Weikai Liu, L. Cheng, Zhiping Liu, Yanfang Yang, Li Li
{"title":"The Development of Port Safety Training Platform Based on Virtual Reality Technology","authors":"Weikai Liu, L. Cheng, Zhiping Liu, Yanfang Yang, Li Li","doi":"10.1109/ICVR51878.2021.9483808","DOIUrl":"https://doi.org/10.1109/ICVR51878.2021.9483808","url":null,"abstract":"Safety in operation is t a top priority in port economic development. Safety training is important particularly due to the working environment of port is complicated and accidents happen frequently. Traditional safety training methods with low efficiency are mainly based on lectures or classes, and the effect is not significant, which makes it difficult for trainees to understand the safety of the port quickly. Trainees can have a more intuitive impression of the safety knowledge introduced by the training with the help of virtual reality (VR) technology. The platform for port safety training combines the traditional PDF documents, pictures and video resources with virtual reality technology and put the points of safety training into the vivid virtual scene by using virtual reality technology. Trainees can learn knowledge in the situation, and then apply the knowledge to the situation, so as to achieve the purpose of applying theory to practice. The examination system is supplemented to test the learning quality in the later stage. Finally, trainees can have a high degree of safety awareness, so as to reduce the accident rate effectively.","PeriodicalId":266506,"journal":{"name":"2021 IEEE 7th International Conference on Virtual Reality (ICVR)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115140341","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Children’s Early Educational Game under the Background of Chinese Three Kingdoms Culture — To Borrow Arrows with Thatched Boats","authors":"Hui Liang, Fanyu Bao, Yusheng Sun, Qian Zhang, Mingge Pan, Jian Chang","doi":"10.1109/ICVR51878.2021.9483814","DOIUrl":"https://doi.org/10.1109/ICVR51878.2021.9483814","url":null,"abstract":"Recent research has shown that children’s strategic ability can be improved with game. To improve strategic ability, motor coordination ability and the understanding of historical knowledge, we design an ability training game — to borrow arrows with thatched boats. In order to improve children’s learning efficiency, we use deep motion perception technology as a human-computer interaction tool. Our system can allow children to control the movement of boats and interact with virtual objects in the virtual environment through hand-gesture. We can provide some strategic options, such as weather, equipment, etc. Under this new mode of educational game, children’s strategic and motor coordination abilities are improved, and their understanding of historical knowledge can be also enhanced.","PeriodicalId":266506,"journal":{"name":"2021 IEEE 7th International Conference on Virtual Reality (ICVR)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116784061","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Changle Sun, Qinwen Jiang, H. Du, Jiajia Wang, W. Xiong
{"title":"Real-Time Virtual Simulation and Motion Realization of Electric Drive Vehicle Based on Virtual Reality Fusion","authors":"Changle Sun, Qinwen Jiang, H. Du, Jiajia Wang, W. Xiong","doi":"10.1109/ICVR51878.2021.9483857","DOIUrl":"https://doi.org/10.1109/ICVR51878.2021.9483857","url":null,"abstract":"In the bench experiment of electric drive vehicle, the experimental data are mostly presented in the form of tables and curves, which cannot predict the actual motion of the vehicle well. With the development of computer technology, virtual reality can be used in automobile bench experiment. The existing virtual simulation platforms simulate vehicle motion in off-line form, which cannot be combined with real-time experimental data, and there are shortcomings in vehicle kinematics performance analysis. In order to solve this problem, this paper proposes a vehicle real-time virtual simulation platform based on virtual reality fusion. The whole vehicle and its internal coupling mechanism were modeled with CAD modeling technology, and the motion scene of the model was designed with 3D rendering technology. CAN bus protocol is used to obtain external data in real time. Based on the Virtools virtual simulation software, the internal algorithm is constructed to control the real-time simulation model and display the vehicle movement. Finally, an example is carried out to verify the feasibility and practicability of the simulation platform.","PeriodicalId":266506,"journal":{"name":"2021 IEEE 7th International Conference on Virtual Reality (ICVR)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122844686","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Research of VR-BCI and Its Application in Hand Soft Rehabilitation System","authors":"Chen Pengcheng, Gao Nuo","doi":"10.1109/ICVR51878.2021.9483707","DOIUrl":"https://doi.org/10.1109/ICVR51878.2021.9483707","url":null,"abstract":"For patients with hand dysfunction, a hand soft rehabilitation system based on Virtual Reality (VR) and Brain- Computer Interface (BCI) technology