基于神经网络的虚拟现实周期性行为分类人体识别

Duc-Minh Pham
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引用次数: 9

摘要

有许多技术可以帮助计算机系统或设备识别其用户,不仅可以保护隐私、个人信息和敏感数据,还可以提供适当的处理、广告或福利。有了密码、密码、指纹或虹膜,人们需要明确地做一些必要的活动,比如输入他们的代码、展示他们的眼睛、把他们的手指放在扫描仪上。这些解决方案应该用于高度安全的场景,例如执行银行交易和解锁个人电话。在其他系统中,如游戏机和协作框架,其目标是优先考虑用户体验和便利性,如果可以隐式地收集和构建用户配置文件将会更好。在这些系统中,虚拟现实(VR)是一个新的趋势,一个新的平台,不仅支持游戏玩家的完全沉浸式体验,还支持学生、研究人员和其他人的协作环境。目前,VR系统可以通过HMD和VR控制器等可跟踪设备跟踪用户的身体活动。因此,我们的目标是使用虚拟现实作为我们的识别设备。在虚拟现实中,我们可以很容易地在任何时候模拟一个不变的条件,这样人们就有更大的概率在没有任何外部情感的情况下复制自己的行为。因此,我们想研究是否可以根据VR用户与虚拟物体的周期性交互来对其进行分类。我们收集用户在执行任务时头部或手部的位置和方向,并使用卷积神经网络方法建立基于这些数据的分类模型。我们已经做了一个实验来探索我们提出的技术的能力。结果具有较高的正确率(90.92%)。因此,虚拟现实中的身份识别具有潜在的适用性。在未来,我们计划在更大的参与者群体中做一个大规模的实验来检验我们方法的强度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Human Identification Using Neural Network-Based Classification of Periodic Behaviors in Virtual Reality
There are a lot of techniques that help computer systems or devices identify their users in order to not only protect privacy, personal information, and sensitive data but also provide appropriate treatments, advertisements, or benefits. With passcode, password, fingerprint, or iris, people need to explicitly do some required activities such as typing their codes, showing their eyes, and putting their fingers on the scanners. Those solutions should be used in high-secure scenarios such as executing banking transactions and unlocking personal phones. In other systems such as gaming machines and collaborative frameworks, which aim to prioritize user experience and convenience, it would be better if user profile can be collected and built implicitly. Among those systems, virtual reality (VR) is a new trend, a new platform supporting not only fully immersive experience for gamers but also a collaborative environment for students, researchers, and other people. Currently, VR systems can track user physical activities via trackable devices such as HMD and VR controllers. Therefore, we aim to use virtual reality as our identification equipment. In virtual reality, we can easily simulate an invariant condition at any time so that people have larger probability to replicate their behaviors without any external affections. Therefore, we want to investigate if we could classify VR users based on their periodic interaction with virtual objects. We collect the position and direction of user's head or hands when doing a task and build a classification model based on those data using convolutional neural network approach. We have done an experiment to explore the capability of our proposed technique. The result was motivated with the highest accuracy of 90.92%. Identification in VR hence is potentially applicable. In the future, we plan to do a large-scale experiment with a larger group of participants to examine the strength of our method.
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