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"doi": "10.1109/VR.2018.8446539",
"title": "Investigating the Effects of Anthropomorphic Fidelity of Self-Avatars on Near Field Depth Perception in Immersive Virtual Environments",
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"abstract": "Immersive Virtual Environments (IVEs) are becoming more accessible and more widely utilized for training. Previous research has shown that the matching of visual and proprioceptive information is important for calibration. While research has demonstrated that self-avatars can enhance ones' sense of presence and improve distance perception, the effects of self-avatar fidelity on near field distance estimations has yet to be investigated. This study tested the effect of avatar fidelity on the accuracy of distance estimations in the near-field. Performance with a virtual avatar was also compared to real-world performance. Three levels of fidelity were tested; 1) an immersive self-avatar with realistic limbs, 2) a low-fidelity self-avatar showing only joint locations, and 3) end-effector only. The results suggest that reach estimations become more accurate as the visual fidelity of the avatar increases, with accuracy for high fidelity avatars approaching real-world performance as compared to low-fidelity and end-effector conditions. In all conditions reach estimations became more accurate after receiving feedback during a calibration phase.",
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"content": "Immersive Virtual Environments (IVEs) are becoming more accessible and more widely utilized for training. Previous research has shown that the matching of visual and proprioceptive information is important for calibration. While research has demonstrated that self-avatars can enhance ones' sense of presence and improve distance perception, the effects of self-avatar fidelity on near field distance estimations has yet to be investigated. This study tested the effect of avatar fidelity on the accuracy of distance estimations in the near-field. Performance with a virtual avatar was also compared to real-world performance. Three levels of fidelity were tested; 1) an immersive self-avatar with realistic limbs, 2) a low-fidelity self-avatar showing only joint locations, and 3) end-effector only. The results suggest that reach estimations become more accurate as the visual fidelity of the avatar increases, with accuracy for high fidelity avatars approaching real-world performance as compared to low-fidelity and end-effector conditions. In all conditions reach estimations became more accurate after receiving feedback during a calibration phase.",
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"Avatars",
"Calibration",
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"affiliation": "UNC Wilmington",
"fullName": "Elham Ebrahimi",
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"affiliation": "UNC Wilmington",
"fullName": "Leah S. Hartman",
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"affiliation": "UNC Wilmington",
"fullName": "Andrew Robb",
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"affiliation": "UNC Wilmington",
"fullName": "Christopher C. Pagano",
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"affiliation": "UNC Wilmington",
"fullName": "Sabarish V. Babu",
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"abstract": "Immersive Virtual Environments (IVEs) are foreseen to function as effective tools of persuasion fundamentally because of the phenomenon of presence, the perception of and response to the virtual environment as real. Previous research suggests that IVE exposure decreases biases and fosters positive attitudes more effectively than traditional media even in the context of polarizing topics, for example migration and climate change. The research goals of the dissertation are to examine the influence of IVE experiences on attitudes and the factors moderating this effect. It does so in four consecutive research stages, building on a theoretical framework of media richness, presence, attitude extremity and motivated reasoning. Altogether, it a. provides an overview of extant empirical literature in a review with meta-analysis, b. explores the production, dissemination and evaluation of IVEs used by charitable organizations in a series of interviews and c. tests for the moderating role of attitude extremity in two experimental research designs.",
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"content": "Immersive Virtual Environments (IVEs) are foreseen to function as effective tools of persuasion fundamentally because of the phenomenon of presence, the perception of and response to the virtual environment as real. Previous research suggests that IVE exposure decreases biases and fosters positive attitudes more effectively than traditional media even in the context of polarizing topics, for example migration and climate change. The research goals of the dissertation are to examine the influence of IVE experiences on attitudes and the factors moderating this effect. It does so in four consecutive research stages, building on a theoretical framework of media richness, presence, attitude extremity and motivated reasoning. Altogether, it a. provides an overview of extant empirical literature in a review with meta-analysis, b. explores the production, dissemination and evaluation of IVEs used by charitable organizations in a series of interviews and c. tests for the moderating role of attitude extremity in two experimental research designs.",
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"abstract": "Virtual Reality simulators are increasingly used for training novice surgeons. However, there is currently a lack of guidelines for achieving interaction fidelity for these systems. In this paper, we present the design of two navigation techniques for a needle insertion trainer. The two techniques were analyzed using a state-of-the-art fidelity framework to determine their levels of interaction fidelity. A user study comparing both techniques suggests that the higher fidelity technique is more suited as a navigation technique for the needle insertion virtual trainer.",
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"abstract": "Embodiment and body perception have become important research topics in the field of virtual reality (VR). VR is considered a particularly promising tool to support research and therapy in regard to distorted body weight perception. However, the influence of embodiment on body weight perception has yet to be clarified. To address this gap, we compared body weight perception of 56 female participants of normal weight using a VR application. They either (a) self-embodied a photorealistic, non-personalized virtual human and performed body movements in front of a virtual mirror or (b) only observed the virtual human as other's avatar (or agent) performing the same movements in front of them. Afterward, participants had to estimate the virtual human's body weight. Additionally, we considered the influence of the participants' body mass index (BMI) on the estimations and captured the participants' feelings of presence and embodiment. Participants estimated the body weight of the virtual human as their embodied self-avatars significantly lower compared to participants rating the virtual human as other's avatar. Furthermore, the estimations of body weight were significantly predicted by the participant's BMI with embodiment, but not without. Our results clearly highlight embodiment as an important factor influencing the perception of virtual humans' body weights in VR.",
"abstracts": [
{
"abstractType": "Regular",
"content": "Embodiment and body perception have become important research topics in the field of virtual reality (VR). VR is considered a particularly promising tool to support research and therapy in regard to distorted body weight perception. However, the influence of embodiment on body weight perception has yet to be clarified. To address this gap, we compared body weight perception of 56 female participants of normal weight using a VR application. They either (a) self-embodied a photorealistic, non-personalized virtual human and performed body movements in front of a virtual mirror or (b) only observed the virtual human as other's avatar (or agent) performing the same movements in front of them. Afterward, participants had to estimate the virtual human's body weight. Additionally, we considered the influence of the participants' body mass index (BMI) on the estimations and captured the participants' feelings of presence and embodiment. Participants estimated the body weight of the virtual human as their embodied self-avatars significantly lower compared to participants rating the virtual human as other's avatar. Furthermore, the estimations of body weight were significantly predicted by the participant's BMI with embodiment, but not without. Our results clearly highlight embodiment as an important factor influencing the perception of virtual humans' body weights in VR.",
"__typename": "ArticleAbstractType"
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],
"normalizedAbstract": "Embodiment and body perception have become important research topics in the field of virtual reality (VR). VR is considered a particularly promising tool to support research and therapy in regard to distorted body weight perception. However, the influence of embodiment on body weight perception has yet to be clarified. To address this gap, we compared body weight perception of 56 female participants of normal weight using a VR application. They either (a) self-embodied a photorealistic, non-personalized virtual human and performed body movements in front of a virtual mirror or (b) only observed the virtual human as other's avatar (or agent) performing the same movements in front of them. Afterward, participants had to estimate the virtual human's body weight. Additionally, we considered the influence of the participants' body mass index (BMI) on the estimations and captured the participants' feelings of presence and embodiment. Participants estimated the body weight of the virtual human as their embodied self-avatars significantly lower compared to participants rating the virtual human as other's avatar. Furthermore, the estimations of body weight were significantly predicted by the participant's BMI with embodiment, but not without. Our results clearly highlight embodiment as an important factor influencing the perception of virtual humans' body weights in VR.",
