A key strategy for avoiding collisions in flocking behavior entails dividing the problem into smaller sub-tasks, then incrementally introducing further subtasks in a sequential fashion. TSCAL, in an iterative process, switches back and forth between online learning and offline transfer. health care associated infections To facilitate online learning, we posit a hierarchical recurrent attention multi-agent actor-critic (HRAMA) algorithm for acquiring policies pertaining to each subtask within a given learning stage. Two knowledge transfer strategies, model reload and buffer reuse, are implemented for offline transfers between consecutive stages. The effectiveness of TSCAL for optimal policy design, sample-efficient learning, and the stability of the learning process is substantiated through a series of numerical simulations. A high-fidelity hardware-in-the-loop (HITL) simulation is carried out as the final step in validating the adaptability of TSCAL. To view a video describing numerical and HITL simulations, please visit this URL: https//youtu.be/R9yLJNYRIqY.
The existing metric-based few-shot classification method is vulnerable to being misled by task-unrelated elements in the support set, as the limited size of these samples prevents the model from effectively pinpointing the targets that are significant to the task. Human wisdom in the context of few-shot classification tasks manifests itself in the ability to rapidly discern the targets of the task within a sampling of supporting images, unburdened by distracting elements. To this end, we propose explicitly learning task-relevant saliency features and applying them within the metric-based few-shot learning paradigm. Three distinct phases make up the task: modeling, analyzing, and the final stage of matching. A saliency-sensitive module (SSM) is introduced in the modeling phase as an inexact supervision task, being trained alongside a standard multi-class classification task. Beyond refining the fine-grained representation of feature embedding, SSM is adept at identifying and locating the task-related saliency features. Furthermore, we introduce a self-training-based task-specific saliency network (TRSN), a lightweight network designed to extract task-relevant salience from the output of SSM. During the analytical process, TRSN is kept static, enabling its deployment for tackling new tasks. TRSN meticulously pinpoints task-relevant features, while minimizing the inclusion of those not pertaining to the task. The matching process enables accurate sample discrimination by strengthening the features associated with the task. To assess the suggested method, we perform thorough experiments in five-way 1-shot and 5-shot scenarios. Across diverse benchmarks, our method consistently delivers superior performance, attaining the current pinnacle of achievement.
In our investigation, a vital baseline for assessing eye-tracking interactions is created through the use of an eye-tracking-enabled Meta Quest 2 VR headset, involving 30 participants. One hundred ninety-eight targets were engaged with by each participant under varied conditions mirroring AR/VR targeting and selection tasks, encompassing both traditional and modern interaction paradigms. We leverage circular, white, world-locked targets and a high-precision eye-tracking system, exhibiting mean accuracy errors of less than one degree, with a refresh rate of about 90 Hertz. A targeting and button press selection task involved a comparison, as planned, of unadjusted, cursorless eye tracking against controller and head tracking systems, both including cursors. Across all input data, we presented targets in a format comparable to the ISO 9241-9 reciprocal selection task, and an alternative layout with targets positioned more evenly dispersed around the central point. On a plane, or tangent to a sphere, targets were positioned and then rotated to the user's perspective. While initially conceived as a foundational investigation, our observations reveal that unadulterated eye-tracking, devoid of any cursor or feedback mechanism, demonstrated a 279% superior performance compared to head-based input, while achieving comparable throughput with the controller, representing a 563% reduction in latency. In subjective assessments of ease of use, adoption, and fatigue, eye-tracking significantly outperformed head-mounted systems, with improvements of 664%, 898%, and 1161%, respectively. Compared to controllers, eye-tracking produced ratings that were similar, showing reductions of 42%, 89%, and 52% respectively. In terms of miss percentage, eye tracking performed considerably worse than both controller (47%) and head (72%) tracking, with a rate of 173%. From this baseline study, a strong indication emerges that eye tracking, with merely slight, sensible adjustments to interaction design, promises to significantly transform interactions in the next generation of AR/VR head-mounted displays.
