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Search Results (321)

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25 pages, 18926 KiB  
Article
Enhancing Digital Identity: Evaluating Avatar Creation Tools and Privacy Challenges for the Metaverse
by Jorge Castillo Alcántara, Igor Tasic and Maria-Dolores Cano
Information 2024, 15(10), 624; https://doi.org/10.3390/info15100624 - 10 Oct 2024
Viewed by 508
Abstract
This study explores the process of creating avatars for Virtual Reality and metaverse environments using a variety of specialized applications, including VRChat, Ready Player Me, VRoidStudio, Mixamo, Convai, and MetaHuman. By evaluating these platforms, the research identifies the strengths and limitations of each [...] Read more.
This study explores the process of creating avatars for Virtual Reality and metaverse environments using a variety of specialized applications, including VRChat, Ready Player Me, VRoidStudio, Mixamo, Convai, and MetaHuman. By evaluating these platforms, the research identifies the strengths and limitations of each tool in terms of customization, integration, and overall user experience. The practical implementation focuses on avatar creation within Unity and Unreal Engine, highlighting the technical aspects of rigging, animation, and real-time rendering. The study also delves into the broader implications of avatar use, particularly concerning privacy and security. Our findings reveal that while each platform offers unique advantages, the choice of tool significantly impacts the visual fidelity and performance of avatars in virtual environments. For the ease of use, Ready Player Me stands out with its intuitive interface. VRoidStudio is notable for its high degree of customizability, allowing for detailed avatar personalization. In terms of high-quality graphics, MetaHuman leads the way with its advanced graphical fidelity. At the same time, while some platforms excel in personalizing avatars or integrating with development environments (VRoidStudio, Ready Player Me), others are constrained by their limited flexibility or their platform-specific availability (MetaHuman, Mixamo). Understanding the technical intricacies of these tools is crucial for developing more immersive and secure metaverse experiences. Full article
(This article belongs to the Special Issue Extended Reality and Cybersecurity)
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11 pages, 229 KiB  
Article
The Devil in the Machine: The Doctor Travels through Time in Chris Bush’s Faustus: That Damned Woman
by Verna A. Foster
Humanities 2024, 13(5), 134; https://doi.org/10.3390/h13050134 - 9 Oct 2024
Viewed by 513
Abstract
Chris Bush’s Faustus: That Damned Woman (first performed in 2020) is a feminist and contemporary adaptation of Christopher Marlowe’s Doctor Faustus. The magus is a woman who travels through time from the seventeenth century to the far distant future. In the process, [...] Read more.
Chris Bush’s Faustus: That Damned Woman (first performed in 2020) is a feminist and contemporary adaptation of Christopher Marlowe’s Doctor Faustus. The magus is a woman who travels through time from the seventeenth century to the far distant future. In the process, Johanna Faustus becomes a brilliant scientist who attempts to create digital immortality by uploading the minds of billions of human beings to the Cloud. When a power failure destroys almost all of humanity, it is uncertain whether the universal outage is caused by Mephistopheles (in accordance with the expectations of Faustian fantasy) or is simply an unforeseen but predictable accident (in accordance with the expectations of technophobic versions of science fiction). I argue that Bush’s play traces the chronological and generic arc from magic/fantasy to science/science fiction, blending the two so that the age-old monster, the Devil, enabled by Faustian arrogance, is reimagined as an avatar for an unreliable technology that destroys what it is designed to preserve. Full article
(This article belongs to the Special Issue Re-imagining Classical Monsters)
19 pages, 10602 KiB  
Article
Effects of Gradual Spatial and Temporal Cues Provided by Synchronized Walking Avatar on Elderly Gait
by Dane A. L. Miller, Hirotaka Uchitomi and Yoshihiro Miyake
Appl. Sci. 2024, 14(18), 8374; https://doi.org/10.3390/app14188374 - 18 Sep 2024
Viewed by 369
Abstract
Aging often leads to elderly gait characterized by slower speeds, shorter strides, and increased cycle; improving gait can significantly enhance the quality of life. Early gait training can help reduce gait impairment later on. Augmented reality (AR) technologies have shown promise in gait [...] Read more.
