IEEE Transactions on Visualization and Computer Graphics最新文献

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A Perception-driven Hybrid Decomposition for Multi-layer Accommodative Displays. 多层可调节显示的感知驱动混合分解。
IF 5.2 1区 计算机科学
IEEE Transactions on Visualization and Computer Graphics Pub Date : 2019-05-01 Epub Date: 2019-02-18 DOI: 10.1109/TVCG.2019.2898821
Hyeonseung Yu, Mojtaba Bemana, Marek Wernikowski, Michal Chwesiuk, Okan Tarhan Tursun, Gurprit Singh, Karol Myszkowski, Radoslaw Mantiuk, Hans-Peter Seidel, Piotr Didyk
{"title":"A Perception-driven Hybrid Decomposition for Multi-layer Accommodative Displays.","authors":"Hyeonseung Yu,&nbsp;Mojtaba Bemana,&nbsp;Marek Wernikowski,&nbsp;Michal Chwesiuk,&nbsp;Okan Tarhan Tursun,&nbsp;Gurprit Singh,&nbsp;Karol Myszkowski,&nbsp;Radoslaw Mantiuk,&nbsp;Hans-Peter Seidel,&nbsp;Piotr Didyk","doi":"10.1109/TVCG.2019.2898821","DOIUrl":"https://doi.org/10.1109/TVCG.2019.2898821","url":null,"abstract":"<p><p>Multi-focal plane and multi-layered light-field displays are promising solutions for addressing all visual cues observed in the real world. Unfortunately, these devices usually require expensive optimizations to compute a suitable decomposition of the input light field or focal stack to drive individual display layers. Although these methods provide near-correct image reconstruction, a significant computational cost prevents real-time applications. A simple alternative is a linear blending strategy which decomposes a single 2D image using depth information. This method provides real-time performance, but it generates inaccurate results at occlusion boundaries and on glossy surfaces. This paper proposes a perception-based hybrid decomposition technique which combines the advantages of the above strategies and achieves both real-time performance and high-fidelity results. The fundamental idea is to apply expensive optimizations only in regions where it is perceptually superior, e.g., depth discontinuities at the fovea, and fall back to less costly linear blending otherwise. We present a complete, perception-informed analysis and model that locally determine which of the two strategies should be applied. The prediction is later utilized by our new synthesis method which performs the image decomposition. The results are analyzed and validated in user experiments on a custom multi-plane display.</p>","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":"25 5","pages":"1940-1950"},"PeriodicalIF":5.2,"publicationDate":"2019-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TVCG.2019.2898821","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"37150909","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
MegaParallax: Casual 360° Panoramas with Motion Parallax. MegaParallax:随意360°全景与运动视差。
IF 5.2 1区 计算机科学
IEEE Transactions on Visualization and Computer Graphics Pub Date : 2019-05-01 Epub Date: 2019-02-25 DOI: 10.1109/TVCG.2019.2898799
Tobias Bertel, Neill D F Campbell, Christian Richardt
{"title":"MegaParallax: Casual 360° Panoramas with Motion Parallax.","authors":"Tobias Bertel,&nbsp;Neill D F Campbell,&nbsp;Christian Richardt","doi":"10.1109/TVCG.2019.2898799","DOIUrl":"https://doi.org/10.1109/TVCG.2019.2898799","url":null,"abstract":"<p><p>The ubiquity of smart mobile devices, such as phones and tablets, enables users to casually capture 360° panoramas with a single camera sweep to share and relive experiences. However, panoramas lack motion parallax as they do not provide different views for different viewpoints. The motion parallax induced by translational head motion is a crucial depth cue in daily life. Alternatives, such as omnidirectional stereo panoramas, provide different views for each eye (binocular disparity), but they also lack motion parallax as the left and right eye panoramas are stitched statically. Methods based on explicit scene geometry reconstruct textured 3D geometry, which provides motion parallax, but suffers from visible reconstruction artefacts. The core of our method is a novel multi-perspective panorama representation, which can be casually captured and rendered with motion parallax for each eye on the fly. This provides a more realistic perception of panoramic environments which is particularly useful for virtual reality applications. Our approach uses a single consumer video camera to acquire 200-400 views of a real 360° environment with a single sweep. By using novel-view synthesis with flow-based blending, we show how to turn these input views into an enriched 360° panoramic experience that can be explored in real time, without relying on potentially unreliable reconstruction of scene geometry. We compare our results with existing omnidirectional stereo and image-based rendering methods to demonstrate the benefit of our approach, which is the first to enable casual consumers to capture and view high-quality 360° panoramas with motion parallax.