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PubMed Journal Database | IEEE transactions on visualization and computer graphics RSS

05:03 EDT 20th March 2019 | BioPortfolio

The US National Library of Medicine and National Institutes of Health manage PubMed.gov which comprises of more than 29 million records, papers, reports for biomedical literature, including MEDLINE, life science and medical journals, articles, reviews, reports and  books.

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Showing PubMed Articles 1–25 of 623 from IEEE transactions on visualization and computer graphics

MoCap : Real-time Mobile 3D Motion Capture with a Cap-mounted Fisheye Camera.

We propose the first real-time system for the egocentric estimation of 3D human body pose in a wide range of unconstrained everyday activities. This setting has a unique set of challenges, such as mobility of the hardware setup, and robustness to long capture sessions with fast recovery from tracking failures. We tackle these challenges based on a novel lightweight setup that converts a standard baseball cap to a device for high-quality pose estimation based on a single cap-mounted fisheye camera. From the ...

Perceptually Based Adaptive Motion Retargeting to Animate Real Objects by Light Projection.

A recently developed light projection technique can add dynamic impressions to static real objects without changing their original visual attributes such as surface colors and textures. It produces illusory motion impressions in the projection target by projecting gray-scale motion-inducer patterns that selectively drive the motion detectors in the human visual system. Since a compelling illusory motion can be produced by an inducer pattern weaker than necessary to perfectly reproduce the shift of the origi...

Temporal Resolution Multiplexing: Exploiting the limitations of spatio-temporal vision for more efficient VR rendering.

Rendering in virtual reality (VR) requires substantial computational power to generate 90 frames per second at high resolution with good-quality antialiasing. The video data sent to a VR headset requires high bandwidth, achievable only on dedicated links. In this paper we explain how rendering requirements and transmission bandwidth can be reduced using a conceptually simple technique that integrates well with existing rendering pipelines. Every even-numbered frame is rendered at a lower resolution, and eve...

Manufacturing Application-Driven Foveated Near-Eye Displays.

Traditional optical manufacturing poses a great challenge to near-eye display designers due to large lead times in the order of multiple weeks, limiting the abilities of optical designers to iterate fast and explore beyond conventional designs. We present a complete near-eye display manufacturing pipeline with a day lead time using commodity hardware. Our novel manufacturing pipeline consists of several innovations including a rapid production technique to improve surface of a 3D printed component to optica...

A Perception-driven Hybrid Decomposition for Multi-layer Accommodative Displays.

Multi-focal plane and multi-layered light-field displays are promising solutions for addressing all visual cues observed in the real world. Unfortunately, these devices usually require expensive optimizations to compute a suitable decomposition of the input light field or focal stack to drive individual display layers. Although these methods provide near-correct image reconstruction, a significant computational cost prevents real-time applications. A simple alternative is a linear blending strategy which de...

Motion Sickness Prediction in Stereoscopic Videos using 3D Convolutional Neural Networks.

In this paper, we propose a three-dimensional (3D) convolutional neural network (CNN)-based method for predicting the degree of motion sickness induced by a 360° stereoscopic video. We consider the user's eye movement as a new feature, in addition to the motion velocity and depth features of a video used in previous work. For this purpose, we use saliency, optical flow, and disparity maps of an input video, which represent eye movement, velocity, and depth, respectively, as the input of the 3D CNN. To trai...

SGaze: A Data-Driven Eye-Head Coordination Model for Realtime Gaze Prediction.

We present a novel, data-driven eye-head coordination model that can be used for realtime gaze prediction for immersive HMD-based applications without any external hardware or eye tracker. Our model (SGaze) is computed by generating a large dataset that corresponds to different users navigating in virtual worlds with different lighting conditions. We perform statistical analysis on the recorded data and observe a linear correlation between gaze positions and head rotation angular velocities. We also find th...

SLAMCast: Large-Scale, Real-Time 3D Reconstruction and Streaming for Immersive Multi-Client Live Telepresence.

