Computer Animation and Virtual Worlds最新文献

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A toolkit for automatically generating and modifying VR hierarchy tile menus 自动生成和修改虚拟现实分层磁贴菜单的工具包
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-10-06 DOI: 10.1002/cav.2208
Xiyu Bao, Yulong Bian, Meng Qi, Ran Liu, Wei Gai, Juan Liu, Hongqiu Luan, Chenglei Yang, Yu Wang
{"title":"A toolkit for automatically generating and modifying VR hierarchy tile menus","authors":"Xiyu Bao,&nbsp;Yulong Bian,&nbsp;Meng Qi,&nbsp;Ran Liu,&nbsp;Wei Gai,&nbsp;Juan Liu,&nbsp;Hongqiu Luan,&nbsp;Chenglei Yang,&nbsp;Yu Wang","doi":"10.1002/cav.2208","DOIUrl":"10.1002/cav.2208","url":null,"abstract":"<p>Current VR/AR system development studios lack a toolkit that can automatically generate hierarchical tile menu layouts and menu prototypes for VR/AR devices without the need for user programming. This paper proposes a solution in the form of a toolkit that automatically generates a hierarchy tile menu layout using a modified circular treemap algorithm. Users can interactively arrange and resize tiles to create various layouts according to their preferences or needs, utilizing a circle packer method. The toolkit further automatically generates a VR/AR menu prototype based on the resulting layout. Notably, reprogramming is not necessary each time the hierarchy is modified or the menu layout is redesigned. The user test results demonstrate that the proposed toolkit simplifies the creation of hierarchical tile menu layouts, enhances user efficiency in the design process, and enables users to flexibly create hierarchical tile menu prototypes according to their design ideas.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135346874","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
Ludic and Narrative Immersion in Virtual Reality Exposure Therapy to Animal Phobias: A Systematic Literature Review 动物恐惧症的虚拟现实暴露疗法:系统文献综述
4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-10-04 DOI: 10.3390/virtualworlds2040018
Silvino Martins, Mário Vairinhos
{"title":"Ludic and Narrative Immersion in Virtual Reality Exposure Therapy to Animal Phobias: A Systematic Literature Review","authors":"Silvino Martins, Mário Vairinhos","doi":"10.3390/virtualworlds2040018","DOIUrl":"https://doi.org/10.3390/virtualworlds2040018","url":null,"abstract":"In the context of therapeutic exposure to phobias, virtual reality (VR) offers innovative ways to motivate patients to confront their fears, an opportunity not feasible in traditional non-digital settings. This systematic literature review explores the utilization of narratives and digital games in this context, focusing on identifying the most common ludic and narrative immersion features employed in studies dedicated to animal phobias. Via a search on the Scopus and Web of Science scientific databases, twenty-nine studies were selected for in-depth analysis. The primary objective was to evaluate the presence of ludic and narrative elements in each study to understand their immersive potential across both dimensions. Findings suggest that ludic elements are more commonly used than narrative elements, which are notably scarce, and the exploration of the emotional dimension of narrative immersion is limited. An essential takeaway is that features fostering narrative immersion are invariably linked to the ludic dimension, often functioning as secondary components. This study provides a guiding framework for developing therapeutic interventions in VR, emphasizing the incorporation of ludic and narrative aspects. Additionally, it identifies untapped research opportunities, particularly the integration of autonomous narratives that are less reliant on ludic elements.","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135591058","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
Multi-temporal scale aggregation refinement graph convolutional network for skeleton-based action recognition 基于骨骼动作识别的多时标聚合细化图卷积网络
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-09-25 DOI: 10.1002/cav.2221
Xuanfeng Li, Jian Lu, Jian Zhou, Wei Liu, Kaibing Zhang