</p>","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":"25 5","pages":"1828-1835"},"PeriodicalIF":5.2,"publicationDate":"2019-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TVCG.2019.2898799","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"36997350","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 37
Varifocal Occlusion for Optical See-Through Head-Mounted Displays using a Slide Occlusion Mask. 使用滑动遮挡遮罩的光学透明头戴式显示器的变焦遮挡。
IF 5.2 1区 计算机科学
IEEE Transactions on Visualization and Computer Graphics Pub Date : 2019-05-01 DOI: 10.1109/TVCG.2019.2899249
Takumi Hamasaki, Yuta Itoh
{"title":"Varifocal Occlusion for Optical See-Through Head-Mounted Displays using a Slide Occlusion Mask.","authors":"Takumi Hamasaki,&nbsp;Yuta Itoh","doi":"10.1109/TVCG.2019.2899249","DOIUrl":"https://doi.org/10.1109/TVCG.2019.2899249","url":null,"abstract":"<p><p>We propose a varifocal occlusion technique for optical see-through head-mounted displays (OST-HMDs). Occlusion in OST-HMDs is a powerful visual cue that enables depth perception in augmented reality (AR). Without occlusion, virtual objects rendered by an OST-HMD appear semi-transparent and less realistic. A common occlusion technique is to use spatial light modulators (SLMs) to block incoming light rays at each pixel on the SLM selectively. However, most of the existing methods create an occlusion mask only at a single, fixed depth-typically at infinity. With recent advances in varifocal OST-HMDs, such traditional fixed-focus occlusion causes a mismatch in depth between the occlusion mask plane and the virtual object to be occluded, leading to an uncomfortable user experience with blurred occlusion masks. In this paper, we thus propose an OST-HMD system with varifocal occlusion capability: we physically slide a transmissive liquid crystal display (LCD) to optically shift the occlusion plane along the optical path so that the mask appears sharp and aligns to a virtual image at a given depth. Our solution has several benefits over existing varifocal occlusion methods: it is computationally less demanding and, more importantly, it is optically consistent, i.e., when a user loses focus on the corresponding virtual image, the mask again gets blurred consistently as the virtual image does. In the experiment, we build a proof-of-concept varifocal occlusion system implemented with a custom retinal projection display and demonstrate that the system can shift the occlusion plane to depths ranging from 25 cm to infinity.</p>","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":"25 5","pages":"1961-1969"},"PeriodicalIF":5.2,"publicationDate":"2019-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TVCG.2019.2899249","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"37295094","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 33
Motion parallax for 360° RGBD video. 360°RGBD视频的运动视差。
IF 5.2 1区 计算机科学
IEEE Transactions on Visualization and Computer Graphics Pub Date : 2019-05-01 Epub Date: 2019-03-06 DOI: 10.1109/TVCG.2019.2898757
Ana Serrano, Incheol Kim, Zhili Chen, Stephen DiVerdi, Diego Gutierrez, Aaron Hertzmann, Belen Masia
{"title":"Motion parallax for 360° RGBD video.","authors":"Ana Serrano,&nbsp;Incheol Kim,&nbsp;Zhili Chen,&nbsp;Stephen DiVerdi,&nbsp;Diego Gutierrez,&nbsp;Aaron Hertzmann,&nbsp;Belen Masia","doi":"10.1109/TVCG.2019.2898757","DOIUrl":"https://doi.org/10.1109/TVCG.2019.2898757","url":null,"abstract":"<p><p>We present a method for adding parallax and real-time playback of 360° videos in Virtual Reality headsets. In current video players, the playback does not respond to translational head movement, which reduces the feeling of immersion, and causes motion sickness for some viewers. Given a 360° video and its corresponding depth (provided by current stereo 360° stitching algorithms), a naive image-based rendering approach