Real-time 3D scene reconstruction from RGB-D sensor data, as well as the exploration of such data in VR/AR settings, has seen tremendous progress in recent years. The combination of both these components into telepresence systems, however, comes with significant technical challenges. All approaches proposed so far are extremely demanding on input and output devices, compute resources and transmission bandwidth, and they do not reach the level of immediacy required for applications such as remote collaborati...

Interpersonal Affordances and Social Dynamics in Collaborative Immersive Virtual Environments: Passing Together Through Apertures.

An essential question in understanding how to develop and build collaborative immersive virtual environments (IVEs) is recognizing how people perform actions together. Many actions in the real world require that people act without prior planning, and these actions are executed quite successfully. In this paper, we study the common action of two people passing through an aperture together in both the real world (Experiment 1) and in a distributed, collaborative IVE (Experiment 2). The aperture's width is var...

Not Alone Here?! Scalability and User Experience of Embodied Ambient Crowds in Distributed Social Virtual Reality.

This article investigates performance and user experience in Social Virtual Reality (SVR) targeting distributed, embodied, and immersive, face-to-face encounters. We demonstrate the close relationship between scalability, reproduction accuracy, and the resulting performance characteristics, as well as the impact of these characteristics on users co-located with larger groups of embodied virtual others. System scalability provides a variable number of co-located avatars and AI-controlled agents with a variet...

The Virtual Caliper: Rapid Creation of Metrically Accurate Avatars from 3D Measurements.

Creating metrically accurate avatars is important for many applications such as virtual clothing try-on, ergonomics, medicine, immersive social media, telepresence, and gaming. Creating avatars that precisely represent a particular individual is challenging however, due to the need for expensive 3D scanners, privacy issues with photographs or videos, and difficulty in making accurate tailoring measurements. We overcome these challenges by creating "The Virtual Caliper", which uses VR game controllers to mak...

Multi-User Redirected Walking and Resetting Using Artificial Potential Fields.

Head-mounted displays (HMDs) and large area position tracking systems can enable users to navigate virtual worlds through natural walking. Redirected walking (RDW) imperceptibly steers immersed users away from physical world obstacles allowing them to explore unbounded virtual worlds while walking in limited physical space. In cases of imminent collisions, resetting techniques can reorient them into open space. This work introduces categorically new RDW and resetting algorithms based on the use of artificia...

Auditory Feedback for Navigation with Echoes in Virtual Environments: Training Procedure and Orientation Strategies.

Being able to hear objects in an environment, for example using echolocation, is a challenging task. The main goal of the current work is to use virtual environments (VEs) to train novice users to navigate using echolocation. Previous studies have shown that musicians are able to differentiate sound pulses from reflections. This paper presents design patterns for VE simulators for both training and testing procedures, while classifying users' navigation strategies in the VE. Moreover, the paper presents fea...

Shrinking Circles: Adaptation to Increased Curvature Gain in Redirected Walking.

Real walking is the most natural way to locomote in virtual reality (VR), but a confined physical walking space limits its applicability. Redirected walking (RDW) is a collection of techniques to solve this problem. One of these techniques aims to imperceptibly rotate the user's view of the virtual scene in order to steer her along a confined path whilst giving the impression of walking in a straight line in a large virtual space. Measurement of perceptual thresholds for the detection of such a modified cur...

On Evaluating Runtime Performance of Interactive Visualizations.

As our field matures, evaluation of visualization techniques has extended from reporting runtime performance to studying user behavior. Consequently, many methodologies and best practices for user studies have evolved. While maintaining interactivity continues to be crucial for the exploration of large data sets, no similar methodological foundation for evaluating runtime performance has been developed. Our analysis of 50 recent visualization papers on new or improved techniques for rendering volumes or par...

Measuring the Effects of Scalar and Spherical Colormaps on Ensembles of DMRI Tubes.

We report empirical study results on the color encoding of ensemble scalar and orientation to visualize diffusion magnetic resonance imaging (DMRI) tubes. The experiment tested six scalar colormaps for average fractional anisotropy (FA) tasks (grayscale, blackbody, diverging, isoluminant-rainbow, extended-blackbody, and coolwarm) and four three-dimensional (3D) spherical colormaps for tract tracing tasks (uniform gray, absolute, eigenmaps, and Boy's surface embedding). We found that extended-blackbody, cool...