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"keywords": [
"Avatars",
"Gender Issues",
"Human Computer Interaction",
"Human Factors",
"Photorealistic Avatars",
"Virtual Reality",
"VR Application",
"Virtual Mirror",
"Female Body Weight Perception",
"Body Mass Index",
"Virtual Human Body Weight",
"Three Dimensional Displays",
"Avatars",
"Estimation",
"Medical Treatment",
"User Interfaces",
"Tools",
"Mirrors",
"Virtual Human",
"Presence",
"Virtual Body Ownership",
"Agency",
"Body Image",
"Eating And Body Weight Disorders Human Centered Computing Human Computer Interaction HCI Empirical Studies In HCI",
"Human Centered Computing Human Computer Interaction HCI Virtual Reality"
],
"authors": [
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"affiliation": "HCI Group University of Würzburg",
"fullName": "Erik Wolf",
"givenName": "Erik",
"surname": "Wolf",
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"affiliation": "HCI Group University of Würzburg",
"fullName": "Nathalie Merdan",
"givenName": "Nathalie",
"surname": "Merdan",
"__typename": "ArticleAuthorType"
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{
"affiliation": "HTS Group University of Würzburg",
"fullName": "Nina Dölinger",
"givenName": "Nina",
"surname": "Dölinger",
"__typename": "ArticleAuthorType"
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{
"affiliation": "HCI Group University of Würzburg",
"fullName": "David Mal",
"givenName": "David",
"surname": "Mal",
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{
"affiliation": "HTS Group University of Würzburg",
"fullName": "Carolin Wienrich",
"givenName": "Carolin",
"surname": "Wienrich",
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{
"affiliation": "Computer Graphics Group TU Dortmund University",
"fullName": "Mario Botsch",
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{
"affiliation": "HCI Group University of Würzburg",
"fullName": "Marc Erich Latoschik",
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"abstract": "In recent years, small, inexpensive UAV - also known as drone - has made great progress, which brings privacy and security issues. Drone detection is one of the important methods to solve these problems. The main challenges of drone detection are: (1) A drone is very confusing with other flying objects such as a bird, (2) the low-flying UAV occlusion happens very frequent, and (3) the existing surveillance coverage is limited. Camera array can be used for large-scale airspace observation. In this paper, we propose a modular camera array system with audio assistance, which consists of dozens of high-definition cameras and multiple microphones, to monitor drones. It can be mounted on a carrier after reducing the size. The system captures the image and audio information of the surroundings in various directions. The system can integrate the information of multiple sensors, and identify the characteristics of the drone to achieve higher efficiency of drone monitoring.",
"abstracts": [
{
"abstractType": "Regular",
"content": "In recent years, small, inexpensive UAV - also known as drone - has made great progress, which brings privacy and security issues. Drone detection is one of the important methods to solve these problems. The main challenges of drone detection are: (1) A drone is very confusing with other flying objects such as a bird, (2) the low-flying UAV occlusion happens very frequent, and (3) the existing surveillance coverage is limited. Camera array can be used for large-scale airspace observation. In this paper, we propose a modular camera array system with audio assistance, which consists of dozens of high-definition cameras and multiple microphones, to monitor drones. It can be mounted on a carrier after reducing the size. The system captures the image and audio information of the surroundings in various directions. The system can integrate the information of multiple sensors, and identify the characteristics of the drone to achieve higher efficiency of drone monitoring.",
"__typename": "ArticleAbstractType"
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"normalizedAbstract": "In recent years, small, inexpensive UAV - also known as drone - has made great progress, which brings privacy and security issues. Drone detection is one of the important methods to solve these problems. The main challenges of drone detection are: (1) A drone is very confusing with other flying objects such as a bird, (2) the low-flying UAV occlusion happens very frequent, and (3) the existing surveillance coverage is limited. Camera array can be used for large-scale airspace observation. In this paper, we propose a modular camera array system with audio assistance, which consists of dozens of high-definition cameras and multiple microphones, to monitor drones. It can be mounted on a carrier after reducing the size. The system captures the image and audio information of the surroundings in various directions. The system can integrate the information of multiple sensors, and identify the characteristics of the drone to achieve higher efficiency of drone monitoring.",
"fno": "07966780",
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"Autonomous Aerial Vehicles",
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"High Definition Cameras",
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"fullName": "Hao Liu",
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"title": "Networked Drone Cameras for Sports Streaming",
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"abstract": "A network of drone cameras can be deployed to cover live events, such as high-action sports game played on a large field, but managing networked drone cameras in real-time is challenging. Distributed approaches yield suboptimal solutions from lack of coordination but coordination with a centralized controller incurs round-trip latencies of several hundreds of milliseconds over a wireless channel. We propose a fog-networking based system architecture to automatically coordinate a network of drones equipped with cameras to capture and broadcast the dynamically changing scenes of interest in a sports game. We design both optimal and practical algorithms to balance the tradeoff between two metrics: coverage of the most important scenes and streamed video bitrate. To compensate for network round-trip latencies, the centralized controller uses a predictive approach to predict which locations the drones should cover next. The controller maximizes video bitrate by associating each drone to an optimally matched server and dynamically re-assigns drones as relay nodes to boost the throughput in low-throughput scenarios. This dynamic assignment at centralized controller occurs at slower time-scale permitted by round-trip latencies, while the predictive approach and drones’ local decision ensures that the system works in real-time. Experimental results over tens of flights on the field suggest our system can achieve really good performance, for example, 8 drones can achieve a tradeoff of 94% coverage and (on average) 2K video support at 20 Mbps by optimizing between coverage and throughput. By dynamically allocating drones to cover the game or act as relays, our system also demonstrates a 2x gain over systems maximizing static coverage alone that achieves only 9 Mbps video throughput.",
"abstracts": [
{
"abstractType": "Regular",
"content": "A network of drone cameras can be deployed to cover live events, such as high-action sports game played on a large field, but managing networked drone cameras in real-time is challenging. Distributed approaches yield suboptimal solutions from lack of coordination but coordination with a centralized controller incurs round-trip latencies of several hundreds of milliseconds over a wireless channel. We propose a fog-networking based system architecture to automatically coordinate a network of drones equipped with cameras to capture and broadcast the dynamically changing scenes of interest in a sports game. We design both optimal and practical algorithms to balance the tradeoff between two metrics: coverage of the most important scenes and streamed video bitrate. To compensate for network round-trip latencies, the centralized controller uses a predictive approach to predict which locations the drones should cover next. The controller maximizes video bitrate by associating each drone to an optimally matched server and dynamically re-assigns drones as relay nodes to boost the throughput in low-throughput scenarios. This dynamic assignment at centralized controller occurs at slower time-scale permitted by round-trip latencies, while the predictive approach and drones’ local decision ensures that the system works in real-time. Experimental results over tens of flights on the field suggest our system can achieve really good performance, for example, 8 drones can achieve a tradeoff of 94% coverage and (on average) 2K video support at 20 Mbps by optimizing between coverage and throughput. By dynamically allocating drones to cover the game or act as relays, our system also demonstrates a 2x gain over systems maximizing static coverage alone that achieves only 9 Mbps video throughput.",
