Long short-term memory prediction of user’s locomotion in virtual reality

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Jesus Mayor, Pablo Calleja, Felix Fuentes-Hurtado
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引用次数: 0

Abstract

Nowadays, there is still a challenge in virtual reality to obtain an accurate displacement prediction of the user. This could be a future key element to apply in the so-called redirected walking methods. Meanwhile, deep learning provides us with new tools to reach greater achievements in this type of prediction. Specifically, long short-term memory recurrent neural networks obtained promising results recently. This gives us clues to continue researching in this line to predict virtual reality user’s displacement. This manuscript focuses on the collection of positional data and a subsequent new way to train a deep learning model to obtain more accurate predictions. The data were collected with 44 participants and it has been analyzed with different existing prediction algorithms. The best results were obtained with a new idea, the use of rotation quaternions and the three dimensions to train the previously existing models. The authors strongly believe that there is still much room for improvement in this research area by means of the usage of new deep learning models.

Abstract Image

虚拟现实中用户运动的长短期记忆预测
如今,在虚拟现实中,如何准确预测用户的位移仍是一项挑战。这可能是未来应用于所谓的重定向行走方法的关键因素。与此同时,深度学习为我们提供了新的工具,让我们在这类预测中取得更大的成就。具体来说,长短期记忆递归神经网络最近取得了可喜的成果。这为我们提供了继续研究该领域的线索,以预测虚拟现实用户的位移。本手稿的重点是位置数据的收集以及随后训练深度学习模型以获得更准确预测的新方法。数据是由 44 名参与者收集的,并用不同的现有预测算法进行了分析。使用旋转四元数和三个维度来训练先前存在的模型这一新思路取得了最佳结果。作者坚信,通过使用新的深度学习模型,这一研究领域仍有很大的改进空间。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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