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Esteban Clua

Publications and source records attributed to Esteban Clua.

12 recordsLinked to original sources

A Symbolic Machine Learning Approach for Cybersickness Potential-Cause Estimation

Virtual reality (VR) and head-mounted displays are constantly gaining popularity in various fields such as education, military, entertainment, and bio/medical informatics. Although such technologies provide a high sense of immersion, they can also trigger symptoms of discomfort. This condition is called cybersickness (CS) and is quite popular in recent publications in the virtual reality context. This work proposes a novel experimental analysis using symbolic machine learning that ranks potential causes for CS. We estimate the CS causes and rank them according to their impact on the classification capabilities of CS. The experiments are performed using two distinct virtual reality games. We were able to identify that acceleration triggered cybersickness more frequently in a race game in contrast to a flight game. Furthermore, participants less experienced with VR are more prone to feel discomfort and this variable has a greater impact in the race game in contrast to the flight game, where the acceleration is not controlled by the user.

cs.HC

Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms

Virtual reality (VR) and head-mounted displays are constantly gaining popularity in various fields such as education, military, entertainment, and health. Although such technologies provide a high sense of immersion, they can also trigger symptoms of discomfort. This condition is called cybersickness (CS) and is quite popular in recent virtual reality publications. This work proposes a novel experimental analysis using symbolic machine learning to rank potential causes of CS in VR games. We estimate CS causes and rank them according to their impact using classical machine learning. Experiments are performed using two virtual reality games and 6 experimental protocols along with 37 valid samples from a total of 88 volunteers. Our results show that rotation and acceleration triggered cybersickness more frequently in a flight game in contrast to a race game. We could also observe that subjects that are less experienced with VR are more prone to feel discomfort. Former experience plays a more important role on the race game, as this game provides more liberty to the user in terms of controllers, more displacement alternatives and a more user-controlled acceleration. Furthermore, different causes that trigger discomfort arise based on short or long term VR exposures. We suggest strategies for mitigating CS for these two scenarios: short and long term exposure experiences and compare the two highlighted scenarios (race and flight).

cs.HC

Using the gameplay and user data to predict and identify causes of cybersickness manifestation in virtual reality games

Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is accessible to everyone. While VR provides immersive experiences, it still does not offer an entirely perfect situation, mainly due to cybersickness (CS) issues. In this work, we propose a novel approach for predicting upcoming CS symptoms. Our solution is able to suggest whether the user of VR is entering into an illness situation. We adopted random forest classifiers and validated our solution using 16 different machine-learning techniques, which presented the best results. For training purposes, we built our own dataset through a CS profile questionnaire that we also propose in the present work. The questionnaire is focused on registering and identifying the user's susceptibility to CS, considering their historical conditions and also their response to the immersive environment developed by us. In this method, 86 individuals are selected and the developed questionnaire was put to them on different days, and the answers are compiled as dataset. Our proposal also identifying attributes responsible (causes and individual's parameters) for the observed stressful and uncomfortable situations.

cs.HC

A real time lighting technique for procedurally generated 2d isometric game terrains

This work proposes an automatic real time lighting technique for procedurally generated isometric maps. The scenario is generated from a string seed and the proposed lighting system estimates the geometrical shape of the 2D objects as if they were 3D for further light interaction, therefore producing a 2.5D effect. We employ opacity maps to overcome an issue generated by the geometrical shape estimation. The solution is a coupled approach between the CPU and GPU. The produced visuals, gameplay and performance were evaluated by gamers, programmers and designers. Furthermore, the performance, in terms of frames per second, was evaluated over distinct graphics cards and processors and was satisfactory.

cs.GR

Line Art Colorization of Fakemon using Generative Adversarial Neural Networks

This work proposes a complete methodology to colorize images of Fakemon, anime-style monster-like creatures. In addition, we propose algorithms to extract the line art from colorized images as well as to extract color hints. Our work is the first in the literature to use automatic color hint extraction, to train the networks specifically with anime-styled creatures and to combine the Pix2Pix and CycleGAN approaches, two different generative adversarial networks that create a single final result. Visual results of the colorizations are feasible but there is still room for improvement.

cs.CV

Benchmarking person re-identification datasets and approaches for practical real-world implementations

Recently, Person Re-Identification (Re-ID) has received a lot of attention. Large datasets containing labeled images of various individuals have been released, allowing researchers to develop and test many successful approaches. However, when such Re-ID models are deployed in new cities or environments, the task of searching for people within a network of security cameras is likely to face an important domain shift, thus resulting in decreased performance. Indeed, while most public datasets were collected in a limited geographic area, images from a new city present different features (e.g., people's ethnicity and clothing style, weather, architecture, etc.). In addition, the whole frames of the video streams must be converted into cropped images of people using pedestrian detection models, which behave differently from the human annotators who created the dataset used for training. To better understand the extent of this issue, this paper introduces a complete methodology to evaluate Re-ID approaches and training datasets with respect to their suitability for unsupervised deployment for live operations. This method is used to benchmark four Re-ID approaches on three datasets, providing insight and guidelines that can help to design better Re-ID pipelines in the future.

cs.CV

TrADe Re-ID -- Live Person Re-Identification using Tracking and Anomaly Detection

