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2020 4th International Conference on Artificial Intelligence and Virtual Reality最新文献

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Design and Realization of Multiple_Platform Digital Museum Interaction System Based on VR&AR 基于VR&AR的多平台数字博物馆交互系统的设计与实现
Xinzhe Zhang, Huaqun Liu, Shijie Wang
The museum is a place for collecting, storing, displaying and researching physical objects representing natural and human cultural heritage, and rationally classifying them, providing visitors with learning, education, and entertainment services. Providing high-quality information services is the core value of the museum. The museum invisibly reflects the historical background of the cultural relics displayed and the cultural connotation of the displayed area. It cannot be classified, arranged, and juxtaposed in a single manner, but should be the expression of internal cultural spirit. Create a vivid, contextual, and convenient online digital museum content ecology and information service framework through the combination of museums and VR technology. With the help of realistic content scenes and excellent modeling tools and ecosystems, it provides distinctions for museum users Offline, with a richer content ecosystem and a more convenient content ecosystem, will greatly enhance the competitiveness of digital museums and increase the number of museum users. This article takes "Hunan Changsha Museum" as the research object, researches education for ordinary people, focuses on getting cultural relics out of the museum, and comprehensively utilizes cultural relics resources. Let the cultural heritage be deeply rooted in the hearts of the people through a variety of expressions, use Internet technology, big data processing, cloud data integration, high-fidelity modeling technology, and use cultural relics and the history behind them as content to build PC terminals, mobile terminals, and integrated display machines, A cross-platform and multi-dimensional intelligent interaction platform for paper books. Let the collection of cultural relics go out of the exhibition hall and into the lives of the people.
博物馆是收集、储存、展示和研究具有自然和人类文化遗产代表性的实物,并对其进行合理分类,为参观者提供学习、教育和娱乐服务的场所。提供高质量的信息服务是博物馆的核心价值。博物馆在无形中反映了所展示文物的历史背景和所展示区域的文化内涵。它不能以单一的方式分类、排列和并列,而应该是内在文化精神的表达。通过博物馆与VR技术的结合,打造生动、情境、便捷的在线数字博物馆内容生态和信息服务框架。借助逼真的内容场景和优秀的建模工具和生态系统,为博物馆用户提供差异化的线下服务,拥有更丰富的内容生态系统和更便捷的内容生态系统,将大大提升数字博物馆的竞争力,增加博物馆用户数量。本文以“湖南长沙博物馆”为研究对象,研究大众化教育,以文物出馆为重点,综合利用文物资源。让文化遗产通过多种表现形式深入人心,运用互联网技术、大数据处理、云数据集成、高保真建模技术,以文物及其背后的历史为内容,搭建PC端、移动端、综合展示机,一个跨平台、多维度的纸质图书智能互动平台。让文物收藏走出展厅,走进百姓生活。
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引用次数: 0
Design and Implementation of Realistic Rendering and Immersive Experience System Based on Unreal Engine4 基于虚幻引擎的逼真渲染与沉浸式体验系统的设计与实现
Shijie Wang, Huaqun Liu, Xinzhe Zhang
This article uses Unreal Engine 4 as the production platform to develop an interactive system that promotes traditional Chinese engraving and printing techniques, in order to show more possibilities of virtual reality technology in the protection and dissemination of Chinese intangible cultural heritage[1]. By analyzing the current user needs of virtual reality technology in the protection of intangible cultural heritage, a systematic and efficient design method is proposed: according to the characteristics of the Unreal Engine 4, the necessary comprehensive optimization of the scene model is carried out to enhance the realism of the virtual picture to a certain extent; Editing dynamic interactive scripts through blueprint events to achieve two roaming modes and interactive behaviors in the scene, presenting the various process details of engraving and printing techniques in ancient towns and meeting the actual needs of interactive motion perception, and can also effectively promote the virtual reality experience Authenticity enhances the user's immersive experience.