{"title":"Multi-temporal scale aggregation refinement graph convolutional network for skeleton-based action recognition","authors":"Xuanfeng Li,&nbsp;Jian Lu,&nbsp;Jian Zhou,&nbsp;Wei Liu,&nbsp;Kaibing Zhang","doi":"10.1002/cav.2221","DOIUrl":"10.1002/cav.2221","url":null,"abstract":"<p>Skeleton-based human action recognition is gaining significant attention and finding widespread application in various fields, such as virtual reality and human-computer interaction systems. Recent studies have highlighted the effectiveness of graph convolutional network (GCN) based methods in this task, leading to a remarkable improvement in prediction accuracy. However, most GCN-based methods overlook the varying contributions of self, centripetal and centrifugal subsets. Besides, only a single-scale temporal feature is adopted, and the multi-temporal scale information is ignored. To this end, firstly, in order to differentiate the importance of different skeleton subsets, we develop a refinement graph convolution, which can adaptively learn a weight for each subset feature. Secondly, a multi-temporal scale aggregation module is proposed to extract more discriminative temporal dynamic information. Furthermore, a multi-temporal scale aggregation refinement graph convolutional network (MTSA-RGCN) is proposed, and four-stream structure is also adopted in this paper, which can comprehensively model complementary features and eventually achieves a significant performance boost. In the empirical experiments, the performance of our approach has been greatly improved on both NTU-RGB+D 60 and NTU-RGB+D 120 datasets, compared to other state-of-the-art methods.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135770021","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
Heterogeneous group path planning algorithm based on data and mechanism model 基于数据和机制模型的异构群路径规划算法
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-09-20 DOI: 10.1002/cav.2220
Chaochao Li, Qiong Wu
{"title":"Heterogeneous group path planning algorithm based on data and mechanism model","authors":"Chaochao Li,&nbsp;Qiong Wu","doi":"10.1002/cav.2220","DOIUrl":"10.1002/cav.2220","url":null,"abstract":"<p>It is a challenging task to find a feasible path from the start to the end for heterogeneous group and avoid collision between dynamic agents and static obstacles. The existing methods are usually applicable to static simple scenes or the type of scenes including a single kind of agents, and it is difficult to meet the high dynamic heterogeneous group movements. To address the above issues, we propose a hybrid driven heterogeneous group path planning method based on data and mechanism model. Data and mechanism model are combined to drive movements of heterogeneous groups. The experimental results show that our method can describe movements of heterogeneous groups more realistically and solve the collision avoidance of heterogeneous groups well. We quantitatively evaluate our method using metrics such as the number of inflection points and the average turning angle. Average turning angle has decreased by 59.50% on average over prior methods. Number of inflection points has decreased by 69.19% on average over prior methods.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136307165","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
Rendering and presentation of 3D digital ink landscape painting 三维数字水墨山水画的渲染和演示
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-09-19 DOI: 10.1002/cav.2215
Xunxiang Li, Yufang Huang, Ziyan Jiang, Yi Liu, Yiru Hou
{"title":"Rendering and presentation of 3D digital ink landscape painting","authors":"Xunxiang Li,&nbsp;Yufang Huang,&nbsp;Ziyan Jiang,&nbsp;Yi Liu,&nbsp;Yiru Hou","doi":"10.1002/cav.2215","DOIUrl":"10.1002/cav.2215","url":null,"abstract":"<p>Explore the digital rendering mode with <b>texturing</b> brush and ink effect, analyze and simulate the brush and ink characteristics of traditional Chinese ink painting, especially the art of landscape painting, and try to integrate the texture of wrinkle method synthesis map and modeling technology based on particle deposition and stacking (overlapping) to render, thus realizing the computer simulation of small freehand brushwork and large freehand brushwork (splash ink) ink effects in traditional landscape painting. This research inherits and develops the esthetic theory and thought of traditional ink painting art, and makes some beneficial exploration in the field of digital freehand ink painting, which has positive reference value and promotion significance for the development of Chinese ink painting.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135015015","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
Can manipulating control-display ratio dynamically really work in changing pseudo-haptic weight? 动态控制显示屏比例真的能改变伪触觉重量吗?