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"normalizedAbstract": "A network of drone cameras can be deployed to cover live events, such as high-action sports game played on a large field, but managing networked drone cameras in real-time is challenging. Distributed approaches yield suboptimal solutions from lack of coordination but coordination with a centralized controller incurs round-trip latencies of several hundreds of milliseconds over a wireless channel. We propose a fog-networking based system architecture to automatically coordinate a network of drones equipped with cameras to capture and broadcast the dynamically changing scenes of interest in a sports game. We design both optimal and practical algorithms to balance the tradeoff between two metrics: coverage of the most important scenes and streamed video bitrate. To compensate for network round-trip latencies, the centralized controller uses a predictive approach to predict which locations the drones should cover next. The controller maximizes video bitrate by associating each drone to an optimally matched server and dynamically re-assigns drones as relay nodes to boost the throughput in low-throughput scenarios. This dynamic assignment at centralized controller occurs at slower time-scale permitted by round-trip latencies, while the predictive approach and drones’ local decision ensures that the system works in real-time. Experimental results over tens of flights on the field suggest our system can achieve really good performance, for example, 8 drones can achieve a tradeoff of 94% coverage and (on average) 2K video support at 20 Mbps by optimizing between coverage and throughput. By dynamically allocating drones to cover the game or act as relays, our system also demonstrates a 2x gain over systems maximizing static coverage alone that achieves only 9 Mbps video throughput.",
"fno": "1792a308",
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"abstract": "In a drone logistics system, a message delivery system in which the drone delivers messages for other users on the way to a parcel delivery destination has been proposed. To reduce the complexity of message delivery routes, this paper proposes a message delivery method that divides logistics areas and determines the message delivery routes in each area. The method also makes it possible for a later departure drone and an early departure drone to exchange information to add, cancel, and/or exchange their messages and delivery points. The simulation experiments show that compared with the previous method, the proposed method has lower computational complexity and can be assumed to cover almost the same the average delivery distance. It is also shown that when an early departure drone and a later departure drone exchange many message delivery points, the average delivery distance is reduced.",
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"content": "In a drone logistics system, a message delivery system in which the drone delivers messages for other users on the way to a parcel delivery destination has been proposed. To reduce the complexity of message delivery routes, this paper proposes a message delivery method that divides logistics areas and determines the message delivery routes in each area. The method also makes it possible for a later departure drone and an early departure drone to exchange information to add, cancel, and/or exchange their messages and delivery points. The simulation experiments show that compared with the previous method, the proposed method has lower computational complexity and can be assumed to cover almost the same the average delivery distance. It is also shown that when an early departure drone and a later departure drone exchange many message delivery points, the average delivery distance is reduced.",
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"title": "Drones' Cryptanalysis - Smashing Cryptography with a Flicker",
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"abstract": "In an \"open skies\" era in which drones fly among us, a new question arises: how can we tell whether a passing drone is being used by its operator for a legitimate purpose (e.g., delivering pizza) or an illegitimate purpose (e.g., taking a peek at a person showering in his/her own house)? Over the years, many methods have been suggested to detect the presence of a drone in a specific location, however since populated areas are no longer off limits for drone flights, the previously suggested methods for detecting a privacy invasion attack are irrelevant. In this paper, we present a new method that can detect whether a specific POI (point of interest) is being video streamed by a drone. We show that applying a periodic physical stimulus on a target/victim being video streamed by a drone causes a watermark to be added to the encrypted video traffic that is sent from the drone to its operator and how this watermark can be detected using interception. Based on this method, we present an algorithm for detecting a privacy invasion attack. We analyze the performance of our algorithm using four commercial drones (DJI Mavic Air, Parrot Bebop 2, DJI Spark, and DJI Mavic Pro). We show how our method can be used to (1) determine whether a detected FPV (first-person view) channel is being used to video stream a POI by a drone, and (2) locate a spying drone in space; we also demonstrate how the physical stimulus can be applied covertly. In addition, we present a classification algorithm that differentiates FPV transmissions from other suspicious radio transmissions. We implement this algorithm in a new invasion attack detection system which we evaluate in two use cases (when the victim is inside his/her house and when the victim is being tracked by a drone while driving his/her car); our evaluation shows that a privacy invasion attack can be detected by our system in about 2-3 seconds.",
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"content": "In an \"open skies\" era in which drones fly among us, a new question arises: how can we tell whether a passing drone is being used by its operator for a legitimate purpose (e.g., delivering pizza) or an illegitimate purpose (e.g., taking a peek at a person showering in his/her own house)? Over the years, many methods have been suggested to detect the presence of a drone in a specific location, however since populated areas are no longer off limits for drone flights, the previously suggested methods for detecting a privacy invasion attack are irrelevant. In this paper, we present a new method that can detect whether a specific POI (point of interest) is being video streamed by a drone. We show that applying a periodic physical stimulus on a target/victim being video streamed by a drone causes a watermark to be added to the encrypted video traffic that is sent from the drone to its operator and how this watermark can be detected using interception. Based on this method, we present an algorithm for detecting a privacy invasion attack. We analyze the performance of our algorithm using four commercial drones (DJI Mavic Air, Parrot Bebop 2, DJI Spark, and DJI Mavic Pro). We show how our method can be used to (1) determine whether a detected FPV (first-person view) channel is being used to video stream a POI by a drone, and (2) locate a spying drone in space; we also demonstrate how the physical stimulus can be applied covertly. In addition, we present a classification algorithm that differentiates FPV transmissions from other suspicious radio transmissions. We implement this algorithm in a new invasion attack detection system which we evaluate in two use cases (when the victim is inside his/her house and when the victim is being tracked by a drone while driving his/her car); our evaluation shows that a privacy invasion attack can be detected by our system in about 2-3 seconds.",
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"normalizedAbstract": "In an \"open skies\" era in which drones fly among us, a new question arises: how can we tell whether a passing drone is being used by its operator for a legitimate purpose (e.g., delivering pizza) or an illegitimate purpose (e.g., taking a peek at a person showering in his/her own house)? Over the years, many methods have been suggested to detect the presence of a drone in a specific location, however since populated areas are no longer off limits for drone flights, the previously suggested methods for detecting a privacy invasion attack are irrelevant. In this paper, we present a new method that can detect whether a specific POI (point of interest) is being video streamed by a drone. We show that applying a periodic physical stimulus on a target/victim being video streamed by a drone causes a watermark to be added to the encrypted video traffic that is sent from the drone to its operator and how this watermark can be detected using interception. Based on this method, we present an algorithm for detecting a privacy invasion attack. We analyze the performance of our algorithm using four commercial drones (DJI Mavic Air, Parrot Bebop 2, DJI Spark, and DJI Mavic Pro). We show how our method can be used to (1) determine whether a detected FPV (first-person view) channel is being used to video stream a POI by a drone, and (2) locate a spying drone in space; we also demonstrate how the physical stimulus can be applied covertly. In addition, we present a classification algorithm that differentiates FPV transmissions from other suspicious radio transmissions. We implement this algorithm in a new invasion attack detection system which we evaluate in two use cases (when the victim is inside his/her house and when the victim is being tracked by a drone while driving his/her car); our evaluation shows that a privacy invasion attack can be detected by our system in about 2-3 seconds.",
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],
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"affiliation": "Ben-Gurion University of the Negev",
"fullName": "Ben Nassi",
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"affiliation": "Ben-Gurion University of the Negev",
"fullName": "Raz Ben-Netanel",
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"surname": "Ben-Netanel",
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{
"affiliation": "Weizmann Institute of Science",
"fullName": "Adi Shamir",
"givenName": "Adi",
"surname": "Shamir",
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{
"affiliation": "Ben-Gurion University of the Negev",
"fullName": "Yuval Elovici",
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"title": "2018 International Conference on Computational Science and Computational Intelligence (CSCI)",
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"title": "Re-Routing Costs Evaluation for the Inflight Drone",