本文利用虚幻引擎4作为制作平台,开发了一个促进中国传统雕刻印刷技术的互动系统,以展示虚拟现实技术在中国非物质文化遗产保护和传播中的更多可能性[1]。通过分析当前虚拟现实技术在非物质文化遗产保护中的用户需求,提出了一种系统高效的设计方法:根据虚幻引擎4的特点,对场景模型进行必要的综合优化,在一定程度上增强虚拟画面的真实感;通过蓝图事件编辑动态交互脚本,实现场景中的两种漫游模式和交互行为,呈现古镇雕刻印刷工艺的各种工艺细节,满足交互运动感知的实际需求,也能有效促进虚拟现实体验的真实性,增强用户的沉浸式体验。
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引用次数: 1
Genesis Net: Fine Tuned Dense Net Configuration using Reinforcement Learning 创世纪网:使用强化学习的微调密集网络配置
Praveen Thachappully Adithya, R. Muthalagu, Sapna Sadhwani
Designing neural networks even in the case of relatively simpler fully connected neural networks / dense networks is a time-consuming process since the architecture design is done manually based on intuition and manual tweaking. In this paper, we present “Genesis Net”, a dense net that starts off with a very basic configuration (“seed configuration”), and subsequently tweaks itself via reinforcement learning (RL) to arrive at an optimal configuration for the task at hand. Genesis Net attained a test error within 0.59% of a similar but bigger documented baseline model. Furthermore, our model was able to achieve this using merely 10.11% of trainable weights that the baseline model used. This significantly smaller network was found using Q-Learning combined with a dynamic action space that allowed for fine tuning the network configuration.
即使在相对简单的全连接神经网络/密集网络的情况下,设计神经网络也是一个耗时的过程,因为架构设计是基于直觉和手动调整手动完成的。在本文中,我们提出了“创世纪网”,这是一个密集的网络,它从一个非常基本的配置(“种子配置”)开始,随后通过强化学习(RL)调整自己,以达到手头任务的最佳配置。Genesis Net的测试误差与一个类似但更大的记录基线模型的测试误差在0.59%以内。此外,我们的模型仅使用基线模型使用的10.11%的可训练权重就能实现这一目标。这个小得多的网络是使用Q-Learning结合动态动作空间发现的,动态动作空间允许对网络配置进行微调。
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引用次数: 0
The Enlightenment of "AR / VR" Technical University Course Education in Taiwan, China 台湾“AR / VR”技术大学课程教育的启示
Xiaoyu Guo, Xingnan Chen, Xiaoqi Feng, Shijue Zheng
The development of computers and information technology, especially the emergence of the Internet, big data, artificial intelligence, virtual reality, and mental enhancement, has created a new field of educational technology and entered a new chapter in the development of educational information. Augmented reality technology will be the most promising technology in the field of education after multimedia and computer networks. The most common teaching application of AR/VR technology in mainland China is to integrate digital learning resources and carry out relevant theoretical and experimental courses in multiple universities; China's Taiwan AR/VR technology mainly focuses on image processing related fields and education, and combines multiple teaching methods. This article summarizes and compares the application of augmented reality technology in university curriculum education on both sides of the Taiwan Straits from mainland China and Taiwan, and draws some enlightenment.
计算机和信息技术的发展,特别是互联网、大数据、人工智能、虚拟现实、智力增强的出现,开创了教育技术的新领域,进入了教育信息化发展的新篇章。增强现实技术将是继多媒体和计算机网络之后,在教育领域最有前途的技术。AR/VR技术在中国大陆最常见的教学应用是整合数字化学习资源,在多所高校开展相关理论和实验课程;中国台湾的AR/VR技术主要侧重于图像处理相关领域和教育,并结合多种教学方法。本文对增强现实技术在两岸大学课程教育中的应用进行了总结和比较,并从中得出一些启示。
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引用次数: 2
User Experience Research of Queuing System based in Chinese Smart Bank Branches 基于中国智能银行网点排队系统的用户体验研究
Yongkang Xing, X. Cai, Kun Li, Qiaoqian Lu, Xiaoyan Wang, Jian Ruan
With the development of Internet finance, customer behavior and consumption habits have transformed and brought new challenges to commercial banks' traditional branches in China. Bank branches face the pressure of rising operating costs, declining profits, and being gradually replaced by online services. Under the smart economic trend, bank branches are facing significant transforming and upgrading. Branches will gradually transform their roles from traditional business transaction centers to product marketing and customer experience centers. The intelligent upgrading and transformation of branches play an essential role in accelerating the process. In this paper, our research focuses on user experience in the smart branch and adjust with the smart society development trend. We study smart diversions' pre-processing at smart branches, establish smart queuing models, and mobile appointment systems to control the queue. We compare the smart model with the traditional under the bank's virtual simulation system. Use customer waiting time for service and employee work intensity as essential indicators of the queuing model. The simulation results show that the branch uses intelligent distribution is much more efficient than the traditional one. Customer experience and service efficiency are greatly improved.