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-09-19 DOI: 10.1002/cav.2205
Yonghua Chen, Xubo Yang
{"title":"Can manipulating control-display ratio dynamically really work in changing pseudo-haptic weight?","authors":"Yonghua Chen,&nbsp;Xubo Yang","doi":"10.1002/cav.2205","DOIUrl":"10.1002/cav.2205","url":null,"abstract":"<p>Due to the limited hardware available in virtual reality, such as VR controllers or simple motion capture devices, users will need more tactile feedback, like the weight of virtual objects. Pseudo-tactile feedback, such as the control display (C/D) ratio manipulation method, is considered a standard method to simulate weight perception. In past studies, this method was basically used in a static environment, and the C/D ratio was usually determined initially. Can this method still work if the C/D ratio changes in dynamic usage scenarios? In a series of experiments, we tried to answer this question. We proved that the dynamic change of C/D ratio could simulate the weight change and improve the sense of embodiment through another hand redirection method.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135015756","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
GestureTeach: A gesture guided online teaching interactive model 手势教学:手势引导在线教学互动模式
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-09-19 DOI: 10.1002/cav.2218
Hongjun Liu, Chao Yao, Yalan Zhang, Xiaojuan Ban
{"title":"GestureTeach: A gesture guided online teaching interactive model","authors":"Hongjun Liu,&nbsp;Chao Yao,&nbsp;Yalan Zhang,&nbsp;Xiaojuan Ban","doi":"10.1002/cav.2218","DOIUrl":"10.1002/cav.2218","url":null,"abstract":"<p>Online education has become more popular and effective due to the availability of high-speed internet and technological innovations, which allow people from different locations to access educational resources and opportunities. However, online classes often face challenges such as limited interactivity and display options, which can affect the quality and effectiveness of the online learning experience. In this article, we propose GestureTeach, a new pedagogical paradigm that enables free handwriting interaction and animation generation for online teaching. GestureTeach uses gestures as a natural and intuitive way of interaction, which enhances the teacher's intention expression and the student's engagement. GestureTeach also generates animations from handwritten sketches, which improves the display effects of the interaction and the student's knowledge comprehension. We conducted a two-stage study with 15 teachers and 90 students to evaluate the effectiveness of GestureTeach in facilitating classroom interaction. The results show that GestureTeach is preferred by both teachers and students over traditional online teaching methods and has the potential to transform the online teaching landscape by providing a seamless and interactive experience.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135063534","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
Field Trips and Their Effect on Student Learning: A Comparison of Knowledge Assessment for Physical versus Virtual Field Trips in a Construction Management Course 实地考察及其对学生学习的影响:建筑管理课程实地考察与虚拟实地考察的知识评估比较
4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-09-18 DOI: 10.3390/virtualworlds2030017
Amna Salman
{"title":"Field Trips and Their Effect on Student Learning: A Comparison of Knowledge Assessment for Physical versus Virtual Field Trips in a Construction Management Course","authors":"Amna Salman","doi":"10.3390/virtualworlds2030017","DOIUrl":"https://doi.org/10.3390/virtualworlds2030017","url":null,"abstract":"Teaching through field trips has been very effective in the architecture, engineering and construction (AEC) disciplines as it allows students to bridge the gap between theory and practice. However, it is not always feasible to take a large class on field trips due to time, safety, and cost limitations. To adequately prepare future professionals in the AEC industry, it is imperative that institutions adopt innovative methods of providing the field trip experience. One such approach is using virtual reality (VR) technology. Creating 3D VR construction environments and immersing students in that virtual world could provide an engaging and meaningful experience. Although researchers in AEC schools have developed and deployed many virtual field trips (VFTs) in education, little is known about their potential to provide the same knowledge base. For that reason, a VR app was created to teach students about the design and construction of steel structures, called the Steel Sculpture App (SSA). The SSA served as a VFT, and the location of the steel frame structure served as the actual field trip (AFT). The research