Aging often leads to elderly gait characterized by slower speeds, shorter strides, and increased cycle; improving gait can significantly enhance the quality of life. Early gait training can help reduce gait impairment later on. Augmented reality (AR) technologies have shown promise in gait training, providing real-time feedback and guided exercises to improve walking patterns and gait parameters. The aim of this study was to observe the effects of gradual spatial and temporal cues provided by a synchronized walking avatar on the gait of elderly participants. This experiment involved 19 participants aged over 70 years, who walked while interacting with a synchronized walking avatar that provided audiovisual spatial and temporal cues. Spatial cueing and temporal cueing were provided through distance changes and phase difference changes, respectively. The WalkMate AR system was used to synchronize the avatar’s walking cycle with the participants’, delivering auditory cues matched to foot contacts. This study assessed the immediate and carry-over effects of changes in distance and phase difference on stride length, cycle time, and gait speed. The results indicate that gradual spatial and temporal cueing significantly influences elderly gait parameters, with potential applications in gait rehabilitation and training. Full article
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18 pages, 9640 KiB  
Article
A Study on the Effects of Automatic Scaling for 3D Object Manipulation in Virtual Reality
by Dongkeun Lee, Seowon Han and Kang Hoon Lee
Symmetry 2024, 16(9), 1198; https://doi.org/10.3390/sym16091198 - 12 Sep 2024
Viewed by 352
Abstract
Virtual reality offers ordinary users the ability to observe and interact with various abstract or concrete objects visualized in a three-dimensional space from different angles. Users can manipulate, transform, or reconstruct these objects similarly to how they might in a real environment. Manipulating [...] Read more.
Virtual reality offers ordinary users the ability to observe and interact with various abstract or concrete objects visualized in a three-dimensional space from different angles. Users can manipulate, transform, or reconstruct these objects similarly to how they might in a real environment. Manipulating objects in virtual reality is not as effortless as in the real world, due to the lack of sensory feedback and limited input freedom. However, it also offers new advantages that the real world cannot provide, such as the ability to easily select and control remote objects and the support of various auxiliary user interfaces. In particular, when it is necessary to alternately manipulate objects of various sizes, scaling the user’s avatar symmetrically allows for more effective manipulation than in the real world. However, manual scaling interfaces can be cumbersome and may induce dizziness. This study proposes an interaction technique that allows users to conveniently manipulate objects of various sizes without manual scale adjustment, by automatically and instantly adjusting the scale factor according to the size of the selected object and its adjacent objects. To compensate for the change in scale, we also implement a position correction mechanism that adjusts the user’s position in the virtual environment. Preliminary experiments with a small group of participants confirmed that automatic scale adjustment produces significant effects. Based on the feedback from these experiments, a more refined distance calculation method and the timing for scale adjustment were derived. In the main experiment with 14 participants, it was confirmed that the automatic scale adjustment method proposed in this study led to higher accuracy and lower discomfort in task completion compared to the conventional manual scale adjustment method. We expect that the results of this study will effectively contribute to the creation of virtual reality content that requires interaction with objects of various sizes in the future. Full article
(This article belongs to the Section Computer)
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16 pages, 1972 KiB  
Perspective
Navigating the Healthcare Metaverse: Immersive Technologies and Future Perspectives
by Kevin Yi-Lwern Yap
Virtual Worlds 2024, 3(3), 368-383; https://doi.org/10.3390/virtualworlds3030020 - 11 Sep 2024
Viewed by 1555
Abstract
The year is 2030. The internet has evolved into the metaverse. People navigate through advanced avatars, shop in digital marketplaces, and connect with others through extended reality social media platforms. Three-dimensional patient scans, multidisciplinary tele-collaborations, digital twins and metaverse health records are part [...] Read more.
