ICAT-EGVE2017 - Posters and Demos
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Browsing ICAT-EGVE2017 - Posters and Demos by Subject "Computing methodologies"
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Item 3D Ground Reaction Force Visualization onto Training Video for Sprint Training Support System(The Eurographics Association, 2017) Taketomi, Takafumi; Yoshitake, Yasuhide; Yamamoto, Goshiro; Sandor, Christian; Kato, Hirokazu; Tony Huang and Arindam DeyWe propose a method for visualizing 3D ground reaction forces for sprint training. Currently, sprinters can check their 3D ground force data using a 2D graph representation. In order to check the relationship between 3D ground force and their sprint form, they must check the 2D graph and a training video repeatedly. To allow simultaneous observation of the 2D graph and the training video, we use a mixed reality technology to overlay 3D ground reaction force onto the training video. In this study, we focus on 2D-3D registration between the image sequence and 3D ground reaction data. We achieved 2D-3D registration by using a constrained bundle adjustment approach. In the experiment, we apply our method to the training videos. The results confirm that our method can correctly overly 3D ground reaction force onto the videos.Item Automatic Face Texture Generation from Irregular Texture in 3-D Character Creation Applications(The Eurographics Association, 2017) Yoon, Seung-Uk; Lim, Seong-Jae; Hwang, Bon-Woo; Park, Chang-Joon; Choi, Jin Sung; Tony Huang and Arindam DeyIn this paper, we propose a novel face texture generation algorithm to enhance compatibility and reusability of 3-D face reconstruction results of real-world 3-D character creation applications. Our approach can handle irregular types of input textures of 3-D reconstructed face models using the proposed multi-projection texture generation technique. We automatically calculate exact pixel values of the frontal face region in the template texture map by finding correspondences between input and template 3-D models and textures, respectively. After matching tones of the frontal face region and the remaining parts, the final texture of a 3-D face model is successfully generated without manual editing or post-processing of textures.Item Can Face Swapping Technology Facilitate Mental Imagery Training?(The Eurographics Association, 2017) Matsumura, Haruka; Watanabe, Hironori; Chen, Tai Chih; Taketomi, Takafumi; Yoshitake, Yasuhide; Plopski, Alexandor; Sandor, Christian; Kato, Hirokazu; Tony Huang and Arindam DeyIn this research, we conducted a preliminary study to investigate the effectiveness of face swapping technology for mental imagery training. To confirm its effectiveness, we used transcranial magnetic stimulation for measuring motor evoked potential (MEP) as brain excitability during mental imagery training. In the experiment, we used three motions: wrist dorsiflexion as an easy-to-perform motion, and pen spinning and baoding balls rotating motions as difficult motions. In each target motion, we compared MEPs when watching own motion video, another person's motion video, and another person's motion video with the face swapped with own face. The results showed that there was a difference between MEPs in difficult motion video observations. Watching another person's motion video with face swapping showed higher MEP than simply watching another person's video.Item Holo Worlds Infinite: Procedural Spatial Aware AR Content(The Eurographics Association, 2017) Lawrence, Louise M.; Hart, Jonathon Derek; Billinghurst, Mark; Tony Huang and Arindam DeyWe developed an Augmented Reality (AR) application that procedurally generates content which is programmatically placed on the floor. It uses its awareness of its spatial surroundings to generate and place virtual content. We created a prototype that can be used as the basis of a city simulation game that can be played on the floor of any room space, but the approach could also be used for many other applications.