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"abstract": "A drone would take some waiting time to change its own flight route to the new route called re-routing time. To control the drone with the best flight plan, we have to estimate some re-route costs when the drone wants to change the course and direction according to the updated waypoint flight plan. In this work, we designed and implemented a flight monitoring program in the existing drone mission control app to measure the re-routing costs for various re-routing cases, and established the re-routing cost estimation method for the inflight drone that can expect the re-route costs. The inflight re-route cost includes the time and distance to change the preset route into a new route according to the drone flight speed and direction by waypoint in the middle of the drone flight. To measure the costs of the inflight drone re-routing method, we modified the waypoint flight planning module in the drone mission control app. The modified mission control app transmits the new waypoint data and receives the drone flight information with several flight data through the link communication. We tried many cases of the inflight re-routing with waypoint mission control under the various drone speeds and new waypoint directions and collected the flight factors through the flight monitoring program checks the costs for the inflight drone re-routing process. The experimental results show that total re-routing time and total re-routing flight distance have some kind of linear relations with the re-routing direction and flight speed at all. The experimental results also showed that the re-route cost can be estimated from the linear function relation with the new waypoint direction and the flight speed.",
"abstracts": [
{
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"content": "A drone would take some waiting time to change its own flight route to the new route called re-routing time. To control the drone with the best flight plan, we have to estimate some re-route costs when the drone wants to change the course and direction according to the updated waypoint flight plan. In this work, we designed and implemented a flight monitoring program in the existing drone mission control app to measure the re-routing costs for various re-routing cases, and established the re-routing cost estimation method for the inflight drone that can expect the re-route costs. The inflight re-route cost includes the time and distance to change the preset route into a new route according to the drone flight speed and direction by waypoint in the middle of the drone flight. To measure the costs of the inflight drone re-routing method, we modified the waypoint flight planning module in the drone mission control app. The modified mission control app transmits the new waypoint data and receives the drone flight information with several flight data through the link communication. We tried many cases of the inflight re-routing with waypoint mission control under the various drone speeds and new waypoint directions and collected the flight factors through the flight monitoring program checks the costs for the inflight drone re-routing process. The experimental results show that total re-routing time and total re-routing flight distance have some kind of linear relations with the re-routing direction and flight speed at all. The experimental results also showed that the re-route cost can be estimated from the linear function relation with the new waypoint direction and the flight speed.",
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"normalizedAbstract": "A drone would take some waiting time to change its own flight route to the new route called re-routing time. To control the drone with the best flight plan, we have to estimate some re-route costs when the drone wants to change the course and direction according to the updated waypoint flight plan. In this work, we designed and implemented a flight monitoring program in the existing drone mission control app to measure the re-routing costs for various re-routing cases, and established the re-routing cost estimation method for the inflight drone that can expect the re-route costs. The inflight re-route cost includes the time and distance to change the preset route into a new route according to the drone flight speed and direction by waypoint in the middle of the drone flight. To measure the costs of the inflight drone re-routing method, we modified the waypoint flight planning module in the drone mission control app. The modified mission control app transmits the new waypoint data and receives the drone flight information with several flight data through the link communication. We tried many cases of the inflight re-routing with waypoint mission control under the various drone speeds and new waypoint directions and collected the flight factors through the flight monitoring program checks the costs for the inflight drone re-routing process. The experimental results show that total re-routing time and total re-routing flight distance have some kind of linear relations with the re-routing direction and flight speed at all. The experimental results also showed that the re-route cost can be estimated from the linear function relation with the new waypoint direction and the flight speed.",
"fno": "136000a545",
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"Aircraft Control",
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"authors": [
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"affiliation": "Dept. of Computer Engineering, Daejin University",
"fullName": "Yunseok Chang",
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"surname": "Chang",
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{
"affiliation": "Dept. of Computer Engineering, Daejin University",
"fullName": "Munseong Jung",
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"doi": "10.1109/VR.2015.7223390",
"title": "Third person's footsteps enhanced moving sensation of seated person",
"normalizedTitle": "Third person's footsteps enhanced moving sensation of seated person",
"abstract": "The present paper describes the system to present a pseudo-walking sensation to a sitting participant. The vibration was added to the heel and toe to imitate cutaneous sensation of the sole during walking. The sound of footsteps was also provided to the participant through headphones simultaneously. In this sound presentation, we used a spatial sound of footsteps of another walker as well as own footstep sound. Another walker's sound was moved along several trajectories in a VR space. We conducted an experiment to elucidate the effect of third person's footstep sound moved differently on the walking sensation of a participant. The result showed that third person's sound enhanced not only walking sensation but also translational sensation of a sitting participant. Furthermore, the effect was the highest when third person's sound came from front to backward of the participant in a VR space.",
"abstracts": [
{
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"content": "The present paper describes the system to present a pseudo-walking sensation to a sitting participant. The vibration was added to the heel and toe to imitate cutaneous sensation of the sole during walking. The sound of footsteps was also provided to the participant through headphones simultaneously. In this sound presentation, we used a spatial sound of footsteps of another walker as well as own footstep sound. Another walker's sound was moved along several trajectories in a VR space. We conducted an experiment to elucidate the effect of third person's footstep sound moved differently on the walking sensation of a participant. The result showed that third person's sound enhanced not only walking sensation but also translational sensation of a sitting participant. Furthermore, the effect was the highest when third person's sound came from front to backward of the participant in a VR space.",
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"fno": "07223390",
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"Haptic Interfaces",
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{
"affiliation": "Tokyo Metropolitan University",
"fullName": "Yujiro Okuya",
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"surname": "Okuya",
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{
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"fullName": "Yasushi Ikei",
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{
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{
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"fullName": "Koichi Hirota",
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"abstract": "A new kind of water treatment composite was prepared by melt blend for diesel oil and chromium (VI) absorption, Ethylene Propylene Diene Monomer (EPDM) was the matrix, calcinatory Fe2O3 and anion exchange resin were the fillers. This composite can suspend in water-oil contact. The results showed that the diesel oil absorbencies were step-down and chromium (VI) absorbencies increased continuously as anion exchange resin loadings from 1% to 7%. The composite can adsorb diesel oil and chromium (VI) simultaneously. The optimized proportion of calcinatory Fe2O3 and anion exchange resin in composite was 17/3. This composite was a low cost and convenient new material for waste water treatment.",
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"abstract": "Pyrocondensation material is a kind of high scientific and technologic product in wide use. To improve the quality of pyrocondensation material, radiation control is the key procedure .On the basis of full investigation of pyrocondensation material radiation process, this paper puts forward the pyrocondensation material radiation control system based on VI (Virtual Instrument). This method makes full use of advantages of VI to realize automatization of the radiation process, and improves production efficiency.",
