Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual gam...Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest.展开更多
Background: While demonstration videos from a third-person perspective have traditionally been used as teaching materials for nursing skills, first-person videos allow observers to experience how nursing educators mov...Background: While demonstration videos from a third-person perspective have traditionally been used as teaching materials for nursing skills, first-person videos allow observers to experience how nursing educators move and what they see. In this pilot study, a first-person demonstration video for tracheostomy suctioning skills was shown to participants via a virtual reality (VR) head-mounted display (HMD), which we referred to as a VR teaching material (VR-TM). In an intervention experiment, we investigated the effects of the VR-TM on participants’ performance on the skill assessment test. Additionally, usability of the VR-TM was evaluated by questionnaire ratings. Methods: Thirty-six participants (nursing students) were assigned to three groups in the experiment: 1) VR group: the participants that viewed the VR-TM, 2) TR group: the participants that viewed a traditional demonstration video from a third-person perspective, and 3) NO group: the participants that received no intervention. Score changes in the skill assessments of participants before the intervention (pre-test) and after the intervention (post-test) were analyzed. After the experiment, all participants completed a faculty-designed questionnaire about the VR-TM usability. Results: The questionnaire ratings indicated that the participants evaluated the VR-TM favorably in terms of skill understanding and motivation to practice the skill. However, one-third of participants reported mild discomfort during the VR-TM. In regards to score changes in the skill assessment test, no significant difference between the VR and TR groups was identified, though the two groups produced greater score changes compared to the NO group. Conclusion: The combination of first-person video and the HMD might be promising as a teaching material for nursing skills, though further improvements are necessary.展开更多
Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might inc...Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR.展开更多
Providing services on demand is a major contributing factor to drive the increasingly development of the software defined network. However, it should supply all the current popular applications before it really attain...Providing services on demand is a major contributing factor to drive the increasingly development of the software defined network. However, it should supply all the current popular applications before it really attains widespread development. Multiple Description Coding(MDC) video applications, as a popular application in the current network, should be reasonably supported in this novel network virtualization environment. In this paper, we address this issue to assign MDC video application into virtual networks with an efficient centralized algorithm(CAMDV). Since this problem is an NP-hard problem, we design an algorithm that can effectively balance the user satisfaction and network resource cost. Previous work just builds a global multicast tree for each description to connect all the destination nodes by breadth-first search strategy or shortest path tree algorithm. But those methods could not achieve an optimal balance or a high-level user satisfaction. By introducing the hierarchical clustering scheme, our algorithm decomposes the whole mapping procedure into multicast tree construction and multipath description distribution. A serial of simulation experiments show that our centralized algorithm could achieve a better performance in balancing the user satisfaction and average mapping cost in comparison with its rivals.展开更多
Improving customer experience has become a more and more important role in enhancing customer service in fashion retailing business. In this study, a kind of intelligent garment coordination and try-on system for fash...Improving customer experience has become a more and more important role in enhancing customer service in fashion retailing business. In this study, a kind of intelligent garment coordination and try-on system for fashion retailing was proposed. Radio Frequency Identification (RFID) technology was used to identify customer and garment item automatically. The intelligent procedure for garment coordination recommendation using Artificial Neural Network (ANN) was developed to imitate fashion designers' decision-making on garment coordination. Virtual try-on algorithm based on the customer's 2D/mago was accomplished using imagewarping technique. The system architecture and the software framework were also described. The results show that the 'system is a practical and useful application for fashion retailers.展开更多
With the rapid development of immersive multimedia technologies,360-degree video services have quickly gained popularity and how to ensure sufficient spatial presence of end users when viewing 360-degree videos become...With the rapid development of immersive multimedia technologies,360-degree video services have quickly gained popularity and how to ensure sufficient spatial presence of end users when viewing 360-degree videos becomes a new challenge.In this regard,accurately acquiring users’sense of spatial presence is of fundamental importance for video service providers to improve their service quality.Unfortunately,there is no efficient evaluation model so far for measuring the sense of spatial presence for 360-degree videos.In this paper,we first design an assessment framework to clarify the influencing factors of spatial presence.Related parameters of 360-degree videos and headmounted display devices are both considered in this framework.Well-designed subjective experiments are then conducted to investigate the impact of various influencing factors on the sense of presence.Based on the subjective ratings,we propose a spatial presence assessment model that can be easily deployed in 360-degree video applications.To the best of our knowledge,this is the first attempt in literature to establish a quantitative spatial presence assessment model by using technical parameters that are easily extracted.Experimental results demonstrate that the proposed model can reliably predict the sense of spatial presence.展开更多
文摘Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest.
文摘Background: While demonstration videos from a third-person perspective have traditionally been used as teaching materials for nursing skills, first-person videos allow observers to experience how nursing educators move and what they see. In this pilot study, a first-person demonstration video for tracheostomy suctioning skills was shown to participants via a virtual reality (VR) head-mounted display (HMD), which we referred to as a VR teaching material (VR-TM). In an intervention experiment, we investigated the effects of the VR-TM on participants’ performance on the skill assessment test. Additionally, usability of the VR-TM was evaluated by questionnaire ratings. Methods: Thirty-six participants (nursing students) were assigned to three groups in the experiment: 1) VR group: the participants that viewed the VR-TM, 2) TR group: the participants that viewed a traditional demonstration video from a third-person perspective, and 3) NO group: the participants that received no intervention. Score changes in the skill assessments of participants before the intervention (pre-test) and after the intervention (post-test) were analyzed. After the experiment, all participants completed a faculty-designed questionnaire about the VR-TM usability. Results: The questionnaire ratings indicated that the participants evaluated the VR-TM favorably in terms of skill understanding and motivation to practice the skill. However, one-third of participants reported mild discomfort during the VR-TM. In regards to score changes in the skill assessment test, no significant difference between the VR and TR groups was identified, though the two groups produced greater score changes compared to the NO group. Conclusion: The combination of first-person video and the HMD might be promising as a teaching material for nursing skills, though further improvements are necessary.