Taxonomizer: Interactive Construction of Fully Labeled Hierarchical Groupings from Attributes of Multivariate Data.

Organizing multivariate data spaces by their dimensions or attributes can be a rather difficult task. Most of the work in this area focuses on the statistical aspects such as correlation clustering, dimension reduction, and the like. These methods typically produce hierarchies in which the leaf nodes are labeled by the attribute names while the inner nodes are often represented by just a statistical measure and criterion, such as a threshold. This makes them difficult to understand for mainstream users. Tax...

Aggregated Dendrograms for Visual Comparison Between Many Phylogenetic Trees.

We address the visual comparison of multiple phylogenetic trees that arises in evolutionary biology, specifically between one reference tree and a collection of dozens to hundreds of other trees. We abstract the domain questions of phylogenetic tree comparison as tasks to look for supporting or conflicting evidence for hypotheses that requires inspection of both topological structure and attribute values at different levels of detail in the tree collection. We introduce the new visual encoding idiom of aggr...

Micrography QR Codes.

This paper presents an algorithm to generate micrography QR codes, a novel machine-readable graphic created by embedding a QR code within a micrography. The unique structure of micrography makes it incompatible with existing methods used to combine QR codes with natural or halftone images. We exploited the high-frequency nature of micrography in the design of a deformation model that enables the warping of individual letters and adjustment of font weights to embed a QR code within a micrography. The entire ...

Interaction-based Human Activity Comparison.

Traditional methods for motion comparison consider features from individual characters. However, the semantic meaning of many human activities is usually defined by the interaction between them, such as a high-five interaction of two characters. There is little success in adapting interaction-based features in activity comparison, as they either do not have a fixed topology or are in high dimensional. In this paper, we propose a unified framework for activity comparison from the interaction point of view. O...

Depth of Field Rendering Using Multilayer-Neighborhood Optimization.

Depth of field (DOF) is utilized widely to deliver artistic effects in photography. However, existing post-processing techniques for rendering DOF effects introduce visual artifacts such as color leakage, blurring discontinuity, and the partial occlusion problems which limit the application of DOF. Traditionally, occluded pixels are ignored or not well estimated although they might make key contributions to images. In this paper, we propose a new filtering approach which takes approximated occluded pixels i...

Visual Quality Guidance for Document Exploration with Focus+Context Techniques.

Magic lens based focus+context techniques are powerful means for exploring document spatializations. Typically, they only offer additional summarized or abstracted views on focused documents. As a consequence, users might miss important information that is either not shown in aggregated form or that never happens to get focused. In this work, we present the design process and user study results for improving a magic lens based document exploration approach with exemplary visual quality cues to guide users i...

How People Visually Represent Discrete Constraint Problems.

Problems such as timetabling or personnel allocation can be modeled and solved using discrete constraint programming languages. However, while existing constraint solving software solves such problems quickly in many cases, these systems involve specialized languages that require significant time and effort to learn and apply. These languages are typically text-based and often difficult to interpret and understand quickly, especially for people without engineering or mathematics backgrounds. Visualization c...

Analysis on Mitigation of Visually Induced Motion Sickness by Applying Dynamical Blurring on a User's Retina.

Visually induced motion sickness (MS) experienced in a 3D immersive virtual environment (VE) limits the widespread use of virtual reality (VR). This paper studies the effects of a saliency detection-based approach on the reduction of MS when the display on a user's retina is dynamic blurred. In the experiment, forty participants were exposed to a VR experience under a control condition without applying dynamic blurring, and an experimental condition applying dynamic blurring. The experimental results show t...

MARVisT: Authoring Glyph-based Visualization in Mobile Augmented Reality.

Recent advances in mobile augmented reality (AR) techniques have shed new light on personal visualization for their advantages of fitting visualization within personal routines, situating visualization in a real-world context, and arousing users' interests. However, enabling non-experts to create data visualization in mobile AR environments is challenging given the lack of tools that allow in-situ design while supporting the binding of data to AR content. Most existing AR authoring tools require working on ...


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