was conducted in structure-related courses in the spring, summer, and fall of 2021 and the spring and fall of 2022 semesters. Each semester, students were split into groups, one being the control group and the other being the experimental group. The control groups learned through AFTs, whereas the experimental groups learned through VFTs. A knowledge test was administered at the end of each treatment to collect quantitative data on the students’ performance, understanding, and knowledge retention. The results indicated that the students learning from VFTs scored higher than those learning from AFTs. The paper discusses student assessment results and student feedback about replacing AFTs with VFTs in times of need.","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135203257","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
Foot-constrained spatial-temporal transformer for keyframe-based complex motion synthesis 基于关键帧的复杂运动合成的脚约束时空变换器
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-09-15 DOI: 10.1002/cav.2217
Hao Li, Ju Dai, Rui Zeng, Junxuan Bai, Zhangmeng Chen, Junjun Pan
{"title":"Foot-constrained spatial-temporal transformer for keyframe-based complex motion synthesis","authors":"Hao Li,&nbsp;Ju Dai,&nbsp;Rui Zeng,&nbsp;Junxuan Bai,&nbsp;Zhangmeng Chen,&nbsp;Junjun Pan","doi":"10.1002/cav.2217","DOIUrl":"10.1002/cav.2217","url":null,"abstract":"<p>Keyframe-based motion synthesis holds significant effects in games and movies. Existing methods for complex motion synthesis often require secondary post-processing to eliminate foot sliding to yield satisfied motions. In this paper, we analyze the cause of the sliding issue attributed to the mismatch between root trajectory and motion postures. To address the problem, we propose a novel end-to-end Spatial-Temporal transformer network conditioned on foot contact information for high-quality keyframe-based motion synthesis. Specifically, our model mainly compromises a spatial-temporal transformer encoder and two decoders to learn motion sequence features and predict motion postures and foot contact states. A novel constrained embedding, which consists of keyframes and foot contact constraints, is incorporated into the model to facilitate network learning from diversified control knowledge. To generate matched root trajectory with motion postures, we design a differentiable root trajectory reconstruction algorithm to construct root trajectory based on the decoder outputs. Qualitative and quantitative experiments on the public LaFAN1, Dance, and Martial Arts datasets demonstrate the superiority of our method in generating high-quality complex motions compared with state-of-the-arts.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135438298","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
A novel jigsaw game with eye-tracking: A multimodel interaction based on psycholinguistics for ADHD therapeutic 带有眼动追踪功能的新颖拼图游戏:基于心理语言学的多模式互动,用于多动症治疗
IF 1.1 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2023-09-11 DOI: 10.1002/cav.2214
Wu Xinru
{"title":"A novel jigsaw game with eye-tracking: A multimodel interaction based on psycholinguistics for ADHD therapeutic","authors":"Wu Xinru","doi":"10.1002/cav.2214","DOIUrl":"10.1002/cav.2214","url":null,"abstract":"<p>Attention-deficit hyperactivity disorder (ADHD) causes impulsive or hyperactive behaviors and emotional outbursts or trouble focusing. Simple psychotherapy has difficulty achieving desired therapeutic effects, and ADHD diagnoses in adults and children are increasing. However, e-health games may mitigate the limitations of traditional methods by providing an ecologically relevant experience. In this paper, inspired by psycholinguistics, multimodal interaction, and he Pupil-CR method, we have developed a narrative game therapy with eye-tracking to enhance dyslexia and attention deficit manifestations. Using the situated discourses in the game's interactive narration, ADHD patients can concentrate and reduce anxiety and impulsivity. To evaluate the efficacy in improving attention a controlled trial (<i>N</i> = 48) randomly assigned volunteers in 1:1:1 to an eye-tracking jigsaw game or two control groups. The principal measure was the average difference in attention comparison score (ACS) of the test of variables of attention (TOVA) preintervention and post-intervention periods. Based on significant differences observed between the groups, we concluded the eye-tracking jigsaw game could serve as a viable ADHD intervention for children.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":1.1,"publicationDate":"2023-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135938324","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
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