is designed and manufactured. Virtual reality uses 3ds Max and Unity3D for 3D modeling and animation. Three scenes of virtual reality and multiple functions of the system are used to improve the effect of patients’ rehabilitation training. The brain computer interface technology based on motor imagination is used to transform patients’ passive training into active control, and a neural pathway from brain to limbs is constructed in vitro. The research and development of this system can replace rehabilitation physicians to help patients with rehabilitation training. It can improve the enthusiasm, immersion, attention and concentration of rehabilitation training, and provide a more effective and scientific rehabilitation treatment for patients. Through the analysis of the corresponding experimental results, the feasibility and effectiveness of virtual reality technology and brain computer interface technology in the rehabilitation system are verified.","PeriodicalId":266506,"journal":{"name":"2021 IEEE 7th International Conference on Virtual Reality (ICVR)","volume":"79 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114580898","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Anchor-Based 6D Object Pose Estimation","authors":"Zehao Liu, Hao Wang, Fuchang Liu","doi":"10.1109/ICVR51878.2021.9483838","DOIUrl":"https://doi.org/10.1109/ICVR51878.2021.9483838","url":null,"abstract":"Estimating the 6D pose of known objects is an important task for many robotic and AR applications. The most recent trend in 6D pose estimation has been to take advantage of deep networks to either directly regress the pose from the image or to first predict the 2D locations of 3D keypoints and then recover the pose according to the 2D-3D coordinates relationship of keypoints using a PnP algorithm. However, most of these methods are vulnerable to occlusions. In this paper, we present a simple but efficient method to estimate 6D pose of objects using anchor-based corner detection, based on two-stage detection backbone (i.e. Faster R-CNN Ren et al. (2015)). Instead of directly predicting two-dimensional coordinates of the projected 3D bounding box (i.e. corners), we regress relative coordinates of top corners based on the two-dimensional anchor and diagonals of corresponding faces. Bottom corners are further robustly inferred using geometrical constraints of face diagonals. Experiments show that our method achieves significant improvement on LineMod S. Hinterstoisser et al. (2012) and Occlusion Brachmann et al. (2014a) dataset, outperforming most existing 6D pose estimation methods without using refinement.","PeriodicalId":266506,"journal":{"name":"2021 IEEE 7th International Conference on Virtual Reality (ICVR)","volume":"43 11","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120900530","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Emotion Recognition from Body Movements with AS-LSTM","authors":"Haiyan Zhang, Pengfei Yi, R. Liu, D. Zhou","doi":"10.1109/ICVR51878.2021.9483833","DOIUrl":"https://doi.org/10.1109/ICVR51878.2021.9483833","url":null,"abstract":"With the development of artificial intelligence, people's demand for emotional interaction in virtual reality experience is becoming higher and higher. When the traditional emotion recognition method is used in virtual reality emotion recognition, it has some problems, such as tedious wearing, high demand on image clarity, inaccurate emotion recognition in motion, etc. Therefore, we propose a stack LSTM network based on attention (AS-LSTM) for emotion recognition from whole body movements in VR environment. According to the importance degree, different attention values are set for the feature sequences data of each joint point in the frame sequence of human body motion by adding attention mechanism to the basis of traditional LSTM network, which will build a particular distribution of attention, focus on the key joint points affecting emotion recognition, and reduce the invalid information. Then the proposed method can improve the learning ability of network and emotion recognition accuracy. Moreover, the equipment is simple and easy to operate, which provides users a more immersive emotional interaction experience. One can observe, this method achieves higher recognition accuracy on classification of seven kinds of emotions (happy, sad, fear, anger, surprised and disgust) compared with other deep learning methods in VR. In addition, the accuracy of emotion recognition in six categories (happy, sad, fear, anger, surprise, disgust) and four categories (happy, sad, fear, and anger) is also improved.","PeriodicalId":266506,"journal":{"name":"2021 IEEE 7th International Conference on Virtual Reality (ICVR)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114767459","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Implications of the Use of Virtual Reality in Heritage Conservation","authors":"Anna Vichnevetskaia","doi":"10.1109/ICVR51878.2021.9483868","DOIUrl":"https://doi.org/10.1109/ICVR51878.2021.9483868","url":null,"abstract":"The paper discusses the implications that the use of virtual reality may have on heritage tourism and