With the continuous development of virtual reality technology and the arrival of 5G era, computer technology offers users more practical and immersive medical services. And due to the impact of COVID-19, online medical services are becoming more and more popular. This paper completes the production of virtual scenes and character models with the help of Unity3D platform and 3DSMAX modeling software. And combined with speech recognition and speech synthesis services provided by Baidu AI and OLAMI artificial intelligence platform, the virtual intelligent doctor consultation system is achieved. Taking the COVID-19 epidemic as an example, this system allows users to communicate with virtual doctors and complete the entire consultation process by simulating the form of question and answer between patients and doctors in real life. The test results show that the virtual intelligent doctor consultation system designed and developed in this paper has certain interest and practicability in the medical consultation application scenario.
With the continuous expansion and deepening of the human knowledge system, various compound words have been created to express new concepts. Since the combined words cannot be recorded in the thesaurus in time, which lead to the word segmentation system cannot recognize them. Hence they are generally recognized as the unite of the smallest word (atomic word). So it is very urgent and meaningful to study the recognition method of compound words. In this paper, we propose a word structure based combinatorial word discovery algorithm, which makes full use of the following three word structure characteristics: word spacing, word frequency, and grammatical rules. According to the distance and position relationship between different words, the algorithm makes a comprehensive evaluation based on the rule judgment and the occurrence frequency of words. By experiments on different corpora, the results show that this method has higher accuracy.
This research tried to investigate how the use of the Tencent virtual community influenced college students' motivation and engagement in online language course. The instructors and the technology engineers worked together to design the online class. The participants were 320 freshmen from a university in eastern China. The results showed that the students involved in the Tencent virtual community were more motivated and engaged in their language classes than those in the traditional lecture classes. In addition, students' course perceptions of success and interest predicted their engagement among the two group students. These findings indicated that the Tencent virtual community incorporating motivational strategies are effective strategies for college instructors' pedagogical design to improve students' motivation and engagement. This study provided evidence for the effectiveness of the Tencent virtual community in college students' language classes and it also emphasized the importance of motivational strategies of success and interest in the instructional design of college language classes. Implications and limitations are discussed.
Depression is a widespread mental health disorder. At present, the clinical diagnosis of depression mainly depends on the interview between doctors and patients and the self-report of patients, so the diagnosis is subjective to a certain extent. This paper summarizes the scales of self-assessment for depression and the methods of relevant health data collection. This paper discusses the research status of the auxiliary diagnosis of depression based on voice data and social network data, and summarizes the basic process of the auxiliary diagnosis using the above data. The application cases of some machine learning algorithms and their evaluation indexes are counted. The machine learning algorithm can objectively predict and assist the diagnosis of depression. The convenience and economy of collecting depression health information should be fully considered. In the actual analysis, data acquisition cost, difficulty, application purpose and application population should be taken into comprehensive consideration, and data used for auxiliary diagnosis should be designed. When necessary, multi-modal data combined with several data forms can be used. In this paper, different methods are proposed to evaluate depression in different populations, and at the same time, early warning and health intervention should be carried out on the basis of the assessment, so as to bring a new way of thinking for the economic and rapid objective evaluation of depression.
This paper explores the methods and applications of intuitive visualization and interactive analysis of medical domain knowledge to help medical experts editing it autonomously. SissiExpression system is developed using C# and WPF technology, in which, medical knowledge is modeled as expression. The application of knowledge and execution process is clear and visible, the work of debugging and maintenance is convenient, so the result can be understood and gain recognition by experts. Expressions and knowledge are saved in XML file format, decoupled from program framework, subsequent maintenance, adding new knowledge and functions, can be achieved agilely, conveniently, with better cost control. Appropriate knowledge edition can be chosen flexibly according to demand, medical experts can possess their personal executable knowledge base. This program can help medical experts to mitigate human-computer interaction obstacles to some extent, both medical and information experts can focus on their own profession and tasks.
The modeling of hair is too difficult to simulate because of its number and shape, as well as the texture of the hair itself. The traditional way of constructing hair based on physics and geometry requires complex calculations and various parameters. In recent years, hair modeling methods based on single images, based on multiple images, and based on videos have begun to develop. The advantage is that modeling is fast. At present, the geometry of the hair is mainly represented by lines of three-dimensional points. In this paper, a three-dimensional multi-strip is used to represent the geometry of the hair. Through deep learning, the position and type of the hair in a single image are obtained, and the similar hairstyle model in the database is matched. The selected hair model and head model are connected and fixed by further fitting. Then we simulate dynamic hair by setting gravity, friction, collision detection, and other more. The model preserves the image appearance of the image as much as possible and can be used to simulate common hair geometry.
The recent study of agriculture has faced more and more time-consuming problems and digitalizing problems. In order to solve these problems, we raise our proposal of creating a new virtual agriculture system using the technologies of the virtual reality and artificial intelligence. In this paper, we will not only introduce the composition and the control mechanism of this new agriculture system, but also prove its promising future. We will also discuss the wide application fields of this new system.