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"content": "Pyrocondensation material is a kind of high scientific and technologic product in wide use. To improve the quality of pyrocondensation material, radiation control is the key procedure .On the basis of full investigation of pyrocondensation material radiation process, this paper puts forward the pyrocondensation material radiation control system based on VI (Virtual Instrument). This method makes full use of advantages of VI to realize automatization of the radiation process, and improves production efficiency.",
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"title": "AR Tabletop Interface using a Head-Mounted Projector",
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"abstract": "In this paper, we propose a tabletop interface in which a user wears a projector with a depth camera on his or her head and can perform touch operations on an image projected on a flat surface. By using the head-mounted projector, images are always projected in front of the user in the direction of the user's gaze. By changing the image to be projected based on the user's head movement, this interface realizes a large effective screen size. The system superimposes an image on the flat surface by performing plane detection, placing the image on the detected plane, performing perspective projection to obtain a 2D image, and projecting the 2D image using the projector. Registration between the real world and the image is performed by estimating the user's head pose using the detected plane information. Furthermore, touch input is recognized by detecting the user's finger on the plane using the depth camera. We implemented some application examples into the system to demonstrate the usefulness of the proposed interface.",
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"abstract": "Our lab has developed a haptic feedback device to provide ungrounded tactile feedback through the motion of actuated sliding plate contactors. Interaction with a virtual environment is provided to a user through a device equipped with tactile feedback and six degree-of-freedom spatial position sensing. Our tactile feedback device is composed of three sliding plate skin stretch displays positioned around the handle, providing feedback to a user's palm. Our dual-handed tactile feedback system allows independent motion of hands, while providing feedback that creates a kinesthetic experience. We demonstrate fundamental physical interactions such as mass, spring, and damper interactions, which are the building blocks used in every virtual model. Various virtual environments are used to demonstrate physical interactions with objects.",
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"content": "As CMOS technology is scaled down, supply voltages are decreasing and intrinsic gain of the nanoscale CMOS transistors is dropping while the threshold voltages of transistors are remaining relatively constant. In such scaled down nanoscale CMOS technologies, conventional vertical stacking architectures (for example. cascode architectures) for high-gain becomes no more attractive. In this paper we present the analysis and design of a feedback biasing based adjustable gain ultrasound preamplifier which is capable of amplifying signals from 15 MHz to 45 MHz from Capacitive Micromachined Ultrasound Transducers (CMUTs) in 45nm CMOS technology for medical ultrasound imaging applications. From the simulations, the proposed preamplifier achieves a voltage gain 27.47 dB at 30 MHz from the CMUT signal source to the output and this transfer gain can easily be varied from 27.47 dB to 3.21 dB by varying the control voltage without altering the power consumption. It exhibits an output noise power spectral density of 4.8 muV/SQR (Hz) at frequency of 30 MHz at maximum transfer gain. It consumes only 107 muA from a 900 mV power supply excluding bias currents.",
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"content": "The use of self-avatars is gaining popularity thanks to affordable VR headsets. Unfortunately, mainstream VR devices often use a small number of trackers and provide low-accuracy animations. Previous studies have shown that the Sense of Embodiment, and in particular the Sense of Agency, depends on the extent to which the avatar's movements mimic the user's movements. However, few works study such effect for tasks requiring a precise interaction with the environment, i.e., tasks that require accurate manipulation, precise foot stepping, or correct body poses. In these cases, users are likely to notice inconsistencies between their self-avatars and their actual pose. In this paper, we study the impact of the animation fidelity of the user avatar on a variety of tasks that focus on arm movement, leg movement and body posture. We compare three different animation techniques: two of them using Inverse Kinematics to reconstruct the pose from sparse input (6 trackers), and a third one using a professional motion capture system with 17 inertial sensors. We evaluate these animation techniques both quantitatively (completion time, unintentional collisions, pose accuracy) and qualitatively (Sense of Embodiment). Our results show that the animation quality affects the Sense of Embodiment. Inertial-based MoCap performs significantly better in mimicking body poses. Surprisingly, IK-based solutions using fewer sensors outperformed MoCap in tasks requiring accurate positioning, which we attribute to the higher latency and the positional drift that causes errors at the end-effectors, which are more noticeable in contact areas such as the feet.",
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"affiliation": "Universitat Politècnica de Catalunya,Spain",
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"affiliation": "Universitat Politècnica de Catalunya,Spain",
"fullName": "Jose Luis Ponton",
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"affiliation": "Universitat Politècnica de Catalunya,Spain",
"fullName": "Carlos Andujar",
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"affiliation": "Universitat Politècnica de Catalunya,Spain",
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"title": "2010 IEEE International Conference on Bioinformatics and Biomedicine Workshops (BIBMW)",
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"groupId": "1001585",
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"id": "12OmNqFJhP4",
"doi": "10.1109/BIBMW.2010.5703898",
"title": "Study about the feature of some parts of the Traditional Chinese Medicine(TCM) physical examination correlate with the indexes of the renal function",
"normalizedTitle": "Study about the feature of some parts of the Traditional Chinese Medicine(TCM) physical examination correlate with the indexes of the renal function",
"abstract": "Objective: Study the correlation between some parts of Traditional Chinese Medicine (TCM)'s physical examination elements and the parameters of the renal function. Method: Select 935 samples of TCM four diagnostic and syndrome differentiation information from young healthy examinees, study the correlation between these information. Results: there is extremely significant positive correlation coefficient (P<;0.01) between the renal function urea nitrogen and those symptoms. It included dry nose, lassitude and heaviness of the limb, loose feces, aphthous stomatitis, dry skin etc. There is significant positive correlation (P<;0.05) between the creatinine etc. There is extremely significant positive correlation (P<;0.01) between the Creatinine and those symptoms including red tongue and bitter taste. Conclusion: Observing the changing of the TCM syndromes and the tongue manifestations, it can improve the accuracy of the physical examination and the syndrome differentiation.",
"abstracts": [
{
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"content": "Objective: Study the correlation between some parts of Traditional Chinese Medicine (TCM)'s physical examination elements and the parameters of the renal function. Method: Select 935 samples of TCM four diagnostic and syndrome differentiation information from young healthy examinees, study the correlation between these information. Results: there is extremely significant positive correlation coefficient (P<;0.01) between the renal function urea nitrogen and those symptoms. It included dry nose, lassitude and heaviness of the limb, loose feces, aphthous stomatitis, dry skin etc. There is significant positive correlation (P<;0.05) between the creatinine etc. There is extremely significant positive correlation (P<;0.01) between the Creatinine and those symptoms including red tongue and bitter taste. Conclusion: Observing the changing of the TCM syndromes and the tongue manifestations, it can improve the accuracy of the physical examination and the syndrome differentiation.",
"__typename": "ArticleAbstractType"
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"normalizedAbstract": "Objective: Study the correlation between some parts of Traditional Chinese Medicine (TCM)'s physical examination elements and the parameters of the renal function. Method: Select 935 samples of TCM four diagnostic and syndrome differentiation information from young healthy examinees, study the correlation between these information. Results: there is extremely significant positive correlation coefficient (P<;0.01) between the renal function urea nitrogen and those symptoms. It included dry nose, lassitude and heaviness of the limb, loose feces, aphthous stomatitis, dry skin etc. There is significant positive correlation (P<;0.05) between the creatinine etc. There is extremely significant positive correlation (P<;0.01) between the Creatinine and those symptoms including red tongue and bitter taste. Conclusion: Observing the changing of the TCM syndromes and the tongue manifestations, it can improve the accuracy of the physical examination and the syndrome differentiation.",
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"keywords": [
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"authors": [
{
"affiliation": "University Hospital, Beijing University of Technology, China",
"fullName": "Hu Guangqin",
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{
"affiliation": "Institute of Chinese Medicine, Tianjin University of Traditional Chinese Medicine, China",
"fullName": "Lu Xiaozuo",
"givenName": "Lu",
"surname": "Xiaozuo",