随着互联网金融的发展,客户的行为和消费习惯发生了转变,给商业银行在中国的传统分支机构带来了新的挑战。银行网点面临着经营成本上升、利润下降、逐步被网上业务取代的压力。在智能经济的大趋势下,银行网点面临着重大的转型升级。网点将逐步从传统的业务交易中心向产品营销和客户体验中心转变。分支机构的智能化升级和转型对加快这一进程起着至关重要的作用。本文的研究重点是智能分支机构的用户体验,并随着智能社会的发展趋势进行调整。研究智能支点的智能分流预处理,建立智能排队模型,建立移动预约系统控制排队。在银行虚拟仿真系统下,对智能模型与传统模型进行了比较。将顾客等待服务的时间和员工的工作强度作为排队模型的基本指标。仿真结果表明,采用智能分配的分支机构比传统的分支机构效率高得多。大大提高了客户体验和服务效率。
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引用次数: 0
Deep Learning Application in Alzheimer Disease Diagnoses and Prediction 深度学习在阿尔茨海默病诊断与预测中的应用
Tao Jiang
The field of Alzheimer's Disease classification and prediction recently gains more and more attention. Traditionally, the method treating such a problem was using the combination of traditional machine learning algorithm and deep learning algorithm. But there are constant efforts made by researchers to search for the potential of only using the deep learning method. This article compares the pros and cons of using deep learning method in the field of Alzheimer's Disease. Even though traditional machine learning method may perform slightly better right now, with the accumulation of data, it is totally possible to only use the deep learning method to make the Alzheimer's Disease classification and prediction.
近年来,阿尔茨海默病的分类与预测越来越受到人们的关注。传统上,处理这类问题的方法是将传统的机器学习算法与深度学习算法相结合。但研究人员一直在努力寻找只使用深度学习方法的潜力。本文比较了在阿尔茨海默病领域使用深度学习方法的利弊。虽然目前传统的机器学习方法可能表现稍好,但随着数据的积累,完全可以只使用深度学习方法进行老年痴呆症的分类和预测。
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引用次数: 2
Modular AR Framework for Vision-Language Tasks 面向视觉语言任务的模块化AR框架
Robin Fischer, Tzu-Hsuan Weng, L. Fu
Mixed / augmented reality systems have become more and more sophisticated in recent years. However, they still lack any ability to reason about the surrounding world. On the other hand, computer vision research has made many advancements towards a more human-like reasoning process. This paper aims to bridge these 2 research areas by implementing a modular framework which interconnects an AR application with a deep learning based vision model. Finally, a few potential use cases of the proposed system are showcased. The developed framework allows the application to utilize a variety of Vision-Language (V+L) models, to gain additional understanding about the surrounding environment. The system is designed to be modular and expandable. It is able to connect any number of Python processes of the V+L models to Unity apps using AR technology. The system was evaluated in our university's smart home lab based on daily life use cases. With a further extension of the framework by additional downstream tasks provided by V+L models and other computer vision systems, this framework should find wider adoption in AR applications. The increasing ability of applications to comprehend visual common sense and natural conversations would enable more intuitive interactions with the user, who could perceive his device more as a virtual assistant and companion.
近年来,混合/增强现实系统变得越来越复杂。然而,他们仍然缺乏对周围世界进行推理的能力。另一方面,计算机视觉研究在更像人类的推理过程方面取得了许多进展。本文旨在通过实现一个模块化框架,将AR应用程序与基于深度学习的视觉模型连接起来,从而弥合这两个研究领域。最后,展示了所建议系统的一些潜在用例。开发的框架允许应用程序利用各种视觉语言(V+L)模型,以获得对周围环境的额外理解。该系统设计为模块化和可扩展的。它能够使用AR技术将V+L模型的任意数量的Python进程连接到Unity应用程序。系统在我校智能家居实验室进行了基于日常生活用例的评估。随着V+L模型和其他计算机视觉系统提供的额外下游任务进一步扩展该框架,该框架应该在AR应用中得到更广泛的采用。应用程序理解视觉常识和自然对话的能力日益增强,这将使与用户的互动更加直观,用户可以将自己的设备更多地视为虚拟助手和伴侣。
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引用次数: 0
Discussion on Practical Teaching Mode from the Perspective of Virtual Reality 虚拟现实视角下的实践教学模式探讨
Jie Liang
With the maturity of hardware and software of virtual reality and the decline in equipment costs, the wide application of virtual reality technology has become possible, and it has become the focus of discussion in education and teaching field. Simultaneously, it also brings new opportunities and challenges to current practical teaching in higher education. For universities, it is important and challenging to not only provide students with an imaginative, exploring and authentic practice environment, but also build positive, open and free space-time space for students, which is difficult to achieve in traditional practice teaching. This is an exploratory study on how to effectively make full use of the teaching advantages of virtual reality technology in practical teaching, in order to break through the limitation of current practical teaching. The researcher gives a general overview of virtual reality, discusses the feasibility of integrating virtual reality into practical teaching from the perspective of intentions and methods, puts forward the practical teaching mode of “virtual reality integration”, and discusses several possible problems and effective countermeasures to optimize and promote the application of the practical teaching mode.