Although panorama has been intensively researched in recent years and there are many tools on panorama creation, existing methods still can't cope with ghosting effectively and almost all the tools can't create an image with a large vertical field of view. By modifying the sobel operator, we present an improved algorithm to deghost based on dynamic programming. Our new algorithm is simple and robust. This algorithm has been used in our new panorama authoring system, EasyPanorama. This paper describes the architecture, the interactive authoring and publishing process of this system. The system treats panorama as a type of wide angle image, and can vertically mosaic the source images to create an image with a large vertical field of view. With this system, the user first creates a wide angle image, then edits the walkthrough of the panorama if the wide angle image is mosaiced to be a panorama and finally publishes the result to the web.
Image mosaic is comprised of building a large field of view from a sequence of smaller images. It can be performed by registering, projective warping, resampling and compositing a serials of images. Due to the many possible factors for color and brightness variations when taking images, it is possible to lead to misalignment and obtain poor stitching result. Despite image mosaic can be manually adjusted using some photo editors like PhotoShop, this is not only tedious but also requires skills, knowledge and experience. Automatic adjustment is therefore desirable. By converting images to lαβ space and applying a special statistical analysis, color and brightness correction can be done automatically and improved image mosaic can be obtained.
Computing technology, especial the Computer Aided Design (CAD)/Computer Aided Manufacturing (CAM), Internet technology and their application, is one of the fast developing industry in the world. Currently, it is applied widely in many fields of textile industry. In this paper, we will focus on the application of information technology in the design and sale of the textile product. The paper will address the following technical problems in detail: virtual presentation and design of home textile product, electronic commerce for home textile product (interactive design and customization).
Contemporary demands on ceramic sanitary products tend more and more to emphasize diversification and individuation. How to provide effective techniques to support interactive design and presentation of ceramic sanitary products has become a great challenge for vendors. This paper presents a general framework for ceramic sanitary products design. Some dynamic adjustment algorithms of curves to support surface parameterized modeling of toilet bowl, which is one of the most complex ceramic products, are proposed. Furthermore, the VR-based display and customization environment is also illustrated. With the VRML and Java, our system not only offers users different products, but also allows users to reset selected bathroom scene through replacing products from modeling database and modifying attributes of different products, such as colors, positions, etc. Then a brief discussion and future research directions are put forward in the last part of this paper.
In this paper we describe a virtual bowling game machine called EasyBowling Machine, which is designed and implemented based on techniques such as Virtual Reality, animation, and image processing. To introduce Virtual Reality technique into this virtual bowling game, our system provides a real game mode: players play the game by throwing a real bowling ball, and then the EasyBowling system uses a PC Camera to detect the motion of the real bowling ball. After the motion parameters (ball direction, ball force, et al.) are computed, the movement of the bowling ball and its collision with pins are simulated on a large display screen. The most obvious advantage of such bowling game machine over other existing bowling games is that the system integrates body exercise into game playing. The implementation techniques are discussed in detail, and the prototype system illustrates the feasibility and efficiency of our method.
Previous approaches using quadric error metric allow fast and accurate geometric simplifications of meshes, but they don't consider rendering schemes and texture contents. A newly developed framework, image-driven simplification, uses image errors to decide which portions of model to simplify. The image-driven simplification is sensitive to rendering schemes and texture contents, and can produce simplified models with better visual quality. However, it can not deal with some models with highly complex visibility. In this paper, we introduce the rendering error metric and combine it with the quadric error metric. Benefits of using rendering error metric include higher quality simplified meshes, better preserved geometric and color boundaries, and simplification that is sensitive to the content of a texture. In contrast with the original image-driven simplification algorithm, our algorithm samples the model locally per edge collapse to compute the rendering error metric and is independent of specific viewpoints, so it can deal with any kind of models, even highly self-occluded models. We demonstrate the efficiency of the algorithm with a variety of meshes with normal/color/texture attributes.
3D human facial model reconstruction is essential to generation of facial animations that is widely used in the field of virtual reality. The main issues of 3D facial model reconstruction based on images are in twofold: one is to track the features of face automatically and the other is to get the realistic-looking human face model. In this paper, we introduce a method on structure from motion. First the accurate corner matches can be acquired by integrating modified image pyramid Lucas-Kanade algorithm and local adjustment algorithm, then a realistic-looking model is generated by camera calibration, motion analysis and texture mapping. Experimental results demonstrate the high accuracy of the corner matching algorithm and the vividness of the facial model.