In addressing virtual reality's natural locomotion interface challenges, redirected walking (RDW) and omnidirectional treadmills (ODTs) emerge as efficient solutions. ODT's function as an integration carrier is facilitated by its capacity to fully compress the physical space occupied by various devices. Nevertheless, the user experience fluctuates across diverse orientations within ODT, and the fundamental principle of interaction between users and integrated devices finds a harmonious alignment between virtual and tangible objects. RDW technology leverages visual signals to pinpoint the user's location in physical space. This principle underpins the effectiveness of combining RDW technology and ODT, where visual cues guide user movement, enhancing user experience on the ODT and maximizing the use of embedded devices. This study investigates the novel applications of RDW technology when integrated with ODT, and formally introduces the concept of O-RDW (ODT-based RDW). Combining the advantages of RDW and ODT, two baseline algorithms—OS2MD (ODT-based steer to multi-direction) and OS2MT (ODT-based steer to multi-target)—are devised. The simulation environment, employed in this paper, allows for a quantitative evaluation of the applicable scenarios of both algorithms, along with the influence of key factors on performance. Successful practical application of the two O-RDW algorithms in multi-target haptic feedback is attested to by the simulation experiment's findings. The user study corroborates the practicality and effectiveness of the O-RDW technology in practical settings.
Because of its ability to accurately portray the mutual occlusion between virtual objects and the physical world, the occlusion-capable optical see-through head-mounted display (OC-OSTHMD) has been actively developed in recent years for use in augmented reality (AR). Although the feature is appealing, the use of occlusion with a particular type of OSTHMDs prevents its wider application. This paper proposes a novel solution for the mutual occlusion problem in typical OSTHMDs. Structural systems biology A per-pixel occlusion-capable wearable device has been constructed. To allow occlusion, the OSTHMD devices are attached before they are combined with optical combiners. A prototype, specifically utilizing HoloLens 1, was assembled. The demonstration of the virtual display's mutual occlusion is performed in real time. A color correction algorithm is crafted to diminish the color deviation brought about by the occlusion device. Examples of potential applications, such as replacing the texture of actual objects and showcasing more lifelike semi-transparent objects, are presented. The proposed system's application in augmented reality is anticipated to achieve a universal implementation of mutual occlusion.
An optimal VR device must offer exceptional display features, including retina-level resolution, a broad field of view (FOV), and a high refresh rate, thus enveloping users within a deeply immersive virtual environment. However, the process of fabricating such superior displays presents formidable challenges for display panel creation, the simultaneous rendering of images in real-time, and data transmission. Employing the spatio-temporal qualities inherent in human vision, we introduce a dual-mode virtual reality system to address this challenge. The proposed VR system boasts a unique optical architecture design. Based on user-defined display needs for different visual environments, the display can change modes, adjusting spatial and temporal resolution to match the available display budget for the best possible visual experience. This work details a comprehensive design pipeline for the dual-mode VR optical system, with a practical bench-top prototype constructed using only off-the-shelf hardware and components, verifying its operational capacity. Our novel VR scheme outperforms conventional systems by being more efficient and adaptable in its use of display resources. This research is expected to contribute significantly to the development of VR devices founded on human visual principles.
A multitude of studies have revealed the substantial value of the Proteus effect in challenging virtual reality applications. IKE modulator supplier Through this study, we broaden the existing body of knowledge by focusing on the alignment (congruence) between the self-embodied experience (avatar) and the virtual surroundings. The relationship between avatar and environment attributes, and their correspondence, was examined for its impact on avatar credibility, the sense of embodiment, spatial presence in the virtual environment, and the Proteus effect. Within a 22-subject, between-subjects study, participants embodied sports or business avatar representations while performing light exercises in a virtual reality space. The virtual environment either matched or mismatched the semantic content of the avatar. The degree of harmony between the avatar and its environment greatly affected the believability of the avatar but did not change the user's feeling of presence or spatial understanding. Nonetheless, a noteworthy Proteus effect manifested exclusively among participants who expressed a profound sense of (virtual) body ownership, suggesting that a robust feeling of possessing and owning a virtual body is crucial in fostering the Proteus effect. We interpret the results, employing established bottom-up and top-down theories of the Proteus effect, thus contributing to a more nuanced understanding of its underlying mechanisms and determinants.