随着虚拟现实软硬件的成熟和设备成本的下降,虚拟现实技术的广泛应用成为可能,并成为教育教学领域讨论的焦点。同时,也给当前高等教育实践教学带来了新的机遇和挑战。对于高校来说,既要为学生提供一个富有想象力、探索性和真实性的实践环境,又要为学生构建积极、开放、自由的时空空间,这是传统实践教学难以做到的,是一项重要而具有挑战性的工作。如何在实践教学中有效地充分利用虚拟现实技术的教学优势,以突破当前实践教学的局限性,是一项探索性研究。研究人员对虚拟现实进行了概述,从意图和方法的角度探讨了虚拟现实融入实践教学的可行性,提出了“虚拟现实一体化”的实践教学模式,并探讨了优化和促进实践教学模式应用可能存在的几个问题和有效对策。
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引用次数: 0
Robot Path Planning Algorithm Based on Particle Swarm Optimization and Feedforward Neural Network in Network Environment 网络环境下基于粒子群优化和前馈神经网络的机器人路径规划算法
Shiwei Li
The main task of mobile robot path planning is: according to the environment model, the mobile robot is based on one or some optimization criteria: such as the minimum work cost, the shortest walking route, the shortest walking time, etc., to find a path in the motion space that does not occur with obstacles. Under the premise of collision, the collision-free path from the starting coordinate point to the target coordinate point allows the robot to reach the destination safely. At present, the path planning methods of mobile robots can be roughly divided into three categories according to their working methods. The first is path planning based on environmental models. It can handle path planning under the condition of fully known obstacle positions and shapes. In the environment, the path planning method based on the environment model will not be applicable. Specific methods such as A * [1], topological graph method [2], etc .; second is local path planning method based on sensor information, typical methods are: artificial potential field method [3], fuzzy logic method [4], etc .; third Behavior-based path planning method [5], which decomposes the navigation problem into independent modules such as collision avoidance and target guidance [6]. Practice shows that it is an effective method to apply neural network to automatic generation of robot trajectory and path planning of mobile robot.
移动机器人路径规划的主要任务是:根据环境模型,移动机器人根据一个或几个优化准则:如工作成本最小、行走路线最短、行走时间最短等,在运动空间中找到一条不发生障碍物的路径。在发生碰撞的前提下,从起始坐标点到目标坐标点的无碰撞路径允许机器人安全到达目的地。目前,移动机器人的路径规划方法根据其工作方式大致可分为三类。首先是基于环境模型的路径规划。它可以在完全知道障碍物位置和形状的情况下进行路径规划。在环境中,基于环境模型的路径规划方法将不适用。具体方法如A *[1]、拓扑图法[2]等;二是基于传感器信息的局部路径规划方法,典型方法有:人工势场法[3]、模糊逻辑法[4]等;第三种基于行为的路径规划方法[5],将导航问题分解为避撞、目标制导等独立模块[6]。实践表明,将神经网络应用于机器人轨迹的自动生成和移动机器人的路径规划是一种有效的方法。
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引用次数: 0
Automatic Workload Estimation for Software House 软件公司的自动工作量估计
Orawat Yodnual, Wanus Srimaharaj, R. Chaisricharoen, Kanchit Pamanee
Normally, organizations have to estimate the workload relying on limited resources. An appropriate estimation method can improve workforce optimization. In the software house, workload categorization and estimation can be acquired from the information technology management. Nevertheless, there are several factors such as work priority and specific goals that affect the workload level. General workload management spends a long time and decreases task management quality. Therefore, this study applies machine learning, Naïve Bayes, to estimate the workload automatically. This classification method increases the accuracy of workload estimation, along with reducing the time consumption for the whole system.
通常,组织必须依靠有限的资源来估计工作量。适当的估计方法可以提高劳动力优化。在软件企业中,可以从信息技术管理中获得工作量的分类和估计。然而,有几个因素,如工作优先级和具体目标,会影响工作量水平。一般的工作负载管理耗时长,任务管理质量低。因此,本研究采用机器学习Naïve贝叶斯来自动估计工作量。这种分类方法提高了工作负载估计的准确性,同时减少了整个系统的时间消耗。
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引用次数: 1
期刊
2020 4th International Conference on Artificial Intelligence and Virtual Reality
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