To ensure collision avoidance in flocking, a critical approach consists of decomposing the overall problem into a series of subtasks, with each stage progressively increasing the complexity of subtasks to be addressed. TSCAL performs online learning and offline transfer in an alternating and iterative fashion. live biotherapeutics In online learning, we propose the utilization of a hierarchical recurrent attention multi-agent actor-critic (HRAMA) algorithm to acquire policies for each subtask within each learning stage. Two knowledge transfer strategies, model reload and buffer reuse, are implemented for offline transfers between consecutive stages. Through numerical simulations, we ascertain the significant advantages of TSCAL in policy optimization, sample efficiency, and the stability of the learning process. Ultimately, a high-fidelity hardware-in-the-loop (HITL) simulation serves to validate TSCAL's adaptability. A video showcasing the processes of numerical and HITL simulations is located at the following website: https//youtu.be/R9yLJNYRIqY.
The current metric-based few-shot classification method's inherent weakness is that task-unrelated objects or environmental elements can misdirect the model, due to the insufficiency of the support set samples for revealing the targets relevant 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. Consequently, we aim to explicitly extract task-specific salient features and integrate them into the metric-based few-shot learning paradigm. We compartmentalize the task's approach into three phases: modeling, analysis, and then matching. To implement the modeling phase, a saliency-sensitive module (SSM) is introduced. This module acts as an inexact supervision task, trained in conjunction with a standard multi-class classification task. By not only enhancing the fine-grained representation of feature embedding, but also locating task-related saliency features, SSM excels. Additionally, we devise a self-training-based task-related saliency network, TRSN, which serves as a lightweight model to extract task-relevant saliency from the saliency maps provided by the SSM. During the analytical phase, we maintain a fixed TRSN configuration, leveraging it for novel task resolution. TRSN meticulously extracts task-relevant features, whilst minimizing the influence of irrelevant ones. To ensure accurate sample discrimination in the matching phase, we strengthen the task-specific features. We utilize extensive experimentation encompassing five-way 1-shot and 5-shot setups to gauge the efficacy of the presented technique. Benchmarks demonstrate our method's consistent performance enhancement, reaching the leading edge of the field.
Employing 30 participants and an eye-tracking-enabled Meta Quest 2 VR headset, this study sets a baseline to evaluate eye-tracking interactions. 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. Circular white world-locked targets are utilized in conjunction with an eye-tracking system that boasts a mean accuracy error of less than one degree, functioning at approximately 90Hz. Within a task requiring targeting and button press selection, our study deliberately contrasted unadjusted, cursor-free eye tracking with controller and head tracking systems, both possessing visual cursors. Analyzing all inputs, the target display setup followed a model comparable to the ISO 9241-9 reciprocal selection task, but also included a different structure with targets distributed more evenly in the central area. Targets, placed either flat on a plane or tangent to the surface of a sphere, were subsequently rotated in direction of the user. Our initial intent was for a fundamental investigation, but unmodified eye-tracking, with no cursor or feedback, dramatically surpassed head-tracking by 279% and showcased comparable throughput with the controller, a remarkable 563% improvement. Eye-tracking technology significantly boosted subjective ratings for ease of use, adoption, and fatigue compared to head-based input, demonstrating improvements of 664%, 898%, and 1161%, respectively. Relative to controllers, eye tracking delivered comparable results, with decreases of 42%, 89%, and 52% respectively. Eye tracking showed a higher miss percentage (173%) than both controller (47%) and head (72%) tracking methods. The baseline study's results collectively signify eye tracking's remarkable potential to reshape interactions in future AR/VR head-mounted displays, even with small, sensible modifications to interaction design.
