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  1. Article ; Online: Spatial Contraction Based on Velocity Variation for Natural Walking in Virtual Reality.

    Xu, Sen-Zhe / Huang, Kui / Fan, Cheng-Wei / Zhang, Song-Hai

    IEEE transactions on visualization and computer graphics

    2024  Volume 30, Issue 5, Page(s) 2444–2453

    Abstract: Virtual Reality (VR) offers an immersive 3D digital environment, but enabling natural walking sensations without the constraints of physical space remains a technological challenge. Previous VR locomotion methods, including game controller, teleportation, ...

    Abstract Virtual Reality (VR) offers an immersive 3D digital environment, but enabling natural walking sensations without the constraints of physical space remains a technological challenge. Previous VR locomotion methods, including game controller, teleportation, treadmills, walking-in-place, and redirected walking (RDW), have made strides towards overcoming this challenge. However, these methods also face limitations such as possible unnaturalness, additional hardware requirements, or motion sickness risks. This paper introduces "Spatial Contraction (SC)", an innovative VR locomotion method inspired by the phenomenon of Lorentz contraction in Special Relativity. Similar to the Lorentz contraction, our SC contracts the virtual space along the user's velocity direction in response to velocity variation. The virtual space contracts more when the user's speed is high, whereas minimal or no contraction happens at low speeds. We provide a virtual space transformation method for spatial contraction and optimize the user experience in smoothness and stability. Through SC, VR users can effectively traverse a longer virtual distance with a shorter physical walking. Different from locomotion gains, the spatial contraction effect is observable by the user and aligns with their intentions, so there is no inconsistency between the user's proprioception and visual perception. SC is a general locomotion method that has no special requirements for VR scenes. The experimental results of our live user studies in various virtual scenarios demonstrate that SC has a significant effect in reducing both the number of resets and the physical walking distance users need to cover. Furthermore, experiments have also demonstrated that SC has the potential for integration with existing locomotion techniques such as RDW.
    Language English
    Publishing date 2024-04-19
    Publishing country United States
    Document type Journal Article
    ISSN 1941-0506
    ISSN (online) 1941-0506
    DOI 10.1109/TVCG.2024.3372109
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  2. Article ; Online: One-Step Out-of-Place Resetting for Redirected Walking in VR.

    Zhang, Song-Hai / Chen, Chiahao / Zollmann, Stefanie

    IEEE transactions on visualization and computer graphics

    2023  Volume 29, Issue 7, Page(s) 3327–3339

    Abstract: Redirected walking (RDW) allows users to explore virtual environments in limited physical spaces by imperceptibly steering them away from obstacles and space boundaries. However, even with those techniques, the risk of collision cannot always be avoided. ...

    Abstract Redirected walking (RDW) allows users to explore virtual environments in limited physical spaces by imperceptibly steering them away from obstacles and space boundaries. However, even with those techniques, the risk of collision cannot always be avoided. For such situations, resetting techniques have been proposed to provide an immediate adjustment of the physical walking direction of a user. Existing resetting techniques are either applied in-place, where the user changes orientation but stays in the same position or out-of-place methods where the user is guided to move from the current position to a safe location all while freezing the movement in the virtual world. While out-of-place methods have the potential to provide more freedom to user movements after resetting, current out-of-place methods do not provide enough guidance for the users to move to optimal locations. In this work, we propose a novel out-of-place resetting strategy that guides users to optimal physical locations with the most potential for free movement and a smaller amount of resetting required for their further movements. For this purpose, we calculate a heat map of the walking area according to the average walking distance using a simulation of the currently used RDW algorithm. Based on this heat map, we identify the most suitable position for a one-step reset within a predefined searching range and use this one as the reset point. Our results show that our method increases the average moving distance within one cycle of resetting. Furthermore, our resetting method can be applied to any physical area with obstacles. That means that RDW methods that were not suitable for such environments (e.g., Steer to Center) combined with our resetting can also be extended to such complex walking areas. In addition, we present a user interface to provide a similar visual experience between these methods, using a two-arrows indicator to help users adjust their position and direction.
    MeSH term(s) Computer Graphics ; Computer Simulation ; User-Computer Interface ; Virtual Reality ; Walking ; Humans
    Language English
    Publishing date 2023-05-26
    Publishing country United States
    Document type Journal Article ; Research Support, Non-U.S. Gov't
    ISSN 1941-0506
    ISSN (online) 1941-0506
    DOI 10.1109/TVCG.2022.3158609
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  3. Article ; Online: BiRD: Using Bidirectional Rotation Gain Differences to Redirect Users during Back-and-forth Head Turns in Walking.