The year is 2030. The internet has evolved into the metaverse. People navigate through advanced avatars, shop in digital marketplaces, and connect with others through extended reality social media platforms. Three-dimensional patient scans, multidisciplinary tele-collaborations, digital twins and metaverse health records are part of clinical practices. Younger generations regularly immerse themselves in virtual worlds, playing games and attending social events in the metaverse. This sounds like a sci-fi movie, but as the world embraces immersive technologies post-COVID-19, this future is not too far off. This article aims to provide a foundational background to immersive technologies and their applications and discuss their potential for transforming healthcare and education. Moreover, this article will introduce the metaverse ecosystem and characteristics, and its potential for health prevention, treatment, education, and research. Finally, this article will explore the synergy between generative artificial intelligence and the metaverse. As younger generations of healthcare professionals embrace this digital frontier, the metaverse’s potential in healthcare is definitely attractive. Mainstream adoption may take time, but it is imperative that healthcare professionals be equipped with interdisciplinary skills to navigate the plethora of immersive technologies in the future of healthcare. Full article
(This article belongs to the Special Issue Serious Games and Extended Reality in Healthcare and/or Education)
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22 pages, 1904 KiB  
Article
SLACPSS: Secure Lightweight Authentication for Cyber–Physical–Social Systems
by Ahmed Zedaan M. Abed, Tamer Abdelkader and Mohamed Hashem
Computers 2024, 13(9), 225; https://doi.org/10.3390/computers13090225 - 9 Sep 2024
Viewed by 551
Abstract
The concept of Cyber–Physical–Social Systems (CPSSs) has emerged as a response to the need to understand the interaction between Cyber–Physical Systems (CPSs) and humans. This shift from CPSs to CPSSs is primarily due to the widespread use of sensor-equipped smart devices that are [...] Read more.
The concept of Cyber–Physical–Social Systems (CPSSs) has emerged as a response to the need to understand the interaction between Cyber–Physical Systems (CPSs) and humans. This shift from CPSs to CPSSs is primarily due to the widespread use of sensor-equipped smart devices that are closely connected to users. CPSSs have been a topic of interest for more than ten years, gaining increasing attention in recent years. The inclusion of human elements in CPS research has presented new challenges, particularly in understanding human dynamics, which adds complexity that has yet to be fully explored. CPSSs are a base class and consist of three basic components (cyberspace, physical space, and social space). We map the components of the metaverse with that of a CPSS, and we show that the metaverse is an implementation of a Cyber–Physical–Social System (CPSS). The metaverse is made up of computer systems with many elements, such as artificial intelligence, computer vision, image processing, mixed reality, augmented reality, and extended reality. It also comprises physical systems, controlled objects, and human interaction. The identification process in CPSSs suffers from weak security, and the authentication problem requires heavy computation. Therefore, we propose a new protocol for secure lightweight authentication in Cyber–Physical–Social Systems (SLACPSSs) to offer secure communication between platform servers and users as well as secure interactions between avatars. We perform a security analysis and compare the proposed protocol to the related previous ones. The analysis shows that the proposed protocol is lightweight and secure. Full article
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20 pages, 4733 KiB  
Article
Movement-Based Prosthesis Control with Angular Trajectory Is Getting Closer to Natural Arm Coordination
by Effie Segas, Vincent Leconte, Emilie Doat, Daniel Cattaert and Aymar de Rugy
Biomimetics 2024, 9(9), 532; https://doi.org/10.3390/biomimetics9090532 - 4 Sep 2024
Viewed by 502
Abstract
Traditional myoelectric controls of trans-humeral prostheses fail to provide intuitive coordination of the necessary degrees of freedom. We previously showed that by using artificial neural network predictions to reconstruct distal joints, based on the shoulder posture and movement goals (i.e., position and orientation [...] Read more.