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{
"affiliation": "Tianjin yongjiu hospital, China",
"fullName": "Zhou Bing",
"givenName": "Zhou",
"surname": "Bing",
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{
"affiliation": "Tianjin yongjiu hospital, China",
"fullName": "Luo Yufu",
"givenName": "Luo",
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"affiliation": "Tianjin yongjiu hospital, China",
"fullName": "Lu Yangdong",
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{
"affiliation": "Tianjin yongjiu hospital, China",
"fullName": "Zhu Min",
"givenName": "Zhu",
"surname": "Min",
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{
"affiliation": "Signal and Information Processing Lab, Beijing University of Technology, China",
"fullName": "Liu Xiaomin",
"givenName": "Liu",
"surname": "Xiaomin",
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"abstract": "Most of the systems for generating taste sensations are based on blending different chemicals appropriately, and there are less proven approaches to stimulate the sense of taste digitally. In this paper, a method to digitally stimulate the sense of taste is introduced and demonstrated based on electrical and thermal stimulation on human tongue. Thus, two digital control systems are presented to control taste sensations and their intensities effectively on the tongue. The effects of most persuading factors such as current, frequency, and temperature have been accounted to noninvasively stimulate the tongue. The initial experimental results indicate that sour (strong), bitter (mild), and salty(mild) are the main sensations, which can be evoked while there are evidences of sweet sensation too. Based on the results of the Tongue Mounted Digital Taste Interface, we have then developed another system which named as the Digital Sour Lollipop to effectively control the sour taste digitally. Initial experimental results of this system show the controllability of sour taste up to three levels of intensities using the electrical stimulation on human tongue.",
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"abstract": "In this study, we develop a thermal-aware job scheduling strategy called tDispatch tailored for MapReduce applications running on Hadoop clusters. The scheduling idea of tDispatch is motivated by a profiling study of CPU-intensive and I/O-intensive jobs from the perspective of thermal efficiency. More specifically, we investigate the thermal behaviors of these two types of jobs running on a Hadoop cluster by stress testing data nodes through extensive experiments. We show that CPU-intensive and I/O-intensive jobs exhibit various thermal and performance impacts on multicore processors and hard drives of Hadoop cluster nodes. After we quantify the thermal behaviors of Hadoop jobs on the master and data nodes of a cluster, we propose our scheduler to alternatively dispatch CPU-intensive and I/O-intensive jobs. We apply our strategy to several MapReduce applications with different resource consumption profiles. Our experimental results show that tDispatch is conducive of creating opportunities to cool down multicore processors and disks in Hadoop clusters deployed in modern data centers. Our findings can be applied in other thermal-efficient job schedulers that are aware of thermal behaviors of CPU-intensive and I/O-intensive applications submitted to Hadoop clusters.",
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"abstract": "The mechanism by which cathodal current stimulation exerts inhibitory effects on the five basic tastes is revealed herein. The objective of this paper is to successfully achieve inhibition of sweetness by cathodal current electrical stimulation to the tongue, which has not been reported to date, though inhibition of salty and umami perception has been documented. By focusing on the electrophoresis of ions generated by dissolution of taste-inducing substances in water, this paper indicates how human gustation is inhibited by electrical stimulation, which is a key addition to the knowledgebase for achieving control of all five basic tastes.",
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"content": "The mechanism by which cathodal current stimulation exerts inhibitory effects on the five basic tastes is revealed herein. The objective of this paper is to successfully achieve inhibition of sweetness by cathodal current electrical stimulation to the tongue, which has not been reported to date, though inhibition of salty and umami perception has been documented. By focusing on the electrophoresis of ions generated by dissolution of taste-inducing substances in water, this paper indicates how human gustation is inhibited by electrical stimulation, which is a key addition to the knowledgebase for achieving control of all five basic tastes.",
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"abstract": "In a production high-performance computing (HPC) data center, numerous factors, including workload compute in-tensity, cooling infrastructure failure, and the use of economized cooling can substantially increase the CPU temperature. CPU thermal design-related studies have shown that slight variances in the operational temperature can significantly impact the lifetime, durability, and performance of a CPU. Therefore, it is critical to monitor and control the operating temperature of the CPU. In this study, we design an automated and continuous CPU thermal monitoring and control methodology to maintain and control a healthy CPU thermal state. This research utilizes the Redfish protocol to monitor the CPU temperature and dynamic voltage frequency scaling to control the temperature. We developed a reference implementation and evaluated our methodology using a cluster of 150 Raspberry Pi3 nodes. We performed extensive CPU thermal analyses in different scenarios. We analyzed how quickly a CPU can attain the maximum temperature under 100% load at room temperature. Based on our experiments, the temperature of a CPU with 100% load can increase to ~72°C (161.6°F) and ~86°C (186.8°F) with the lowest and highest CPU frequency configurations, respectively. We analyzed the impact of applying thermal control at eight temperature configurations on the thermal and frequency scaling behavior of a CPU. We observed that applying thermal control at lower temperature configurations (e.g., 70°C (158°F)) is a better configuration for healing an overheated CPU. As a result of the proposed model, the CPU operating at normal temperature will consume comparatively less energy, deliver higher performance, and augment its durability.",
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"content": "In a production high-performance computing (HPC) data center, numerous factors, including workload compute in-tensity, cooling infrastructure failure, and the use of economized cooling can substantially increase the CPU temperature. CPU thermal design-related studies have shown that slight variances in the operational temperature can significantly impact the lifetime, durability, and performance of a CPU. Therefore, it is critical to monitor and control the operating temperature of the CPU. In this study, we design an automated and continuous CPU thermal monitoring and control methodology to maintain and control a healthy CPU thermal state. This research utilizes the Redfish protocol to monitor the CPU temperature and dynamic voltage frequency scaling to control the temperature. We developed a reference implementation and evaluated our methodology using a cluster of 150 Raspberry Pi3 nodes. We performed extensive CPU thermal analyses in different scenarios. We analyzed how quickly a CPU can attain the maximum temperature under 100% load at room temperature. Based on our experiments, the temperature of a CPU with 100% load can increase to ~72°C (161.6°F) and ~86°C (186.8°F) with the lowest and highest CPU frequency configurations, respectively. We analyzed the impact of applying thermal control at eight temperature configurations on the thermal and frequency scaling behavior of a CPU. We observed that applying thermal control at lower temperature configurations (e.g., 70°C (158°F)) is a better configuration for healing an overheated CPU. As a result of the proposed model, the CPU operating at normal temperature will consume comparatively less energy, deliver higher performance, and augment its durability.",
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"fullName": "Ghazanfar Ali",
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"abstract": "We aim to enable additional sensation when using an anthropomorphic finger motion interface. To do so, we applied a conventional method to generate pseduo-haptics. To control the amount of scroll resulting from finger displacement on a display, illusory resistance or pseudo friction was confirmed by subjective evaluation. We first clarified that this illusory resistance influences finger walking behavior such as stride or speed. An additional experiment conducted in public space verified this influence.",
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"affiliation": "The University of Tokyo",
"fullName": "Yusuke Ujitoko",
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"affiliation": "The University of Tokyo",
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"abstract": "Friction exists in every mechanical system, and exerts bad influences on its operation performance, which will cause cylinder crawling phenomenon when it runs under low speed. In this paper, the analysis of the cylinder crawling phenomenon is proposed, as friction is complicated and impossible to measure its exact value, the estimation of friction by using extended kalman filter (EKF) is introduced, then the estimated friction is added to the control input for friction compensation. The studies show that the pnuematic force servo system with friction estimation and compensation by using EKF has better performance than the system without friction compensation, for instance it has better dynamic and statistic characteristics, higher tracking accuracy, higher robustness, and the response time is also more quickly.",