    Xu, Sen-Zhe / Chen, Fiona Xiao Yu / Gong, Ran / Zhang, Fang-Lue / Zhang, Song-Hai

    IEEE transactions on visualization and computer graphics

    2024  Volume 30, Issue 5, Page(s) 2693–2702

    Abstract: Redirected walking (RDW) facilitates user navigation within expansive virtual spaces despite the constraints of limited physical spaces. It employs discrepancies between human visual-proprioceptive sensations, known as gains, to enable the remapping of ... ...

    Abstract Redirected walking (RDW) facilitates user navigation within expansive virtual spaces despite the constraints of limited physical spaces. It employs discrepancies between human visual-proprioceptive sensations, known as gains, to enable the remapping of virtual and physical environments. In this paper, we explore how to apply rotation gain while the user is walking. We propose to apply a rotation gain to let the user rotate by a different angle when reciprocating from a previous head rotation, to achieve the aim of steering the user to a desired direction. To apply the gains imperceptibly based on such a Bidirectional Rotation gain Difference (BiRD), we conduct both measurement and verification experiments on the detection thresholds of the rotation gain for reciprocating head rotations during walking. Unlike previous rotation gains which are measured when users are turning around in place (standing or sitting), BiRD is measured during users' walking. Our study offers a critical assessment of the acceptable range of rotational mapping differences for different rotational orientations across the user's walking experience, contributing to an effective tool for redirecting users in virtual environments.
    MeSH term(s) Humans ; Animals ; Computer Graphics ; Walking ; Orientation ; Environment ; Birds
    Language English
    Publishing date 2024-04-19
    Publishing country United States
    Document type Journal Article
    ISSN 1941-0506
    ISSN (online) 1941-0506
    DOI 10.1109/TVCG.2024.3372094
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  4. Article ; Online: Multi-User Redirected Walking in Separate Physical Spaces for Online VR Scenarios.

    Xu, Sen-Zhe / Liu, Jia-Hong / Wang, Miao / Zhang, Fang-Lue / Zhang, Song-Hai

    IEEE transactions on visualization and computer graphics

    2024  Volume 30, Issue 4, Page(s) 1916–1926

    Abstract: With the recent rise of Metaverse, online multiplayer VR applications are becoming increasingly prevalent worldwide. However, as multiple users are located in different physical environments, different reset frequencies and timings can lead to serious ... ...

    Abstract With the recent rise of Metaverse, online multiplayer VR applications are becoming increasingly prevalent worldwide. However, as multiple users are located in different physical environments, different reset frequencies and timings can lead to serious fairness issues for online collaborative/competitive VR applications. For the fairness of online VR apps/games, an ideal online RDW strategy must make the locomotion opportunities of different users equal, regardless of different physical environment layouts. The existing RDW methods lack the scheme to coordinate multiple users in different PEs, and thus have the issue of triggering too many resets for all the users under the locomotion fairness constraint. We propose a novel multi-user RDW method that is able to significantly reduce the overall reset number and give users a better immersive experience by providing a fair exploration. Our key idea is to first find out the "bottleneck" user that may cause all users to be reset and estimate the time to reset given the users' next targets, and then redirect all the users to favorable poses during that maximized bottleneck time to ensure the subsequent resets can be postponed as much as possible. More particularly, we develop methods to estimate the time of possibly encountering obstacles and the reachable area for a specific pose to enable the prediction of the next reset caused by any user. Our experiments and user study found that our method outperforms existing RDW methods in online VR applications.
    Language English
    Publishing date 2024-02-28
    Publishing country United States
    Document type Journal Article
    ISSN 1941-0506
    ISSN (online) 1941-0506
    DOI 10.1109/TVCG.2023.3251648
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  5. Article ; Online: StructNeRF: Neural Radiance Fields for Indoor Scenes With Structural Hints.

    Chen, Zheng / Wang, Chen / Guo, Yuan-Chen / Zhang, Song-Hai

    IEEE transactions on pattern analysis and machine intelligence

    2023  Volume 45, Issue 12, Page(s) 15694–15705

    Abstract: Neural Radiance Fields (NeRF) achieve photo-realistic view synthesis with densely captured input images. However, the geometry of NeRF is extremely under-constrained given sparse views, resulting in significant degradation of novel view synthesis quality. ...