基金supported in part by a grant from the National Institute of Diabetes and Digestive and Kidney Diseases(R01DK109316,principle investigator:ASL)by the College of Arts,Media,and Design,Bouve College of Health Sciences at Northeastern University,Boston,MA,USA。
文摘Background:Active video games are a new method for increasing physical activity(PA).Fully immersive virtual reality(VR)is a hardware device on which an active video game can run.Active(video games in)VR(AVR),might increase immersion,game engagement,and moderate-to-vigorous PA(MVPA),thereby yielding greater exercise-related benefits,e.g.,cognitive performance.Methods:We examined the induction of MVPA via an AVR and a sedentary VR(SVR)as well as the effects of VR play on cognitive performance,which was monitored using 2 different methods.Each of 29 sedentary college students attended three 20-min laboratory sessions(AVR,SVR,or control)in a randomized order;during the control session,they sat quietly doing nothing.A fully immersive headset was used for the 2 video game sessions.We monitored and computed participants’PA using hip-wom accelerometers(wGT3 x-bt;ActiGraph,Pensacola,FL,USA)and a heart rate band(Polar H7;Polar,Kempele,Finland).After each session,the participants completed a mnemonic similarity test(MST)to measure recognition memory.They also filled out a motion sickness questionnaire and an abbreviated game experience questionnaire.Results:The AVR session induced a significantly greater heart rate and more time spent in MVPA than did either of the other 2 sessions regardless of the PA monitoring method.AVR elicited greater game experience questionnaire-assessed sensory and imaginative immersion,challenge,and positive affect than did SVR.The mnemonic similarity test recognition score was marginally higher post-AVR session than it was post-SVR session.Conclusion:AVR elicited MVPA without a significant increase in motion sickness and induced a better game experience and better borderline cognitive performance than did SVR.
基金supported by the National Basic Research Program of China (2012CB315903)the National Science and Technology Support Program (2014BAH24F01)+3 种基金the Program for Key Science and Technology Innovation Team of Zhejiang Province (2011R50010-21, 2013TD20)863 Program of China (2015AA016103)the National Natural Science Foundation of China (61379118)the Fundamental Research Funds for the Central Universities
文摘Providing services on demand is a major contributing factor to drive the increasingly development of the software defined network. However, it should supply all the current popular applications before it really attains widespread development. Multiple Description Coding(MDC) video applications, as a popular application in the current network, should be reasonably supported in this novel network virtualization environment. In this paper, we address this issue to assign MDC video application into virtual networks with an efficient centralized algorithm(CAMDV). Since this problem is an NP-hard problem, we design an algorithm that can effectively balance the user satisfaction and network resource cost. Previous work just builds a global multicast tree for each description to connect all the destination nodes by breadth-first search strategy or shortest path tree algorithm. But those methods could not achieve an optimal balance or a high-level user satisfaction. By introducing the hierarchical clustering scheme, our algorithm decomposes the whole mapping procedure into multicast tree construction and multipath description distribution. A serial of simulation experiments show that our centralized algorithm could achieve a better performance in balancing the user satisfaction and average mapping cost in comparison with its rivals.
基金National Nature Science Foundations of China (No.60975059, No.60775052)Specialized Research Fund for the Doctoral Program of Higher Education from Ministry of Education of China (No.20090075110002)Projects of Shanghai Committee of Science and Technology, China (No.09JC1400900, No.08JC1400100, No.10DZ0506500)
文摘Improving customer experience has become a more and more important role in enhancing customer service in fashion retailing business. In this study, a kind of intelligent garment coordination and try-on system for fashion retailing was proposed. Radio Frequency Identification (RFID) technology was used to identify customer and garment item automatically. The intelligent procedure for garment coordination recommendation using Artificial Neural Network (ANN) was developed to imitate fashion designers' decision-making on garment coordination. Virtual try-on algorithm based on the customer's 2D/mago was accomplished using imagewarping technique. The system architecture and the software framework were also described. The results show that the 'system is a practical and useful application for fashion retailers.
基金supported in part by ZTE Industry⁃University⁃Institute Coop⁃eration Funds.
文摘With the rapid development of immersive multimedia technologies,360-degree video services have quickly gained popularity and how to ensure sufficient spatial presence of end users when viewing 360-degree videos becomes a new challenge.In this regard,accurately acquiring users’sense of spatial presence is of fundamental importance for video service providers to improve their service quality.Unfortunately,there is no efficient evaluation model so far for measuring the sense of spatial presence for 360-degree videos.In this paper,we first design an assessment framework to clarify the influencing factors of spatial presence.Related parameters of 360-degree videos and headmounted display devices are both considered in this framework.Well-designed subjective experiments are then conducted to investigate the impact of various influencing factors on the sense of presence.Based on the subjective ratings,we propose a spatial presence assessment model that can be easily deployed in 360-degree video applications.To the best of our knowledge,this is the first attempt in literature to establish a quantitative spatial presence assessment model by using technical parameters that are easily extracted.Experimental results demonstrate that the proposed model can reliably predict the sense of spatial presence.