All multimedia services must be accessible. Accessibility for multimedia content is typically provided by means of access services, of which subtitling is likely the most widespread approach. To ...date, numerous recommendations and solutions for subtitling classical 2D audiovisual services have been proposed. Similarly, recent efforts have been devoted to devising adequate subtitling solutions for VR360 video content. This paper, for the first time, extends the existing approaches to address the challenges remaining for efficiently subtitling 3D Virtual Reality (VR) content by exploring two key requirements: presentation modes and guiding methods. By leveraging insights from earlier work on VR360 content, this paper proposes novel presentation modes and guiding methods, to not only provide the freedom to explore omnidirectional scenes, but also to address the additional specificities of 3D VR compared to VR360 content: depth, 6 Degrees of Freedom (6DoF), and viewing perspectives. The obtained results prove that always-visible subtitles and a novel proposed comic-style presentation mode are significantly more appropriate than state-of-the-art fixed-positioned subtitles, particularly in terms of immersion, ease and comfort of reading, and identification of speakers, when applied to professional pieces of content with limited displacement of speakers and limited 6DoF (i.e., users are not expected to navigate around the virtual environment). Similarly, even in such limited movement scenarios, the results show that the use of indicators (arrows), as a guiding method, is well received. Overall, the paper provides relevant insights and paves the way for efficiently subtitling 3D VR content.
Reproducing the virtual world is the development direction of film technology and film art. However, the current technology is not ready to build a true "comprehensive cinema". However, the current ...technology is not ready to construct a truly "total cinema". The viewer of a 360 degree virtual reality movie can choose viewing directions freely when watching a movie. Therefore, traditional language technique in filmmaking for guiding viewers' attention is less effective to a great extent. Viewers are no longer guided by directors or film editors in a passive way, but have almost complete freedom in choosing what they want to watch. This brings new challenges for story-telling. In Cinematic Virtual Reality (CVR), the viewing process is not decided by the filmmaker, instead viewers are guided to watch. Guiding viewers to catch the preset plots effectively and accurately within fixed time can ensure complete viewing experience. Based on eye tracking in CVR, this paper makes an experiment with different attention guiding methods, explores the differences of effects of these methods and attention patterns in watching VR movies, and provides new basis and references for narrative mode in VR movies from the perspective of eye tracking.
The objective of this study was to test harvester group-guiding methods by comparing how the total log output distribution of independent harvesters differs from the total log output distribution of ...group-guided harvesters. In this simulation study four harvesters worked in their own stands in the same region for an identical target, given by a sawmill. Group-guiding was done by utilizing other harvesters' bucking outcomes to fulfil the target log distribution better. Harvesters were combined to form a group in an adapting phase where a new price list was formed. For group-guiding, four different price list adapting methods were developed. There were five different simulations: four with adaptation and one reference simulation without adaptation. Apportionment degree and log/pulpwood proportions were calculated to compare the difference between the methods and reference simulation. With group-guiding, by adapting the price list harvesters reached the target distribution better than working independently. The best group-guiding method fulfilled the target distribution almost 9% better than independently working harvesters. However, the pulpwood proportion increased as a result of using the group-guided method.
Objective To determine the role of diffusion-weighted magnetic resonance imaging (DW-MRI) and apparent diffusion coefficient (ADC) imaging to guide stereotactic biopsy for the diagnosis of ...intracranial angiitis. Case presentation In a 28-year-old woman who had experienced inactive headache and right limbs numbness for 4 days, preoperative magnetic resonance (MR) scanning, enhanced scanning, diffusion tensor imaging, magnetic resonance spectroscopy, diffusion-weighted imaging (DWI), and ADC image scanning were performed. Stereotactic biopsy was performed in one target where the area of edema detected with MR FLAIR, and two targets where the area shown as a high-value and a lower value area in the DWI/ADC image. Pathological examinations together with computed tomographic and enhanced MRI scans were conducted after surgery. A preoperative enhanced MRI scan showed a uniform low-intensity lesion in the patient's left centrum semiovale, with a volume of 3.1 cm.sup.3. The DWI and ADC images showed uneven high-intensity signals and different ADC values in the lesion area, respectively. During surgery, tissues around the lesion and the lesion center were sampled at the three selected targets. The postoperative pathological diagnosis was primary angiitis of the central nervous system, and the patient was given anti-inflammatory medication and hormone therapy. The 3-year follow-up confirmed that the patient had recovered well, with a Glasgow Outcome Scale score of five. Conclusion DW-MRI and ADC images can be reliably used to determine the location of small intracranial lesions, and guide stereotactic biopsy to facilitate the diagnosis of primary vasculitis of the central nervous system. Keywords: Case report, Biopsy guiding method, DW-MRI/ADC map, Primary angiitis of the central nervous system, Diagnosis
<div class=""abs_img""> <img src=""disp_template_path/JRM/abst-image/00270004/03.jpg"" width=""300"" /> Autonomous robot “AR Chair”
This paper is discusses an autonomous mobile robot entered in the ...Real World Robotics Challenges 2014 (RWRC) in Tsukuba. Our project was to develop a wheelchair able to navigate stairs autonomously. Step 1 develops a center articulated vehicle, called the AR Chair, which has 4 wheels and a controller including LIDARs. The center articulated vehicle has a stiff structure and travels with the front and rear wheels on the same path, so there is no inner wheels difference. The robotic vehicle carries users weighing up to 100 kg. The autonomous controller is the same as the Smart Dump 7 combined with the RWRC 2013 to achieve the challenge, excluding the geometrical relationship of the steering angle and communication command for motor drivers to the AR Chair. The advantage of the robot is shown by experimental data from the RWRC 2014’s final run.
This paper presents an omnidirectional Automated Guided Vehicle (AGV) with a novel omnidirectional wheel named MY3 wheel. Due to the special structure and material of the MY3 wheel, the AGV has full ...three DOFs in the motion plane and good capabilities of load carrying and slip resisting. In addition, the kinematic model of the AGV is derived, and the guiding method that can make the AGV to follow a specified path is established. Finally, experiments are performed to verify the kinematic model and guiding method.