Human-Computer Interaction and Artificial Intelligence in VR/AR/MR Application

A special issue of Electronics (ISSN 2079-9292). This special issue belongs to the section "Artificial Intelligence".

Deadline for manuscript submissions: 25 June 2024 | Viewed by 613

Special Issue Editors


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Guest Editor
Department of Human-Computer Interaction, Hanyang University, Ansan 15588, Republic of Korea
Interests: human–computer interaction; virtual reality; augmented reality, mixed reality; assistive technology; serious game; multimodal user interfaces
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Department of Computer Science and Information Technology, La Trobe University, Melbourne, VIC 3086, Australia
Interests: human-computer interaction; virtual interaction

Special Issue Information

Dear Colleagues,

AI (Artificial Intelligence) and XR (eXtended Reality) technologies are in the spotlight as key technologies in the fourth industrial revolution, and the field of HCI (Human–Computer Interaction) is also emerging as a major trend in research. AI and XR technologies are widely utilized in all areas in which data are produced and in all areas that require the Metaverse, respectively. AI algorithms and modeling technologies are rapidly developing, with the industry releasing lightweight and high-performance XR devices based on the computing power of advanced computer hardware. When people apply these technologies, the HCI field offers various methodologies to help users utilize them properly and safely. This Special Issue focuses on state-of-the-art research in various new computer-science-based technologies, including AI, machine learning, deep learning, computer vision, virtual reality, augmented reality, extended reality, and HCI-based convergence and application technologies. This Special Issue aims to inspire and motivate many researchers in the field of computer science by illuminating the development of various technologies, and discovering and sharing fields that can be applied to them.

Prof. Dr. Kibum Kim
Dr. Huawei Tu
Guest Editors

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Keywords

  • VR/AR/MR applications: manufacturing, healthcare, virtual travel, e-sports, games, cultural heritage, military, e-commerce, military, psychology, medicine, emergency response, entertainment, engineering, advertising, etc.
  • VR/AR/MR collaboration
  • context awareness for VR/AR
  • education with VR/AR/MR
  • display technologies for VR/AR/MR
  • human–computer interactions in VR/AR/MR
  • human factors in VR/AR/MR
  • perception/presence in VR/AR/MR
  • physiological sensing for VR/AR/MR
  • user experience/usability in VR/AR/MR
  • interfaces for VR/AR
  • virtual humans/avatars in VR/AR/MR
  • wellbeing with VR/AR/MR
  • human behavior sensing
  • gesture interface
  • interactive simulation
  • new interaction design for VR/AR/MR
  • AR/VR devices and technologies integrated
  • issues on real world and virtual world integration
  • social aspects in VR/AR/MR interaction
  • autonomic computing and communication
  • multi-agent systems
  • agile software systems
  • engineered self-organization and self-organizing computing systems
  • swarms and swarm intelligence
  • pervasive and mobile computing
  • sensor networks
  • P2P and cloud computing
  • web and participatory systems
  • self-properties and adaptive algorithms
  • operating systems and middleware for autonomous and adaptive systems
  • social sensing and social analysis

Published Papers (1 paper)

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Research

20 pages, 17657 KiB  
Article
DiT-Gesture: A Speech-Only Approach to Stylized Gesture Generation
by Fan Zhang, Zhaohan Wang, Xin Lyu, Naye Ji, Siyuan Zhao and Fuxing Gao
Electronics 2024, 13(9), 1702; https://doi.org/10.3390/electronics13091702 - 27 Apr 2024
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Abstract
The generation of co-speech gestures for digital humans is an emerging area in the field of virtual human creation. Prior research has progressed by using acoustic and semantic information as input and adopting a classification method to identify the person’s ID and emotion [...] Read more.
The generation of co-speech gestures for digital humans is an emerging area in the field of virtual human creation. Prior research has progressed by using acoustic and semantic information as input and adopting a classification method to identify the person’s ID and emotion for driving co-speech gesture generation. However, this endeavor still faces significant challenges. These challenges go beyond the intricate interplay among co-speech gestures, speech acoustic, and semantics; they also encompass the complexities associated with personality, emotion, and other obscure but important factors. This paper introduces “DiT-Gestures”, a speech-conditional diffusion-based and non-autoregressive transformer-based generative model with the WavLM pre-trained model and a dynamic mask attention network (DMAN). It can produce individual and stylized full-body co-speech gestures by only using raw speech audio, eliminating the need for complex multimodal processing and manual annotation. Firstly, considering that speech audio contains acoustic and semantic features and conveys personality traits, emotions, and more subtle information related to accompanying gestures, we pioneer the adaptation of WavLM, a large-scale pre-trained model, to extract the style from raw audio information. Secondly, we replace the causal mask by introducing a learnable dynamic mask for better local modeling in the neighborhood of the target frames. Extensive subjective evaluation experiments are conducted on the Trinity, ZEGGS, and BEAT datasets to confirm WavLM’s and the model’s ability to synthesize natural co-speech gestures with various styles. Full article
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