ICAT-EGVE2020 - Posters and Demos
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Browsing ICAT-EGVE2020 - Posters and Demos by Subject "Computing methodologies"
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Item An Automated Virtual Receptionist for Recognizing Visitors and Assuring Mask Wearing(The Eurographics Association, 2020) Zehtabian, Sharare; Khodadadeh, Siavash; Kim, Kangsoo; Bruder, Gerd; Welch, Greg; Bölöni, Ladislau; Turgut, Damla; Kulik, Alexander and Sra, Misha and Kim, Kangsoo and Seo, Byung-KukIntelligent virtual agents have many societal uses, specifically in situations in which the presence of real humans would be prohibitive. In particular, virtual receptionists can perform a variety of tasks associated with visitor and employee safety, e.g., during the COVID-19 pandemic. In this poster, we present our prototype of a virtual receptionist that employs computer vision and meta-learning techniques to identify and interact with a visitor in a manner similar to that of a real human receptionist. Specifically we employ a meta-learning-based classifier to learn the visitors' faces from the minimal data collected during a first visit, such that the receptionist can recognize the same visitor during follow-up visits. The system also makes use of deep neural network-based computer vision techniques to recognize whether the visitor is wearing a face mask or not.Item A Virtual Reality Adaptive Exergame for the Enhancement of Physical Rehabilitation Using Social Facilitation(The Eurographics Association, 2020) Najm, Ali; Michael-Grigoriou, Despina; Kyrlitsias, Christos; Christofi, Maria; Hadjipanayi, Christos; Sokratous, Dimitris; Kulik, Alexander and Sra, Misha and Kim, Kangsoo and Seo, Byung-KukVR-based rehabilitation allows the creation of fully controlled environments that define training tasks specifically designed to target the individual needs of patients. VR-based rehabilitation systems can be integrated into game-like interactions, capitalizing on motivational factors that are essential for recovery [MP00]. This project focuses on the development and preliminary evaluation of a VR-based approach for upper limb rehabilitation in chronic stroke survivors who suffer from hemiplegia. Towards this end, we have developed a VR exergame, where the player is required to repeat the supination-pronation movement of the wrist joint, similar to that done within a physiotherapy session. An ongoing issue with such exercises in rehabilitation is that recovery methods lose their effectiveness when the procedure becomes tedious [KJ08, SLSORCan11]. Therefore, the application that we have developed differs from pre-existing ones in the fact that it is based on the theory of Social Facilitation [Z65]. The objective of the proposed project is to investigate the impact of the existence of a virtual agent, who will act as a ''social facilitator'', on the patient's overall performance and interest in the upper limb rehabilitation exergame.