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"abstract": "We use the extended three-layer FK model. When the upper potential is subjected to an increasing external driving force, the velocity of the upper layer potential increases gradually. We define the turning force as the maximum static friction force of the system. We study the effect of the number of particles in the middle layer on the maximum static friction force of the system. It is found that the maximum static friction force of the system increases with the increase of the number of atoms. It is also found that there is a linear relationship between the maximum static friction force and the number of atoms.",
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"content": "Ecological interface design (EID) has the opportunity to complement current approaches for augmented reality (AR) interface design by considering human-environment interaction and leveraging the inherent benefit of AR interfaces: conformal graphics. This work applies EID to design a novel interface for pedestrian collision warning for an automotive AR head-up display (HUD). Our initial usability evaluation shows potential benefits of incorporating EID into AR interface design.",
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"abstract": "In this paper, we investigate obstacle avoidance behavior during real walking in a large immersive projection setup. We analyze the walking behavior of users when avoiding real and virtual static obstacles. In order to generalize our study, we consider both anthropomorphic and inanimate objects, each having his virtual and real counterpart. The results showed that users exhibit different locomotion behaviors in the presence of real and virtual obstacles, and in the presence of anthropomorphic and inanimate objects. Precisely, the results showed a decrease of walking speed as well as an increase of the clearance distance (i. e., the minimal distance between the walker and the obstacle) when facing virtual obstacles compared to real ones. Moreover, our results suggest that users act differently due to their perception of the obstacle: users keep more distance when the obstacle is anthropomorphic compared to an inanimate object and when the orientation of anthropomorphic obstacle is from the profile compared to a front position. We discuss implications on future large shared immersive projection spaces.",
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"content": "In this paper, we investigate obstacle avoidance behavior during real walking in a large immersive projection setup. We analyze the walking behavior of users when avoiding real and virtual static obstacles. In order to generalize our study, we consider both anthropomorphic and inanimate objects, each having his virtual and real counterpart. The results showed that users exhibit different locomotion behaviors in the presence of real and virtual obstacles, and in the presence of anthropomorphic and inanimate objects. Precisely, the results showed a decrease of walking speed as well as an increase of the clearance distance (i. e., the minimal distance between the walker and the obstacle) when facing virtual obstacles compared to real ones. Moreover, our results suggest that users act differently due to their perception of the obstacle: users keep more distance when the obstacle is anthropomorphic compared to an inanimate object and when the orientation of anthropomorphic obstacle is from the profile compared to a front position. We discuss implications on future large shared immersive projection spaces.",
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"title": "2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)",
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"abstract": "The emergence of low cost virtual and augmented reality systems has encouraged the development of immersive training applications for medical, military, and many other fields. Many of the training scenarios for these various fields may require the presentation of realistic interactions with virtual humans. It is thus vital to determine the critical factors of fidelity required in those interactions to elicit naturalistic behavior on the part of trainees. Negative training may occur if trainees are inadvertently influenced to react in ways that are unexpected and unnatural, hindering proper learning and transfer of skills and knowledge back into real world contexts. In this research, we examined whether haptic priming (presenting an illusion of virtual human touch at the beginning of the virtual experience) and different locomotion techniques (either joystick or physical walking) might affect proxemic behavior in human users. The results of our study suggest that locomotion techniques can alter proxemic behavior in significant ways. Haptic priming did not appear to impact proxemic behavior, but did increase rapport and other subjective social measures. The results suggest that designers and developers of immersive training systems should carefully consider the impact of even simple design and fidelity choices on trainee reactions in social interactions.",
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"content": "The emergence of low cost virtual and augmented reality systems has encouraged the development of immersive training applications for medical, military, and many other fields. Many of the training scenarios for these various fields may require the presentation of realistic interactions with virtual humans. It is thus vital to determine the critical factors of fidelity required in those interactions to elicit naturalistic behavior on the part of trainees. Negative training may occur if trainees are inadvertently influenced to react in ways that are unexpected and unnatural, hindering proper learning and transfer of skills and knowledge back into real world contexts. In this research, we examined whether haptic priming (presenting an illusion of virtual human touch at the beginning of the virtual experience) and different locomotion techniques (either joystick or physical walking) might affect proxemic behavior in human users. The results of our study suggest that locomotion techniques can alter proxemic behavior in significant ways. Haptic priming did not appear to impact proxemic behavior, but did increase rapport and other subjective social measures. The results suggest that designers and developers of immersive training systems should carefully consider the impact of even simple design and fidelity choices on trainee reactions in social interactions.",
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"abstract": "The present study investigates users' movement behavior in a virtual environment when they attempted to avoid a virtual character. At each iteration of the experiment, four conditions (Self-Avatar LookAt, No Self-Avatar LookAt, Self-Avatar No LookAt, and No Self-Avatar No LookAt) were applied to examine users' movement behavior based on kinematic measures. During the experiment, 52 participants were asked to walk from a starting position to a target position. A virtual character was placed at the midpoint. Participants were asked to wear a head-mounted display throughout the task, and their locomotion was captured using a motion capture suit. We analyzed the captured trajectories of the participants' routes on four kinematic measures to explore whether the four experimental conditions influenced the paths they took. The results indicated that the Self-Avatar LookAt condition affected the path the participants chose more significantly than the other three conditions in terms of length, duration, and deviation, but not in terms of speed. Overall, the length and duration of the task, as well as the deviation of the trajectory from the straight line, were greater when a self-avatar represented participants. An additional effect on kinematic measures was found in the LookAt (Gaze) conditions. Implications for future research are discussed.",
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"content": "The present study investigates users' movement behavior in a virtual environment when they attempted to avoid a virtual character. At each iteration of the experiment, four conditions (Self-Avatar LookAt, No Self-Avatar LookAt, Self-Avatar No LookAt, and No Self-Avatar No LookAt) were applied to examine users' movement behavior based on kinematic measures. During the experiment, 52 participants were asked to walk from a starting position to a target position. A virtual character was placed at the midpoint. Participants were asked to wear a head-mounted display throughout the task, and their locomotion was captured using a motion capture suit. We analyzed the captured trajectories of the participants' routes on four kinematic measures to explore whether the four experimental conditions influenced the paths they took. The results indicated that the Self-Avatar LookAt condition affected the path the participants chose more significantly than the other three conditions in terms of length, duration, and deviation, but not in terms of speed. Overall, the length and duration of the task, as well as the deviation of the trajectory from the straight line, were greater when a self-avatar represented participants. An additional effect on kinematic measures was found in the LookAt (Gaze) conditions. Implications for future research are discussed.",
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"affiliation": "Purdue University",
"fullName": "Christos Mousas",
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"affiliation": "University of the Aegean",
"fullName": "Alexandros Koilias",
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"affiliation": "Southern Illinois University Carbondale",
"fullName": "Dimitris Anastasiou",
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"affiliation": "Southern Illinois University Carbondale",
"fullName": "Banafsheh Rekabdar",
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{
"affiliation": "University of the Aegean",
"fullName": "Christos-Nikolaos Anagnostopoulos",