would use the depth to generate a 3D mesh around the viewer, then translate it appropriately as the viewer moves their head. However, this approach breaks at depth discontinuities, showing visible distortions, whereas cutting the mesh at such discontinuities leads to ragged silhouettes and holes at disocclusions. We address these issues by improving the given initial depth map to yield cleaner, more natural silhouettes. We rely on a three-layer scene representation, made up of a foreground layer and two static background layers, to handle disocclusions by propagating information from multiple frames for the first background layer, and then inpainting for the second one. Our system works with input from many of today's most popular 360° stereo capture devices (e.g., Yi Halo or GoPro Odyssey), and works well even if the original video does not provide depth information. Our user studies confirm that our method provides a more compelling viewing experience than without parallax, increasing immersion while reducing discomfort and nausea.</p>","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":"25 5","pages":"1817-1827"},"PeriodicalIF":5.2,"publicationDate":"2019-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TVCG.2019.2898757","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"37032478","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 69
The Virtual Caliper: Rapid Creation of Metrically Accurate Avatars from 3D Measurements. 虚拟卡尺:从3D测量快速创建度量精确的化身。
IF 5.2 1区 计算机科学
IEEE Transactions on Visualization and Computer Graphics Pub Date : 2019-05-01 Epub Date: 2019-02-21 DOI: 10.1109/TVCG.2019.2898748
Sergi Pujades, Betty Mohler, Anne Thaler, Joachim Tesch, Naureen Mahmood, Nikolas Hesse, Heinrich H Bulthoff, Michael J Black
{"title":"The Virtual Caliper: Rapid Creation of Metrically Accurate Avatars from 3D Measurements.","authors":"Sergi Pujades,&nbsp;Betty Mohler,&nbsp;Anne Thaler,&nbsp;Joachim Tesch,&nbsp;Naureen Mahmood,&nbsp;Nikolas Hesse,&nbsp;Heinrich H Bulthoff,&nbsp;Michael J Black","doi":"10.1109/TVCG.2019.2898748","DOIUrl":"https://doi.org/10.1109/TVCG.2019.2898748","url":null,"abstract":"<p><p>Creating metrically accurate avatars is important for many applications such as virtual clothing try-on, ergonomics, medicine, immersive social media, telepresence, and gaming. Creating avatars that precisely represent a particular individual is challenging however, due to the need for expensive 3D scanners, privacy issues with photographs or videos, and difficulty in making accurate tailoring measurements. We overcome these challenges by creating \"The Virtual Caliper\", which uses VR game controllers to make simple measurements. First, we establish what body measurements users can reliably make on their own body. We find several distance measurements to be good candidates and then verify that these are linearly related to 3D body shape as represented by the SMPL body model. The Virtual Caliper enables novice users to accurately measure themselves and create an avatar with their own body shape. We evaluate the metric accuracy relative to ground truth 3D body scan data, compare the method quantitatively to other avatar creation tools, and perform extensive perceptual studies. We also provide a software application to the community that enables novices to rapidly create avatars in fewer than five minutes. Not only is our approach more rapid than existing methods, it exports a metrically accurate 3D avatar model that is rigged and skinned.</p>","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":"25 5","pages":"1887-1897"},"PeriodicalIF":5.2,"publicationDate":"2019-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TVCG.2019.2898748","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"36990225","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 36
Auditory Feedback for Navigation with Echoes in Virtual Environments: Training Procedure and Orientation Strategies. 虚拟环境中回声导航的听觉反馈:训练程序和定向策略。
IF 5.2 1区 计算机科学
IEEE Transactions on Visualization and Computer Graphics Pub Date : 2019-05-01 Epub Date: 2019-02-18 DOI: 10.1109/TVCG.2019.2898787
Anastassia Andreasen, Michele Geronazzo, Niels Christian Nilsson, Jelizaveta Zovnercuka, Kristian Konovalov, Stefania Serafin
