Apple leaf diseases seriously damage the yield and quality of apples. Current apple leaf disease diagnosis methods primarily rely on human visual inspection, which often results in low efficiency and insufficient accuracy. Many computer vision algorithms have been proposed to diagnose apple leaf diseases, but most of them are designed to run on high-performance GPUs. This potentially limits their application in the field, in which mobile devices are expected to be used to perform computer vision-based disease diagnosis on the spot. In this paper, we propose a lightweight one-stage network, called the Mobile Ghost Attention YOLO network (MGA-YOLO), which enables real-time diagnosis of apple leaf diseases on mobile devices. We also built a dataset, called the Apple Leaf Disease Object Detection dataset (ALDOD), that contains 8,838 images of healthy and infected apple leaves with complex backgrounds, collected from existing public datasets. In our proposed model, we replaced the ordinary convolution with the Ghost module to significantly reduce the number of parameters and floating point operations (FLOPs) due to cheap operations of the Ghost module. We then constructed the Mobile Inverted Residual Bottleneck Convolution and integrated the Convolutional Block Attention Module (CBAM) into the YOLO network to improve its performance on feature extraction. Finally, an extra prediction head was added to detect extra large objects. We tested our method on the ALDOD testing set. Results showed that our method outperformed other state-of-the-art methods with the highest mAP of 89.3%, the smallest model size of only 10.34 MB and the highest frames per second (FPS) of 84.1 on the GPU server. The proposed model was also tested on a mobile phone, which achieved 12.5 FPS. In addition, by applying image augmentation techniques on the dataset, mAP of our method was further improved to 94.0%. These results suggest that our model can accurately and efficiently detect apple leaf diseases and can be used for real-time detection of apple leaf diseases on mobile devices.
We present a method for estimating the Motion-to-Photon (End-to-End) latency of head mounted displays (HMDs). The specific HMD evaluated in our study was the Oculus Rift DK2, but the procedure is general. We mounted the HMD on a pendulum to introduce damped sinusoidal motion to the HMD during the pendulum swing. The latency was estimated by calculating the phase shift between the captured signals of the physical motion of the HMD and a motion-dependent gradient stimulus rendered on the display. We used the proposed method to estimate both rotational and translational Motion-to-Photon latencies of the Oculus Rift DK2.
1 June 2022 in International Journal of Human-Computer Studies
Advances in Virtual Reality technology have enabled physical walking in virtual environments. While most Virtual Reality systems render stereoscopic images to users, the implication of binocular viewing with respect to the performance of human walking in virtual environments remains largely unknown. In the present study, we conducted two walking experiments in virtual environments using a linear treadmill and a novel projected display known as the Wide Immersive Stereo Environment (WISE) to study the role of binocular viewing in virtual locomotion. The first experiment investigated the walking performance of people stepping over obstacles while the second experiment focused on a scenario on stepping over gaps. Both experiments were conducted under both stereoscopic viewing and non-stereoscopic viewing conditions. By analysing the gait parameters, we found that binocular viewing helped people to make more accurate movements to step over obstacles and gaps in virtual locomotion.
Recent research has proposed teleoperation of robotic and aerial vehicles using head motion tracked by a head-mounted display (HMD). First-person views of the vehicles are usually captured by onboard cameras and presented to users through the display panels of HMDs. This provides users with a direct, immersive and intuitive interface for viewing and control. However, a typically overlooked factor in such designs is the latency introduced by the vehicle dynamics. As head motion is coupled with visual updates in such applications, visual and control latency always exists between the issue of control commands by head movements and the visual feedback received at the completion of the attitude adjustment. This causes a discrepancy between the intended motion, the vestibular cue and the visual cue and may potentially result in simulator sickness. No research has been conducted on how various levels of visual and control latency introduced by dynamics in robots or aerial vehicles affect users' performance and the degree of simulator sickness elicited. Thus, it is uncertain how much performance is degraded by latency and whether such designs are comfortable from the perspective of users. To address these issues, we studied a prototyped scenario of a head motion controlled quadcopter using an HMD. We present a virtual reality (VR) paradigm to systematically assess the effects of visual and control latency in simulated drone control scenarios.