Traditional myoelectric controls of trans-humeral prostheses fail to provide intuitive coordination of the necessary degrees of freedom. We previously showed that by using artificial neural network predictions to reconstruct distal joints, based on the shoulder posture and movement goals (i.e., position and orientation of the targeted object), participants were able to position and orient an avatar hand to grasp objects with natural arm performances. However, this control involved rapid and unintended prosthesis movements at each modification of the movement goal, impractical for real-life scenarios. Here, we eliminate this abrupt change using novel methods based on an angular trajectory, determined from the speed of stump movement and the gap between the current and the ‘goal’ distal configurations. These new controls are tested offline and online (i.e., involving participants-in-the-loop) and compared to performances obtained with a natural control. Despite a slight increase in movement time, the new controls allowed twelve valid participants and six participants with trans-humeral limb loss to reach objects at various positions and orientations without prior training. Furthermore, no usability or workload degradation was perceived by participants with upper limb disabilities. The good performances achieved highlight the potential acceptability and effectiveness of those controls for our target population. Full article
(This article belongs to the Special Issue Biomimetic Aspects of Human–Computer Interactions)
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22 pages, 18715 KiB  
Article
Urban Vulnerability Assessment of Sea Level Rise in Singapore through the World Avatar
by Shin Zert Phua, Kok Foong Lee, Yi-Kai Tsai, Srishti Ganguly, Jingya Yan, Sebastian Mosbach, Trina Ng, Aurel Moise, Benjamin P. Horton and Markus Kraft
Appl. Sci. 2024, 14(17), 7815; https://doi.org/10.3390/app14177815 - 3 Sep 2024
Viewed by 768
Abstract
This paper explores the application of The World Avatar (TWA) dynamic knowledge graph to connect isolated data and assess the impact of rising sea levels in Singapore. Current sea level rise vulnerability assessment tools are often regional, narrow in scope (e.g., economic or [...] Read more.
This paper explores the application of The World Avatar (TWA) dynamic knowledge graph to connect isolated data and assess the impact of rising sea levels in Singapore. Current sea level rise vulnerability assessment tools are often regional, narrow in scope (e.g., economic or cultural aspects only), and are inadequate in representing complex non-geospatial data consistently. We apply TWA to conduct a multi-perspective impact assessment of sea level rise in Singapore, evaluating vulnerable buildings, road networks, land plots, cultural sites, and populations. We introduce OntoSeaLevel, an ontology to describe sea level rise scenarios, and its impact on broader elements defined in other ontologies such as buildings (OntoBuiltEnv ontology), road networks (OpenStreetMap ontology), and land plots (Ontoplot and Ontozoning ontology). We deploy computational agents to synthesise data from government, industry, and other publicly accessible sources, enriching buildings with metadata such as property usage, estimated construction cost, number of floors, and gross floor area. An agent is applied to identify and instantiate the impacted sites using OntoSeaLevel. These sites include vulnerable buildings, land plots, cultural sites, and populations at risk. We showcase these sea level rise vulnerable elements in a unified visualisation, demonstrating TWA’s potential as a planning tool against sea level rise through vulnerability assessment, resource allocation, and integrated spatial planning. Full article
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16 pages, 2819 KiB  
Article
Paracrine Activation of STAT3 Drives GM-CSF Expression in Breast Carcinoma Cells, Generating a Symbiotic Signaling Network with Breast Carcinoma-Associated Fibroblasts
by Kingsley O. Osuala, Anita Chalasani, Neha Aggarwal, Kyungmin Ji and Kamiar Moin
Cancers 2024, 16(16), 2910; https://doi.org/10.3390/cancers16162910 - 22 Aug 2024
Viewed by 747
Abstract
This study evaluated the paracrine signaling between breast carcinoma-associated fibroblasts (CAFs) and breast cancer (BCa) cells. Resolving cell–cell communication in the BCa tumor microenvironment (TME) will aid the development of new therapeutics. Here, we utilized our patented TAME (tissue architecture and microenvironment engineering) [...] Read more.
