在 VR/AR/MR/XR 中使用 CNN:系统文献综述

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
David Cortes, Belen Bermejo, Carlos Juiz
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引用次数: 0

摘要

本研究对卷积神经网络在虚拟现实、增强现实、混合现实和扩展现实技术中的应用进行了系统的文献综述。我们将这些应用分为三个主要类别:交互,即卷积神经网络增强用户与虚拟和增强环境的互动;创建,展示卷积神经网络协助制作高质量视觉呈现的能力;以及执行,强调应用程序在不同设备和情况下的优化和适应性。这项研究为身临其境技术领域的学者、研究人员和专业人士提供了全面的指导,对这些现实中的网络应用的跨学科领域提供了深刻的见解。此外,我们还强调了有关这些现实及其与神经网络交叉的显著贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

The use of CNNs in VR/AR/MR/XR: a systematic literature review

The use of CNNs in VR/AR/MR/XR: a systematic literature review

This study offers a systematic literature review on the application of Convolutional Neural Networks in Virtual Reality, Augmented Reality, Mixed Reality, and Extended Reality technologies. We categorise these applications into three primary classifications: interaction, where the networks amplify user engagements with virtual and augmented settings; creation, showcasing the networks’ ability to assist in producing high-quality visual representations; and execution, emphasising the optimisation and adaptability of apps across diverse devices and situations. This research serves as a comprehensive guide for academics, researchers, and professionals in immersive technologies, offering profound insights into the cross-disciplinary realm of network applications in these realities. Additionally, we underscore the notable contributions concerning these realities and their intersection with neural networks.

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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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