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"abstract": "HTTP Adaptive Streaming (HAS) is an adaptive bitrate streaming technique which is able to adapt to the network conditions using conventional HTTP web servers. An HAS player periodically requests pre-encoded video chunks by sending an HTTP GET message. When the downloading a video chunk is finished, the player estimates the network bandwidth by calculating the goodput and adjusts the video quality based on its estimates. However, the bandwidth estimation in application layer is pretty inaccurate due to its architectural limitation. We show that inaccurate bandwidth estimation in rate adaptation may incur serious rate oscillations which is poor quality-of-experience for users. In this paper, we propose a buffer-based rate adaptation scheme which eliminates the bandwidth estimation step in rate adaptation to provide a smooth playback of HTTP-based streaming. We evaluate the performance of the HAS player implemented in the ns-3 network simulator. Our simulation results show that the proposed scheme significantly improves the stability by replacing bandwidth estimation with buffer occupancy estimation.",
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"title": "QoE-Driven Resource Allocation Optimized for Delay-Sensitive VR Video Uploading over Cellular Network",
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"abstract": "Uploading Virtual Reality (VR) video over cellular networks is expected to boom in near future, as general consumers could generate high-quality VR videos with portable 360-degree cameras and are willing to share with others. Con-sequently, concerns of uplink bandwidth and delay arose for current popular technology of tile-based VR video streaming, which requires high quality video to transcode into multiple representations for further adaptive streaming. Motivated by this, we proposed a novel scheme for uplink delivery of tile-based VR video over cellular network, in which encoding bit rate of each tile is determined by uplink resource allocation (RA), and quality of content (QoC) contribution of each tile and channel quality of user equipments (UEs) are jointly considered during RA. Moreover, the RA problem is formulated as a frequency and time dependent non-deterministic polynomial(NP)-hard problem, which can be effectively solved by our proposed approximate convex algorithm. Simulation results show that the proposed algorithm can achieve higher utility, that is higher total quality of experience (QoE) for viewers.",
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"abstract": "Recent research shows that when multiple dynamic adaptive streaming over HTTP (DASH) clients stream Internet videos simultaneously via a wireless access point (AP), they may experience poor quality of experience (QoE). This is because DASH clients in a wireless local area network (WLAN) independently estimate current available bandwidth and make bitrate selections. Lacking coordination in the WLAN causes competition for downlink bandwidth, introducing unnecessary bandwidth fluctuations especially when some clients start streaming. Such bandwidth fluctuations lead to cascading video bitrate changes on each stream, resulting in dramatic video quality variations, in the worst case, for example, video stalls. To address this problem, it is essential to mitigate the bandwidth competition by coordinating DASH clients in the WLAN. In this paper, we propose a QoE control framework at the AP to dynamically allocate bandwidth for each DASH client based on their real-time streaming performance feedback. To deal with uncertainty in Internet traffic besides streaming traffic, we design robust control algorithms to minimize stalls while balancing bandwidth sharing among clients. We implement and evaluate our solution with real systems under various settings. Extensive evaluation results show that our design significantly reduces average video stalling duration by 57.1% and improves the average video bitrate by 42.0% for all clients when compared to state-of-the-art solutions.",
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"content": "Recent research shows that when multiple dynamic adaptive streaming over HTTP (DASH) clients stream Internet videos simultaneously via a wireless access point (AP), they may experience poor quality of experience (QoE). This is because DASH clients in a wireless local area network (WLAN) independently estimate current available bandwidth and make bitrate selections. Lacking coordination in the WLAN causes competition for downlink bandwidth, introducing unnecessary bandwidth fluctuations especially when some clients start streaming. Such bandwidth fluctuations lead to cascading video bitrate changes on each stream, resulting in dramatic video quality variations, in the worst case, for example, video stalls. To address this problem, it is essential to mitigate the bandwidth competition by coordinating DASH clients in the WLAN. In this paper, we propose a QoE control framework at the AP to dynamically allocate bandwidth for each DASH client based on their real-time streaming performance feedback. To deal with uncertainty in Internet traffic besides streaming traffic, we design robust control algorithms to minimize stalls while balancing bandwidth sharing among clients. We implement and evaluate our solution with real systems under various settings. Extensive evaluation results show that our design significantly reduces average video stalling duration by 57.1% and improves the average video bitrate by 42.0% for all clients when compared to state-of-the-art solutions.",
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"affiliation": "College of William and Mary",
"fullName": "Gang Zhou",
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"abstract": "Indirect augmented reality (IAR) presents pre-generated augmented images for achieving high-quality geometric and photometric registration between pre-captured images and virtual objects. Meanwhile, IAR causes spatial inconsistency between the real world and presented images when users move from the location where the real scene was captured. This paper describes a novel way to address the spatial inconsistency; namely, enabling viewpoint change in IAR. The key idea of this study is to employ an image-based rendering technique using pre-captured multi-view omnidirectional images to provide free-viewpoint navigation. For a pilot study, we have developed an IAR system representing a motion parallax effect using an optical-flow-based camera motion estimation.",
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"abstract": "Recovering 3D scene geometry from underwater images involves the Refractive Structure-from-Motion (RSfM) problem, where the image distortions caused by light refraction at the interface between different propagation media invalidates the single view point assumption. Direct use of the pinhole camera model in RSfM leads to inaccurate camera pose estimation and consequently drift. RSfM methods have been thoroughly studied for the case of a thick glass interface that assumes two refractive interfaces between the camera and the viewed scene. On the other hand, when the camera lens is in direct contact with the water, there is only one refractive interface. By explicitly considering a refractive interface, we develop a succinct derivation of the refractive fundamental matrix in the form of the generalised epipolar constraint for an axial camera. We use the refractive fundamental matrix to refine initial pose estimates obtained by assuming the pinhole model. This strategy allows us to robustly estimate underwater camera poses, where other methods suffer from poor noise-sensitivity. We also formulate a new four view constraint enforcing camera pose consistency along a video which leads us to a novel RSfM framework. For validation we use synthetic data to show the numerical properties of our method and we provide results on real data to demonstrate performance within laboratory settings and for applications in endoscopy.",
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"abstract": "An imaging system that can convey a full 3D light field provides viewers with parallax in both the horizontal and vertical directions. However, displays that provide horizontal parallax only (HPO) are commonly preferred because they can greatly reduce cost and complexity, while still providing a good amount of 3D realism. Here we consider one side effect of HPO: the aspect ratio of displayed virtual objects will be observed to change as a viewer moves toward and away from the display. This results in object shape deformations that can only be corrected for viewing positions on a single line. We present an analysis of what happens outside these ideal positions, and how it is related to the range of object depths in the displayed scene. Several numerical examples and simulations of display views are presented to illustrate the effects, and show how they limit the acceptable range of scene depths and viewing positions of HPO 3D displays.",
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"abstract": "We have improved the method of the measurement for the Brewster angle and the refractive index of the glass by using the detection system of spectrometer and CCD, and as a result, the accuracy of the measurement has been increased greatly.",
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"title": "Research and design of collimating prism that can obtain parallel light",
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"abstract": "This article aims to design a special prism that can obtain parallel visible light spectrum. First, the deflection angle formula is deduced, focusing on the incidence of incident light, according to the prism specification parameters, prism apex angle and refractive index. The influence of the angle and the refraction angle establishes the relationship between the deflection angle and the incident angle, the prism apex angle and the refractive index, and determines the exit position of the colored light of different wavelengths and the corresponding prism apex angle. The experiments were established by establishing the light coupling relationship to achieve collimation of visible light.",
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