This study evaluated the paracrine signaling between breast carcinoma-associated fibroblasts (CAFs) and breast cancer (BCa) cells. Resolving cell–cell communication in the BCa tumor microenvironment (TME) will aid the development of new therapeutics. Here, we utilized our patented TAME (tissue architecture and microenvironment engineering) 3D culture microphysiological system, which is a suitable pathomimetic avatar for the study of the BCa TME. We cultured in 3D BCa cells and CAFs either alone or together in cocultures and found that when cocultured, CAFs enhanced the invasive characteristics of tumor cells, as shown by increased proliferation and spread of tumor cells into the surrounding matrix. Secretome analysis from 3D cultures revealed a relatively high secretion of IL-6 by CAFs. A marked increase in the secretion of granulocyte macrophage-colony stimulating factor (GM-CSF) when carcinoma cells and CAFs were in coculture was also observed. We theorized that the CAF-secreted IL-6 functions in a paracrine manner to induce GM-CSF expression and secretion from carcinoma cells. This was confirmed by evaluating the activation of STAT3 and gene expression of GM-CSF in carcinoma cells exposed to CAF-conditioned media (CAF-CM). In addition, the treatment of CAFs with BCa cell-CM yielded a brief upregulation of GM-CSF followed by a marked decrease, indicating a tightly regulated control of GM-CSF in CAFs. Secretion of IL-6 from CAFs drives the activation of STAT3 in BCa cells, which in turn drives the expression and secretion of GM-CSF. As a result, CAFs exposed to BCa cell-secreted GM-CSF upregulate inflammation-associated genes such as IL-6, IL-6R and IL-8, thereby forming a positive feedback loop. We propose that the tight regulation of GM-CSF in CAFs may be a novel regulatory pathway to target for disrupting the CAF:BCa cell symbiotic relationship. These data provide yet another piece of the cell–cell communication network governing the BCa TME. Full article
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18 pages, 1952 KiB  
Article
Exploring the Use of Avatars in the Sustainable Edu-Metaverse for an Alternative Assessment: Impact on Tolerance
by Yara Ahmed Mohebeldin Zaky and Azza Ali Gameil
Sustainability 2024, 16(15), 6604; https://doi.org/10.3390/su16156604 - 1 Aug 2024
Viewed by 853
Abstract
This article investigates how avatars in the metaverse can be used for peer evaluation in a sustainable educational setting. The goal is to find the best alternative modes of assessment (one-to-many/many-to-one) to evaluate the design of a sustainable educational environment. The research also [...] Read more.
This article investigates how avatars in the metaverse can be used for peer evaluation in a sustainable educational setting. The goal is to find the best alternative modes of assessment (one-to-many/many-to-one) to evaluate the design of a sustainable educational environment. The research also explores how learners’ avatars influence the development of tolerance and respect for others within the metaverse. The study involved 36 female graduates from King Faisal University’s College of Education. A quasi-experimental design with two experimental groups was employed to assess performance. Through a product quality card and applying a tolerance (IPTS) scale for data collection. The preliminary findings indicate that the avatars within the (one-to-many) group demonstrated better performance and showed an increase in tolerance values after the intervention, compared to their counterparts (many-to-one) as an alternative mode of assessment, in the development of a sustainable Edu-Metaverse environment. The research validated that avatars enhance positive attitudes and behaviors, thereby providing insights for developing more effective educational interventions and contributing to enhancing the user experience and implementation of sustainable educational initiatives through a metaverse. Full article
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14 pages, 4286 KiB  
Article
Development and Validation of Virtual Reality Scenarios to Improve Disability Awareness among Museum Employees
by Salman Nourbakhsh, Ume Salmah Abdul Rehman, Hélène Carbonneau and Philippe S. Archambault
Disabilities 2024, 4(3), 525-538; https://doi.org/10.3390/disabilities4030033 - 24 Jul 2024
Cited by 1 | Viewed by 827
Abstract
To improve inclusion of persons with disabilities (PWD), it is important to create suitable physical and social environments. This can be done by improving awareness about disability, specifically for employees working in the service and cultural sectors. Virtual reality (VR) simulation can be [...] Read more.