{"title":"Auditory Feedback for Navigation with Echoes in Virtual Environments: Training Procedure and Orientation Strategies.","authors":"Anastassia Andreasen,&nbsp;Michele Geronazzo,&nbsp;Niels Christian Nilsson,&nbsp;Jelizaveta Zovnercuka,&nbsp;Kristian Konovalov,&nbsp;Stefania Serafin","doi":"10.1109/TVCG.2019.2898787","DOIUrl":"https://doi.org/10.1109/TVCG.2019.2898787","url":null,"abstract":"<p><p>Being able to hear objects in an environment, for example using echolocation, is a challenging task. The main goal of the current work is to use virtual environments (VEs) to train novice users to navigate using echolocation. Previous studies have shown that musicians are able to differentiate sound pulses from reflections. This paper presents design patterns for VE simulators for both training and testing procedures, while classifying users' navigation strategies in the VE. Moreover, the paper presents features that increase users' performance in VEs. We report the findings of two user studies: a pilot test that helped improve the sonic interaction design, and a primary study exposing participants to a spatial orientation task during four conditions which were early reflections (RF), late reverberation (RV), early reflections-reverberation (RR) and visual stimuli (V). The latter study allowed us to identify navigation strategies among the users. Some users (10/26) reported an ability to create spatial cognitive maps during the test with auditory echoes, which may explain why this group performed better than the remaining participants in the RR condition.</p>","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":"25 5","pages":"1876-1886"},"PeriodicalIF":5.2,"publicationDate":"2019-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TVCG.2019.2898787","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"37150933","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Light Attenuation Display: Subtractive See-Through Near-Eye Display via Spatial Color Filtering. 光衰减显示:通过空间色彩过滤的减色法透视近眼显示。
IF 5.2 1区 计算机科学
IEEE Transactions on Visualization and Computer Graphics Pub Date : 2019-05-01 DOI: 10.1109/TVCG.2019.2899229
Yuta Itoh, Tobias Langlotz, Daisuke Iwai, Kiyoshi Kiyokawa, Toshiyuki Amano
{"title":"Light Attenuation Display: Subtractive See-Through Near-Eye Display via Spatial Color Filtering.","authors":"Yuta Itoh,&nbsp;Tobias Langlotz,&nbsp;Daisuke Iwai,&nbsp;Kiyoshi Kiyokawa,&nbsp;Toshiyuki Amano","doi":"10.1109/TVCG.2019.2899229","DOIUrl":"https://doi.org/10.1109/TVCG.2019.2899229","url":null,"abstract":"<p><p>We present a display for optical see-through near-eye displays based on light attenuation, a new paradigm that forms images by spatially subtracting colors of light. Existing optical see-through head-mounted displays (OST-HMDs) form virtual images in an additive manner-they optically combine the light from an embedded light source such as a microdisplay into the users' field of view (FoV). Instead, our light attenuation display filters the color of the real background light pixel-wise in the users' see-through view, resulting in an image as a spatial color filter. Our image formation is complementary to existing light-additive OST-HMDs. The core optical component in our system is a phase-only spatial light modulator (PSLM), a liquid crystal module that can control the phase of the light in each pixel. By combining PSLMs with polarization optics, our system realizes a spatially programmable color filter. In this paper, we introduce our optics design, evaluate the spatial color filter, consider applications including image rendering and FoV color control, and discuss the limitations of the current prototype.</p>","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":"25 5","pages":"1951-1960"},"PeriodicalIF":5.2,"publicationDate":"2019-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TVCG.2019.2899229","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"37295093","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 31
Implementation and Evaluation of a 50 kHz, 28μs Motion-to-Pose Latency Head Tracking Instrument. 一种50 kHz、28μs动作-姿态延迟头部跟踪仪的实现与评价。
IF 5.2 1区 计算机科学
IEEE Transactions on Visualization and Computer Graphics Pub Date : 2019-05-01 Epub Date: 2019-03-04 DOI: 10.1109/TVCG.2019.2899233
Alex Blate, Mary Whitton, Montek Singh, Greg Welch, Andrei State, Turner Whitted, Henry Fuchs