    Abstract Neural Radiance Fields (NeRF) achieve photo-realistic view synthesis with densely captured input images. However, the geometry of NeRF is extremely under-constrained given sparse views, resulting in significant degradation of novel view synthesis quality. Inspired by self-supervised depth estimation methods, we propose StructNeRF, a solution to novel view synthesis for indoor scenes with sparse inputs. StructNeRF leverages the structural hints naturally embedded in multi-view inputs to handle the unconstrained geometry issue in NeRF. Specifically, it tackles the texture and non-texture regions respectively: a patch-based multi-view consistent photometric loss is proposed to constrain the geometry of textured regions; for non-textured ones, we explicitly restrict them to be 3D consistent planes. Through the dense self-supervised depth constraints, our method improves both the geometry and the view synthesis performance of NeRF without any additional training on external data. Extensive experiments on several real-world datasets demonstrate that StructNeRF shows superior or comparable performance compared to state-of-the-art methods (e.g. NeRF, DSNeRF, RegNeRF, Dense Depth Priors, MonoSDF, etc.) for indoor scenes with sparse inputs both quantitatively and qualitatively.
    Language English
    Publishing date 2023-11-03
    Publishing country United States
    Document type Journal Article
    ISSN 1939-3539
    ISSN (online) 1939-3539
    DOI 10.1109/TPAMI.2023.3305295
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  6. Article ; Online: Smoothness preserving layout for dynamic labels by hybrid optimization.

    He, Yu / Zhao, Guo-Dong / Zhang, Song-Hai

    Computational visual media

    2021  Volume 8, Issue 1, Page(s) 149–163

    Abstract: Stable label movement and smooth label trajectory are critical for effective information understanding. Sudden label changes cannot be avoided by whatever forced directed methods due to the unreliability of resultant force or global optimization methods ... ...

    Abstract Stable label movement and smooth label trajectory are critical for effective information understanding. Sudden label changes cannot be avoided by whatever forced directed methods due to the unreliability of resultant force or global optimization methods due to the complex trade-off on the different aspects. To solve this problem, we proposed a hybrid optimization method by taking advantages of the merits of both approaches. We first detect the spatial-temporal intersection regions from whole trajectories of the features, and initialize the layout by optimization in decreasing order by the number of the involved features. The label movements between the spatial-temporal intersection regions are determined by force directed methods. To cope with some features with high speed relative to neighbors, we introduced a force from future, called temporal force, so that the labels of related features can elude ahead of time and retain smooth movements. We also proposed a strategy by optimizing the label layout to predict the trajectories of features so that such global optimization method can be applied to streaming data.
    Electronic supplementary material: Supplementary material is available in the online version of this article at 10.1007/s41095-021-0231-y.
    Language English
    Publishing date 2021-10-27
    Publishing country China
    Document type Journal Article
    ZDB-ID 2844021-3
    ISSN 2096-0662 ; 2096-0433
    ISSN (online) 2096-0662
    ISSN 2096-0433
    DOI 10.1007/s41095-021-0231-y
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  7. Article ; Online: Adaptive Optimization Algorithm for Resetting Techniques in Obstacle-Ridden Environments.

    Zhang, Song-Hai / Chen, Chia-Hao / Zheng, Fu / Yang, Yong-Liang / Hu, Shi-Min

    IEEE transactions on visualization and computer graphics

    2023  Volume 29, Issue 4, Page(s) 2080–2092

    Abstract: Redirected Walking (RDW) algorithms aim to impose several types of gains on users immersed in Virtual Reality and distort their walking paths in the real world, thus enabling them to explore a larger space. Since collision with physical boundaries is ... ...

    Abstract Redirected Walking (RDW) algorithms aim to impose several types of gains on users immersed in Virtual Reality and distort their walking paths in the real world, thus enabling them to explore a larger space. Since collision with physical boundaries is inevitable, a reset strategy needs to be provided to allow users to reset when they hit the boundary. However, most reset strategies are based on simple heuristics by choosing a seemingly suitable solution, which may not perform well in practice. In this article, we propose a novel optimization-based reset algorithm adaptive to different RDW algorithms. Inspired by the approach of finite element analysis, our algorithm splits the boundary of the physical world by a set of endpoints. Each endpoint is assigned a reset vector to represent the optimized reset direction when hitting the boundary. The reset vectors on the edge will be determined by the interpolation between two neighbouring endpoints. We conduct simulation-based experiments for three RDW algorithms with commonly used reset algorithms to compare with. The results demonstrate that the proposed algorithm significantly reduces the number of resets.
    Language English
    Publishing date 2023-02-28
    Publishing country United States
    Document type Journal Article
    ISSN 1941-0506
    ISSN (online) 1941-0506
    DOI 10.1109/TVCG.2021.3139990
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  8. Article ; Online: SceneDirector: Interactive Scene Synthesis by Simultaneously Editing Multiple Objects in Real-Time.

    Zhang, Shao-Kui / Tam, Hou / Li, Yike / Ren, Ke-Xin / Fu, Hongbo / Zhang, Song-Hai

    IEEE transactions on visualization and computer graphics

    2023  Volume PP

    Abstract: Intelligent tools for creating synthetic scenes have been developed significantly in recent years. Existing techniques on interactive scene synthesis only incorporate a single object at every interaction, i.e., crafting a scene through a sequence of ... ...