To improve inclusion of persons with disabilities (PWD), it is important to create suitable physical and social environments. This can be done by improving awareness about disability, specifically for employees working in the service and cultural sectors. Virtual reality (VR) simulation can be advantageous by providing an engaging experience highlighting physical accessibility issues, as well as social interactions with virtual avatars. This study’s objective was to validate the content of two disability awareness VR scenarios in museum employees and individuals with disabilities in terms of perceived usefulness. Five PWD and seven museum employees experienced two VR scenarios illustrating a museum visit for a person with low vision or using a wheelchair. The scenarios consisted of different scenes such as finding an accessible entrance and interacting with virtual employees. Participants were interviewed about their experience, with questions related to the realism of the scenarios and their perceived usefulness. Four main themes were identified specifically: emotions, experience, usefulness, and realism. Our scenarios were seen as useful in describing social and physical barriers experienced by PWD. VR can be a valid tool to promote disability awareness among employees in a sociocultural setting, representing a step towards the inclusion of PWD. Full article
(This article belongs to the Special Issue Mobility, Access, and Participation for Disabled People)
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13 pages, 1971 KiB  
Article
Utilizing the Metaverse to Provide Innovative Psychosocial Support for Pediatric, Adolescent, and Young Adult Patients with Rare Cancer
by Joe Hasei, Hisashi Ishida, Hideki Katayama, Naoko Maeda, Akihito Nagano, Motoharu Ochi, Masako Okamura, Shintaro Iwata, Kunihiro Ikuta, Shinichirou Yoshida, Tomohiro Fujiwara, Eiji Nakata, Ryuichi Nakahara, Toshiyuki Kunisada and Toshifumi Ozaki
Cancers 2024, 16(15), 2617; https://doi.org/10.3390/cancers16152617 - 23 Jul 2024
Viewed by 864
Abstract
This study investigated the potential of the metaverse in providing psychological support for pediatric and AYA cancer patients, with a focus on those with rare cancers. The research involved ten cancer patients and survivors from four distinct regions in Japan, who participated in [...] Read more.
This study investigated the potential of the metaverse in providing psychological support for pediatric and AYA cancer patients, with a focus on those with rare cancers. The research involved ten cancer patients and survivors from four distinct regions in Japan, who participated in metaverse sessions using customizable avatars, facilitating interactions across geographical and temporal barriers. Surveys and qualitative feedback were collected to assess the psychosocial impact of the intervention. The results demonstrated that the metaverse enabled patients to connect with peers, share experiences, and receive emotional support. The anonymity provided by avatars helped reduce appearance-related anxiety and stigma associated with cancer treatment. A case study of a 19-year-old male with spinal Ewing’s sarcoma highlighted the profound emotional relief fostered by metaverse interactions. The findings suggest that integrating virtual spaces into healthcare models can effectively address the unique needs of pediatric and AYA cancer patients, offering a transformative approach to delivering psychosocial support and fostering a global patient community. This innovative intervention has the potential to revolutionize patient care in the digital age. Full article
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21 pages, 4988 KiB  
Article
Elliptic Curve Cryptography-Based Identity Authentication Scheme Suitable for Metaverse Environment
by Haonan Zhai, Miaolei Deng and Huanmei Wu
Symmetry 2024, 16(7), 891; https://doi.org/10.3390/sym16070891 - 12 Jul 2024
Viewed by 815
Abstract
Compared to traditional platform environments in the online realm, the metaverse, as a three-dimensional (3D) virtual world, exposes more identity data to the network. Once these data are compromised, it leads to privacy breaches. Therefore, how to ensure identity security in the metaverse [...] Read more.