{"title":"Implementation and Evaluation of a 50 kHz, 28μs Motion-to-Pose Latency Head Tracking Instrument.","authors":"Alex Blate,&nbsp;Mary Whitton,&nbsp;Montek Singh,&nbsp;Greg Welch,&nbsp;Andrei State,&nbsp;Turner Whitted,&nbsp;Henry Fuchs","doi":"10.1109/TVCG.2019.2899233","DOIUrl":"https://doi.org/10.1109/TVCG.2019.2899233","url":null,"abstract":"<p><p>This paper presents the implementation and evaluation of a 50,000-pose-sample-per-second, 6-degree-of-freedom optical head tracking instrument with motion-to-pose latency of 28μs and dynamic precision of 1-2 arcminutes. The instrument uses high-intensity infrared emitters and two duo-lateral photodiode-based optical sensors to triangulate pose. This instrument serves two purposes: it is the first step towards the requisite head tracking component in sub- 100μs motion-to-photon latency optical see-through augmented reality (OST AR) head-mounted display (HMD) systems; and it enables new avenues of research into human visual perception - including measuring the thresholds for perceptible real-virtual displacement during head rotation and other human research requiring high-sample-rate motion tracking. The instrument's tracking volume is limited to about 120×120×250 but allows for the full range of natural head rotation and is sufficient for research involving seated users. We discuss how the instrument's tracking volume is scalable in multiple ways and some of the trade-offs involved therein. Finally, we introduce a novel laser-pointer-based measurement technique for assessing the instrument's tracking latency and repeatability. We show that the instrument's motion-to-pose latency is 28μs and that it is repeatable within 1-2 arcminutes at mean rotational velocities (yaw) in excess of 500°/sec.</p>","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":"25 5","pages":"1970-1980"},"PeriodicalIF":5.2,"publicationDate":"2019-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TVCG.2019.2899233","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"37032479","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Table of Contents 目录表
IF 5.2 1区 计算机科学
IEEE Transactions on Visualization and Computer Graphics Pub Date : 2019-05-01 DOI: 10.1109/tvcg.2019.2902969
{"title":"Table of Contents","authors":"","doi":"10.1109/tvcg.2019.2902969","DOIUrl":"https://doi.org/10.1109/tvcg.2019.2902969","url":null,"abstract":"","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":" ","pages":""},"PeriodicalIF":5.2,"publicationDate":"2019-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/tvcg.2019.2902969","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48522039","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Motion Sickness Prediction in Stereoscopic Videos using 3D Convolutional Neural Networks. 利用三维卷积神经网络预测立体视频中的晕动病。
IF 5.2 1区 计算机科学
IEEE Transactions on Visualization and Computer Graphics Pub Date : 2019-05-01 Epub Date: 2019-02-15 DOI: 10.1109/TVCG.2019.2899186
Tae Min Lee, Jong-Chul Yoon, In-Kwon Lee
{"title":"Motion Sickness Prediction in Stereoscopic Videos using 3D Convolutional Neural Networks.","authors":"Tae Min Lee,&nbsp;Jong-Chul Yoon,&nbsp;In-Kwon Lee","doi":"10.1109/TVCG.2019.2899186","DOIUrl":"https://doi.org/10.1109/TVCG.2019.2899186","url":null,"abstract":"<p><p>In this paper, we propose a three-dimensional (3D) convolutional neural network (CNN)-based method for predicting the degree of motion sickness induced by a 360° stereoscopic video. We consider the user's eye movement as a new feature, in addition to the motion velocity and depth features of a video used in previous work. For this purpose, we use saliency, optical flow, and disparity maps of an input video, which represent eye movement, velocity, and depth, respectively, as the input of the 3D CNN. To train our machine-learning model, we extend the dataset established in the previous work using two data augmentation techniques: frame shifting and pixel shifting. Consequently, our model can predict the degree of motion sickness more precisely than the previous method, and the results have a more similar correlation to the distribution of ground-truth sickness.</p>","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":"25 5","pages":"1919-1927"},"PeriodicalIF":5.2,"publicationDate":"2019-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TVCG.2019.2899186","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"37150910","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 43
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