In addressing virtual reality's natural locomotion interface challenges, redirected walking (RDW) and omnidirectional treadmills (ODTs) emerge as efficient solutions. ODT's full compression of physical space qualifies it as a versatile integration carrier for all devices. In contrast, user experience shows variations across various ODT orientations, and the user-device interaction paradigm effectively aligns virtual and real objects. RDW technology leverages visual signals to pinpoint the user's location in physical space. Based on this guiding principle, the integration of RDW technology into ODT, utilizing visual cues for directional input, can dramatically improve the user experience with ODT, capitalizing on all incorporated devices. This research paper explores the novel possibilities arising from the integration of RDW technology with ODT, and formally conceptualizes O-RDW (ODT-based RDW). Two baseline algorithms, OS2MD (ODT-based steer to multi-direction) and OS2MT (ODT-based steer to multi-target), are introduced, uniting the strengths of RDW and ODT. The simulation environment facilitates a quantitative exploration, in this paper, of the practical applications of both algorithms and the influence of several crucial factors on their performance. In the practical application of multi-target haptic feedback, the simulation experiments successfully validate the application of the two O-RDW algorithms. The user study further validates the practicality and effectiveness of O-RDW technology in real-world applications.
Recent years have witnessed the active development of the occlusion-capable optical see-through head-mounted display (OC-OSTHMD), as it facilitates the accurate representation of mutual occlusion between virtual objects and the physical world within augmented reality (AR). Although the feature is appealing, the use of occlusion with a particular type of OSTHMDs prevents its wider application. This paper introduces a groundbreaking solution for resolving mutual occlusion in common OSTHMDs. Thyroid toxicosis A wearable device, enabling per-pixel occlusion, has been designed and produced. OSTHMD devices are made occlusion-ready by pre-connecting them to the optical combiners. A prototype, utilizing HoloLens 1, was created. Real-time visualization of mutual occlusion is displayed on the virtual display. To remedy the color distortion caused by the occlusion device, a novel color correction algorithm is devised. The following demonstrated applications include the replacement of textures for physical objects and a more lifelike representation of semi-transparent items. A universal mutual occlusion implementation in AR is anticipated to be realized by the proposed system's design.
To deliver a profoundly immersive virtual world, a VR device should seamlessly combine retina-level resolution with a wide field of view (FOV) and a high refresh rate display, fully engaging the user within a virtual environment. Despite this, the construction of such high-quality displays faces significant challenges in display panel fabrication, rendering in real-time, and the process of transferring data. For the purpose of addressing this issue, we are introducing a dual-mode virtual reality system that takes into account the spatio-temporal aspects of human visual perception. In the proposed VR system, a novel optical architecture is employed. The display's responsiveness to user needs in different display scenes enables adaptive changes to its display modes, adjusting spatial and temporal resolution based on the display budget, providing optimum visual experience. A complete design pipeline for a dual-mode VR optical system is described in this work, supported by the creation of a bench-top prototype made solely from readily available hardware and components, to establish its effectiveness. Our proposed VR approach, when compared to standard systems, showcases enhanced efficiency and flexibility in allocating display resources. This research anticipates fostering the development of VR devices aligned with human visual capabilities.
Extensive research underscores the substantial influence of the Proteus effect in significant VR applications. see more The current investigation extends the current knowledge base by exploring the relationship (congruence) between the self-embodied experience (avatar) and the simulated environment. The congruence between avatar and environment types was examined for its influence on avatar plausibility, the feeling of embodiment, spatial immersion, and the presence of the Proteus effect. Participants in a 22-subject between-subjects study engaged in lightweight exercises within a virtual reality environment, donning avatars representing either sports attire or business attire, while situated within a semantically congruent or incongruent setting. The degree of congruence between the avatar and its environment had a considerable impact on the avatar's believability, yet it did not influence the feeling of embodiment or spatial presence. While a significant Proteus effect did not appear universally, it was evident among participants who described a high degree of (virtual) body ownership, highlighting that a strong sense of owning and inhabiting a virtual body is key to the Proteus effect. We explore the implications of the findings within the framework of current bottom-up and top-down theories of the Proteus effect, contributing to the elucidation of its underlying mechanisms and influencing factors.