habitats of rheophile fishes, and of the unique species assemblage found in the tributaries have been permanently modified following inundation. Lastly, we illustrate immersive visualization options for both the satellite imagery and 3D products.


2021 ◽  
Vol 4 ◽  
Author(s):  
Lindsay Wells ◽  
Tomasz Bednarz

Research into Explainable Artificial Intelligence (XAI) has been increasing in recent years as a response to the need for increased transparency and trust in AI. This is particularly important as AI is used in sensitive domains with societal, ethical, and safety implications. Work in XAI has primarily focused on Machine Learning (ML) for classification, decision, or action, with detailed systematic reviews already undertaken. This review looks to explore current approaches and limitations for XAI in the area of Reinforcement Learning (RL). From 520 search results, 25 studies (including 5 snowball sampled) are reviewed, highlighting visualization, query-based explanations, policy summarization, human-in-the-loop collaboration, and verification as trends in this area. Limitations in the studies are presented, particularly a lack of user studies, and the prevalence of toy-examples and difficulties providing understandable explanations. Areas for future study are identified, including immersive visualization, and symbolic representation.


2021 ◽  
Vol 2 ◽  
Author(s):  
Oleg Lobachev ◽  
Moritz Berthold ◽  
Henriette Pfeffer ◽  
Michael Guthe ◽  
Birte S. Steiniger

3D reconstruction is a challenging current topic in medical research. We perform 3D reconstructions from serial sections stained by immunohistological methods. This paper presents an immersive visualization solution to quality control (QC), inspect, and analyze such reconstructions. QC is essential to establish correct digital processing methodologies. Visual analytics, such as annotation placement, mesh painting, and classification utility, facilitates medical research insights. We propose a visualization in virtual reality (VR) for these purposes. In this manner, we advance the microanatomical research of human bone marrow and spleen. Both 3D reconstructions and original data are available in VR. Data inspection is streamlined by subtle implementation details and general immersion in VR.


2021 ◽  
Vol 33 (4) ◽  
pp. 497-507
Author(s):  
Shuainan Ye ◽  
Xiangtong Chu ◽  
Yingcai Wu

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