PerSiVal:生物力学手臂模拟的人体 AR 可视化。

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Xingyao Yu, David Rosin, Johannes Kassinger, Benjamin Lee, Frank Durr, Christian Becker, Oliver Rohrle, Michael Sedlmair
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引用次数: 0

摘要

在这项工作中,我们探索了在增强现实(AR)中对上臂肌肉模拟模型进行交互式人体可视化的不同技术组合。在数据方面,我们侧重于一个连续机械仿真模型,涉及人体上臂的五块不同肌肉,其几何形状符合生理实际。在使用案例方面,我们侧重于这种仿真模型的沉浸式说明、教育和传播。我们描述了历时五年开发六个人体可视化原型的过程。对于每个原型,我们都采用了不同类型的动作捕捉、AR 显示技术和视觉编码方法,并在整个推广活动中收集反馈。我们对各个原型的开发过程进行了反思,并总结了我们在探索情景式人体可视化设计空间过程中的经验教训。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
PerSiVal: On-Body AR Visualization of Biomechanical Arm Simulations.

In this work, we explore different combinations of techniques for an interactive, on-body visualization in augmented reality (AR) of an upper arm muscle simulation model. In terms of data, we focus on a continuum-mechanical simulation model involving five different muscles of the human upper arm, with physiologically realistic geometry. In terms of use cases, we focus on the immersive illustration, education, and dissemination of such simulation models. We describe the process of developing six on-body visualization prototypes over the period of five years. For each prototype, we employed different types of motion capture, AR display technologies, and visual encoding approaches, and gathered feedback throughout outreach activities. We reflect on the development of the individual prototypes and summarize lessons learned of our exploration process into the design space of situated on-body visualization.

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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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