This paper presents a private and lossless digital image watermarking system. First, to ensure the security of the watermark, the watermark image is scrambled before embedding. And then, Human Visual System (HVS) is employed to further enhance the transparence and the robustness of the watermarking system. Thirdly, the watermark image is compressed as watermarking information and is embedded in the DCT domain of the original image. Finally, We save the decimal fractions of the image-signed as a data file as a key during embedding and the data file can avoid the decimal fractions data loss caused by saving the image-signed. The experimental results show that it can embed the image as the watermark with strong robustness.
Human walking is frequently simulated in Computer Animation, for it is the haic and widely used locomotion of human being. Many algorithms have been designed, which can be divided into two kinds: Kinematics based and Dynamics based. This paper concentrate on the simulation of curved path human walking in Virtual Environment. We use a new method, parabolic fitting, to optimize path generated by path planning. It is very convenient to get face direction and path length information from this method. A blend factor is provided to control the approximation level to original path of the optimized path. Inverse kinematics is then used to generate walking animation. The foot of stance leg is constrained to fix on the ground and the foot of the swing leg is controlled by a swing curve. Only high level parameters such as speed, stroke are needed to generate walking animation.
Textile emulation is a key problem in the visual textile presentation. In this paper, we present a new algorithm to achieve the realistic feeling of textile. This algorithm first divides the target area into some texture blocks that have different texture directions. Then morphs the texture coordinate of each texture block. The calculating speed of this algorithm is very fast, so it is more suitable for the visual textile presentation of e-commence.
KEYWORDS: Data transmission, Virtual reality, Driver's vision enhancers, Data modeling, Databases, Systems modeling, Telecommunications, Control systems, Prototyping, Visualization
Transmitting huge geometry data over the network would bring severe delays that would effect the characteristics of reality and real-time of distributed virtual environment. To solve this problem we implemented a demand-driven progressive geometry transmission strategy with a prototype multi-user distributed virtual environment in client-server mode. Our data transmission strategy incorporates several techniques including multi-layer AOI management, demand- driven pre-fetching, progressive mesh based transmission and degraded presentation. The experimental result indicate that this strategy optimally utilizes the limited network bandwidth, efficiently saves memory space on local host, at the same time still meets with the real-time demand of virtual environment. In addition, to avoid the server being the system bottleneck, we designed and implemented a divisional data management mechanism with a demand-driven load-balancing algorithm.
KEYWORDS: Visualization, Image compression, Virtual reality, Image processing, Databases, Control systems, Digital video recorders, Computing systems, Systems modeling, Parallel computing
VR (Virtual Reality) technology is entering DVR (Distributed Virtual Reality) era. DVR need to meet the real time requirement. This requirement results in more complex and heavier computational tasks, significantly increasing the load of a node in a DVR. High-performance parallel graphic system can be used, but they are very expensive. To decrease the cost and make full use of existing network resources, we present a parallel graphic rendering system in this paper. The system adopts Master-Slave model in network topology. COBRA is used as the network computational environment of the distributed rendering system. To further improve the performance of system, we used many new techniques, such as task division based on object space, task overlay and dynamic load balancing. The experiment results indicate that the time each computer needed to render dropped with the increase of the number of the computers contributing to the computation. Although the transferring time of the network also grows, it has no remarkable impact on the change of overall time because only a little more controlling information need to be transferred than before.
Multimedia system is a typical application of time-critical computing. In networked multimedia system such as video conferencing, real-time image communication is the key for system success. To address this problem, we employ time- critical computing technique. In our method, images are decomposed into intensity-information and color information. The intensity information of an image is preserved, and the color information may be spatially sub-sampled, resulting in different colore resolutions of images. When an image is transmitted over network, the intensity information of the image is transferred, then a low resolution color information is transferred. Time permitting, color information of higher resolution for the image can be incorporated. The result is that we can discard a large portion of the color image and let the visual system map the color information into the intensity image. With this method, the image data to be transferred over the network is greatly reduced, and the time-constraints of real-time image communications are satisfied. This technique is successfully used in our cooperative CAD systems.
To test the implemented OCR system for Chinese characters, a very large number of handwritten Chinese character samples are required. The collecting work is time consuming and strenuous. In this paper, we present a new method for generating handwritten Chinese character samples. We introduce an algebra of geometric shapes, the geometric shapes have composite operations such as Fourier addition and Fourier multiplication. In our method, a small set of Chinese character samples are required. We use Fourier series descriptor to describe the shape of these specific Chinese characters. Handwritten Chinese character samples with various styles may be generated automatically by the following methods. (1) Changing the harmonics N of Fourier series. (2) With the Fourier addition operation, a random shape may be added to the shape of the existing Chinese character. (3) Combining styles of two or more kinds of handwritten Chinese character samples. Experiment result shows that our method is effective.
Virtual Environment is a typical application of time-critical computing. To satisfy time-critical computing in distributed graphics environment, we may employ methods including hierarchical model representation, rendering algorithms with different computational complexity, and parallel processing. In this paper, we present a new time-critical computing model which uses the above three techniques.
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