heritage conservation. First, it looks at the concept of authenticity as it applies to digital heritage and VR. It proposes that constructivist, subjectivist and existentialist authenticities all have a degree of relevance to the experience of heritage in VR. Next, the paper utilizes a VR case study in Suzhou to gauge the user perception of authenticity and overall VR experience. The results demonstrate that VR may possess a degree of authenticity in and of itself, both from heritage conservation and heritage tourism perspectives. The paper then discusses the wider implications of this conclusion for different stakeholders.","PeriodicalId":266506,"journal":{"name":"2021 IEEE 7th International Conference on Virtual Reality (ICVR)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126359340","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Novel Extrinsic Calibration Method of a Camera-And-LiDAR System","authors":"Yujian Cai, Yinwei Zhan, Wanting Deng","doi":"10.1109/ICVR51878.2021.9483866","DOIUrl":"https://doi.org/10.1109/ICVR51878.2021.9483866","url":null,"abstract":"This paper is concerned with a novel extrinsic calibration method consisting of a camera and a LiDAR. A proposed planer calibrator is designed for highly effective calibration together with a feature detection algorithm for extracting the landmark features on the planer calibrator, which are adopted to derive the projection matrix equation between the camera and the LiDAR coordinate systems. The calibration result is further optimized via the cross-correlation equation among the planar calibrator poses in the sensor data frames. Compared to the state-of-the-art extrinsic calibration approaches between a camera and a LiDAR, the proposed approach achieves competitive calibration accuracy and robustness.","PeriodicalId":266506,"journal":{"name":"2021 IEEE 7th International Conference on Virtual Reality (ICVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126452810","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Liu Yongheng, Cao Mingliang, Xu Huyu, Zeng Yuqing, Pan Zhigeng
{"title":"Virtual Tutor and Exploratory Guidance Environment in Virtual Experiment","authors":"Liu Yongheng, Cao Mingliang, Xu Huyu, Zeng Yuqing, Pan Zhigeng","doi":"10.1109/ICVR51878.2021.9483855","DOIUrl":"https://doi.org/10.1109/ICVR51878.2021.9483855","url":null,"abstract":"In the past, most of virtual experiments usually no virtual tutor to help students, only provide a pure guided or open learning environment for the students, that prevents students from learning experiments efficiently. In this study, we proposed a semi-open learning strategy for the users to do experiments in the virtual environment with the help of the virtual tutor and exploratory guidance to learn making oxygen from potassium permanganate. The times of experimental errors, cost time of experiment and score of experimental knowledge were collected and compared between the group with the virtual tutor and exploratory guidance and the group without the virtual tutor and exploratory guidance. It is found that average times of experiment errors of the group with the virtual tutor and exploratory guidance was shortened by 0.83 times, the average time that users completed the experiment was shortened by 1 min. and 36 sec., and the average score of the experimental knowledge increased by 1.33 marks, compared to the group without the virtual tutor and exploratory guidance. It found that the virtual experiment environment of with the virtual tutor and exploratory guidance can effectively improve the efficiency of students' learning virtual experiment.","PeriodicalId":266506,"journal":{"name":"2021 IEEE 7th International Conference on Virtual Reality (ICVR)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117286465","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Zhigeng Pan, Zhixiang Huang, Kaige Gui, Zhengwei Yao
{"title":"Research on the Application of Immersive Early Childhood Education","authors":"Zhigeng Pan, Zhixiang Huang, Kaige Gui, Zhengwei Yao","doi":"10.1109/ICVR51878.2021.9483701","DOIUrl":"https://doi.org/10.1109/ICVR51878.2021.9483701","url":null,"abstract":"Preschool education has aroused extensive attention in recent years. This article researches on immersive preschool education based on virtual reality technology. Design interesting teaching tasks by analyzing the interaction requirements of the system and combining Piaget’s theory of children’s cognitive development to explore the application of immersive bare-hand natural interaction technology in early childhood education. The paper also settles spatial trajectory recognition to identify spatial number writing by employing multiple hidden markov model regression algorithm. Through comparative investigation, it is finally concluded that the immersive education system of this article has the advantages of strong participation, low learning burden, and strong interest.","PeriodicalId":266506,"journal":{"name":"2021 IEEE 7th International Conference on Virtual Reality (ICVR)","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124731827","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}