Person Re-Identification (Re-ID) aims to search for a person of interest (query) in a network of cameras. In the classic Re-ID setting the query is sought in a gallery containing properly cropped images of entire bodies. Recently, the live Re-ID setting was introduced to represent the practical application context of Re-ID better. It consists in searching for the query in short videos, containing whole scene frames. The initial live Re-ID baseline used a pedestrian detector to build a large search gallery and a classic Re-ID model to find the query in the gallery. However, the galleries generated were too large and contained low-quality images, which decreased the live Re-ID performance. Here, we present a new live Re-ID approach called TrADe, to generate lower high-quality galleries. TrADe first uses a Tracking algorithm to identify sequences of images of the same individual in the gallery. Following, an Anomaly Detection model is used to select a single good representative of each tracklet. TrADe is validated on the live Re-ID version of the PRID-2011 dataset and shows significant improvements over the baseline.

cs.CV

A guideline proposal for minimizing cybersickness in VR-based serious games and applications

Head-mounted displays (HMDs) are popular immersive tools in general, not limited to entertainment but also for education, military, and serious games for health. While these displays have strong popularity, they still have user experience issues, triggering possible symptoms of discomfort to users. This condition is known as cybersickness (CS) and is one of the most popular research topics tied to virtual reality (VR) issues. We first present the main strategies focused on minimizing cybersickness problems in virtual reality. Following this, we propose a guideline framework based on CS causes such as locomotion, acceleration, the field of view, depth of field, degree of freedom, exposition use time, latency-lag, static rest frame, and camera rotation. Additionally, serious games applications and broader categories of games can also adopt it. Additionally, we categorized the imminent challenges for CS minimization into four different items. Conclusively, this work contributes as a consulting reference to enable VR developers and designers to optimize their VR users' experience and VR serious games.

cs.HC

Automatic Recommendation of Strategies for Minimizing Discomfort in Virtual Environments

Virtual reality (VR) is an imminent trend in games, education, entertainment, military, and health applications, as the use of head-mounted displays is becoming accessible to the mass market. Virtual reality provides immersive experiences but still does not offer an entirely perfect situation, mainly due to Cybersickness (CS) issues. In this work, we first present a detailed review about possible causes of CS. Following, we propose a novel CS prediction solution. Our system is able to suggest if the user may be entering in the next moments of the application into an illness situation. We use Random Forest classifiers, based on a dataset we have produced. The CSPQ (Cybersickness Profile Questionnaire) is also proposed, which is used to identify the player's susceptibility to CS and the dataset construction. In addition, we designed two immersive environments for empirical studies where participants are asked to complete the questionnaire and describe (orally) the degree of discomfort during their gaming experience. Our data was achieved through 84 individuals on different days, using VR devices. Our proposal also allows us to identify which are the most frequent attributes (causes) in the observed discomfort situations.

cs.HC

Notes on Pervasive Virtuality

This paper summarizes current notes about a new mixed-reality paradigm that we named as "pervasive virtuality". This paradigm has emerged recently in industry and academia through different initiatives. In this paper we intend to explore this new area by proposing a set of features that we identified as important or helpful to realize pervasive virtuality in games and entertainment applications.

cs.HC

Live-action Virtual Reality Games

This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible objects, context-aware input devices, and embedded/embodied interactions. Live-action virtual reality games are "live-action games" because a player physically acts out (using his/her real body and senses) his/her "avatar" (his/her virtual representation) in the game stage, which is the mixed-reality environment where the game happens. The game stage is a kind of "augmented virtuality"; a mixed-reality where the virtual world is augmented with real-world information. In live-action virtual reality games, players wear HMD devices and see a virtual world that is constructed using the physical world architecture as the basic geometry and context information. Physical objects that reside in the physical world are also mapped to virtual elements. Live-action virtual reality games keeps the virtual and real-worlds superimposed, requiring players to physically move in the environment and to use different interaction paradigms (such as tangible and embodied interaction) to complete game activities. This setup enables the players to touch physical architectural elements (such as walls) and other objects, "feeling" the game stage. Players have free movement and may interact with physical objects placed in the game stage, implicitly and explicitly. Live-action virtual reality games differ from similar game concepts because they sense and use contextual information to create unpredictable game experiences, giving rise to emergent gameplay.

cs.HC

A new gravitational N-body simulation algorithm for investigation of cosmological chaotic advection

Recently alternative approaches in cosmology seeks to explain the nature of dark matter as a direct result of the non-linear spacetime curvature due to different types of deformation potentials. In this context, a key test for this hypothesis is to examine the effects of deformation on the evolution of large scales structures. An important requirement for the fine analysis of this pure gravitational signature (without dark matter elements) is to characterize the position of a galaxy during its trajectory to the gravitational collapse of super clusters at low redshifts. In this context, each element in an gravitational N-body simulation behaves as a tracer of collapse governed by the process known as chaotic advection (or lagrangian turbulence). In order to develop a detailed study of this new approach we develop the COsmic LAgrangian TUrbulence Simulator (COLATUS) to perform gravitational N-body simulations based on Compute Unified Device Architecture (CUDA) for graphics processing units (GPUs). In this paper we report the first robust results obtained from COLATUS.

astro-ph.CO