Compared to traditional platform environments in the online realm, the metaverse, as a three-dimensional (3D) virtual world, exposes more identity data to the network. Once these data are compromised, it leads to privacy breaches. Therefore, how to ensure identity security in the metaverse environment has become an urgent problem to be solved. Although research on identity authentication schemes can help improve identity security, traditional identity authentication schemes in network environments are studied based on their own environmental characteristics, which makes it difficult to meet the security needs in the metaverse environment. As a result, in this paper we propose an elliptic curve cryptography (ECC)-based identity authentication scheme to address identity authentication issues in the metaverse environment. This scheme ensures secure communication among users, avatars, and platform servers. The security of this scheme was demonstrated through informal security analysis and the automated validation of internet security protocols and applications (AVISPA) formal security analysis tools, and the results showed that it can resist various known attacks. Compared with existing identity authentication schemes, this scheme has lower computational and communication costs. Full article
(This article belongs to the Section Computer)
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30 pages, 9955 KiB  
Article
An Efficient Immersive Self-Training System for Hip-Hop Dance Performance with Automatic Evaluation Features
by Kazuhiro Esaki and Katashi Nagao
Appl. Sci. 2024, 14(14), 5981; https://doi.org/10.3390/app14145981 - 9 Jul 2024
Viewed by 640
Abstract
As a significant form of physical expression, dance demands ongoing training for skill enhancement, particularly in expressiveness. However, such training often faces restrictions related to location and time. Moreover, the evaluation of dance performance tends to be subjective, which necessitates the development of [...] Read more.
As a significant form of physical expression, dance demands ongoing training for skill enhancement, particularly in expressiveness. However, such training often faces restrictions related to location and time. Moreover, the evaluation of dance performance tends to be subjective, which necessitates the development of effective training methods and objective evaluation techniques. In this research, we introduce a self-training system for dance that employs VR technology to create an immersive training environment that facilitates a comprehensive understanding of three-dimensional dance movements. Furthermore, the system incorporates markerless motion capture technology to accurately record dancers’ movements in real time and translate them into the VR avatar. Additionally, the use of deep learning enables multi-perspective dance performance assessment, providing feedback to users to aid their repetitive practice. To enable deep learning-based dance evaluations, we established a dataset that incorporates data from beginner-level dances along with expert evaluations of those dances. This dataset was specifically curated for practitioners in a dance studio setting by using a total of four cameras to record dances. Expert annotations were obtained from various perspectives to provide a comprehensive evaluation. This study also proposes three unique automatic evaluation models. A comparative analysis of the models, particularly contrastive learning (and autoencoder)-based expression learning and a reference-guided model (where a model dancer’s performance serves as a reference), revealed that the reference-guided model achieved superior accuracy. The proposed method was able to predict dance performance ratings with an accuracy of approximately ±1 point on a 10-point scale, compared to ratings by professional coaches. Our findings open up novel possibilities for future dance training and evaluation systems. Full article
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32 pages, 4356 KiB  
Article
Synthetic Participatory Planning of Shared Automated Electric Mobility Systems
by Jiangbo Yu and Graeme McKinley
Sustainability 2024, 16(13), 5618; https://doi.org/10.3390/su16135618 - 30 Jun 2024
Viewed by 1351
Abstract
Unleashing the synergies among rapidly evolving mobility technologies in a multi-stakeholder setting presents unique challenges and opportunities for addressing urban transportation problems. This paper introduces a novel synthetic participatory method that critically leverages large language models (LLMs) to create digital avatars representing diverse [...] Read more.
Unleashing the synergies among rapidly evolving mobility technologies in a multi-stakeholder setting presents unique challenges and opportunities for addressing urban transportation problems. This paper introduces a novel synthetic participatory method that critically leverages large language models (LLMs) to create digital avatars representing diverse stakeholders to plan shared automated electric mobility systems (SAEMS). These calibratable agents collaboratively identify objectives, envision and evaluate SAEMS alternatives, and strategize implementation under risks and constraints. The results of a Montreal case study indicate that a structured and parameterized workflow provides outputs with higher controllability and comprehensiveness on an SAEMS plan than that generated using a single LLM-enabled expert agent. Consequently, this approach provides a promising avenue for cost-efficiently improving the inclusivity and interpretability of multi-objective transportation planning, suggesting a paradigm shift in how we envision and strategize for sustainable transportation systems. Full article
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