    Abstract Intelligent tools for creating synthetic scenes have been developed significantly in recent years. Existing techniques on interactive scene synthesis only incorporate a single object at every interaction, i.e., crafting a scene through a sequence of single-object insertions with user preferences. These techniques suggest objects by considering existent objects in the scene instead of fully picturing the eventual result, which is inherently problematic since the sets of objects to be inserted are seldom fixed during interactive processes. In this article, we introduce SceneDirector, a novel interactive scene synthesis tool to help users quickly picture various potential synthesis results by simultaneously editing groups of objects. Specifically, groups of objects are rearranged in real-time with respect to a position of an object specified by a mouse cursor or gesture, i.e., a movement of a single object would trigger the rearrangement of the existing object group, the insertions of potentially appropriate objects, and the removal of redundant objects. To achieve this, we first propose an idea of coherent group set which expresses various concepts of layout strategies. Subsequently, we present layout attributes, where users can adjust how objects are arranged by tuning the weights of the attributes. Thus, our method gives users intuitive control of both how to arrange groups of objects and where to place them. Through extensive experiments and two applications, we demonstrate the potentiality of our framework and how it enables concurrently effective and efficient interactions of editing groups of objects.
    Language English
    Publishing date 2023-04-21
    Publishing country United States
    Document type Journal Article
    ISSN 1941-0506
    ISSN (online) 1941-0506
    DOI 10.1109/TVCG.2023.3268115
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  9. Article ; Online: Learning Implicit Glyph Shape Representation.

    Liu, Ying-Tian / Guo, Yuan-Chen / Li, Yi-Xiao / Wang, Chen / Zhang, Song-Hai

    IEEE transactions on visualization and computer graphics

    2023  Volume 29, Issue 10, Page(s) 4172–4182

    Abstract: Automatic generation of fonts can greatly facilitate the font design process, and provide prototypes where designers can draw inspiration from. Existing generation methods are mainly built upon rasterized glyph images to utilize the successful ... ...

    Abstract Automatic generation of fonts can greatly facilitate the font design process, and provide prototypes where designers can draw inspiration from. Existing generation methods are mainly built upon rasterized glyph images to utilize the successful convolutional architecture, but ignore the vector nature of glyph shapes. We present an implicit representation, modeling each glyph as shape primitives enclosed by several quadratic curves. This structured implicit representation is shown to be better suited for glyph modeling, and enables rendering glyph images at arbitrary high resolutions. Our representation gives high-quality glyph reconstruction and interpolation results, and performs well on the challenging one-shot font style transfer task comparing to other alternatives both qualitatively and quantitatively.
    Language English
    Publishing date 2023-09-01
    Publishing country United States
    Document type Journal Article
    ISSN 1941-0506
    ISSN (online) 1941-0506
    DOI 10.1109/TVCG.2022.3183400
    Database MEDical Literature Analysis and Retrieval System OnLINE

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  10. Article ; Online: On Rotation Gains Within and Beyond Perceptual Limitations for Seated VR.

    Wang, Chen / Zhang, Song-Hai / Zhang, Yizhuo / Zollmann, Stefanie / Hu, Shi-Min

    IEEE transactions on visualization and computer graphics

    2023  Volume 29, Issue 7, Page(s) 3380–3391

    Abstract: Head tracking in head-mounted displays (HMDs) enables users to explore a 360-degree virtual scene with free head movements. However, for seated use of HMDs such as users sitting on a chair or a couch, physically turning around 360-degree is not possible. ...

    Abstract Head tracking in head-mounted displays (HMDs) enables users to explore a 360-degree virtual scene with free head movements. However, for seated use of HMDs such as users sitting on a chair or a couch, physically turning around 360-degree is not possible. Redirection techniques decouple tracked physical motion and virtual motion, allowing users to explore virtual environments with more flexibility. In seated situations with only head movements available, the difference of stimulus might cause the detection thresholds of rotation gains to differ from that of redirected walking. Therefore we present an experiment with a two-alternative forced-choice (2AFC) design to compare the thresholds for seated and standing situations. Results indicate that users are unable to discriminate rotation gains between 0.89 and 1.28, a smaller range compared to the standing condition. We further treated head amplification as an interaction technique and found that a gain of 2.5, though not a hard threshold, was near the largest gain that users consider applicable. Overall, our work aims to better understand human perception of rotation gains in seated VR and the results provide guidance for future design choices of its applications.
    MeSH term(s) Humans ; Sitting Position ; Rotation ; Computer Graphics ; Walking ; Virtual Reality
    Language English
    Publishing date 2023-05-26
    Publishing country United States
    Document type Journal Article ; Research Support, Non-U.S. Gov't
    ISSN 1941-0506
    ISSN (online) 1941-0506
    DOI 10.1109/TVCG.2022.3159799
    Database MEDical Literature Analysis and Retrieval System OnLINE

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