Watching 360 videos using Virtual Reality (VR) head-mounted displays (HMDs) provides interactive and immersive experiences, where videos can evoke different emotions. Existing emotion self-report techniques within VR however are either retrospective or interrupt the immersive experience. To address this, we introduce the Continuous Physiological and Behavioral Emotion Annotation Dataset for 360 Videos (CEAP-360VR). We conducted a controlled study (N=32) where participants used a Vive Pro Eye HMD to watch eight validated affective 360 video clips, and annotated their valence and arousal (V-A) continuously. We collected (a) behavioral (head and eye movements; pupillometry) signals (b) physiological (heart rate, skin temperature, electrodermal activity) responses (c) momentary emotion self-reports (d) within-VR discrete emotion ratings (e) motion sickness, presence, and workload. We show the consistency of continuous annotation trajectories and verify their mean V-A annotations. We find high consistency between viewed 360 video regions across subjects, with higher consistency for eye than head movements. We furthermore run baseline classification experiments, where Random Forest classifiers with 2s segments show good accuracies for subject-independent models: 66.80% (V) and 64.26% (A) for binary classification; 49.92% (V) and 52.20% (A) for 3-class classification. Our open dataset allows further experiments with continuous emotion self-reports collected in 360 VR environments, which can enable automatic assessment of immersive Quality of Experience (QoE) and momentary affective states.
The traditional social force model (SFM) in crowd simulation experiences difficulty coping with the complexity of the crowd, limited by singular physical formulas and parameters. Recent attempts to combine deep learning with these models focus more on simulating specific states of crowds. This paper introduces an advanced deep social force model, influenced by crowd states. It utilizes deep neural networks to accurately fit crowd trajectory features, enhancing behavior simulation capabilities. Geometrical constraints within the model provide control over varied crowd behaviors, adjustable to simulate different crowd types. Before training, we use the SFM to refine behaviors in real trajectories with excessively small distances, aiming to enhance the general applicability of the model. Comparative experiments affirm the effectiveness of the model, showing comparable performance to both classic physical models and modern learning-based hybrid models in pedestrian simulations, with reduced collisions. In addition, the model has a certain ability to simulate crowds with high density and diverse behaviors.
Quantum secure multi-party summation (QSMS) is a fundamental problem in quantum secure multi-party computation (QSMC), wherein multiple parties compute the sum of their data without revealing them. This paper proposes a novel QSMS protocol based on graph state, which offers enhanced security, usability, and flexibility compared to existing methods. The protocol leverages the structural advantages of graph state and employs random graph state structures and random encryption gate operations to provide stronger security. Additionally, the stabilizer of the graph state is utilized to detect eavesdroppers and channel noise without the need for decoy bits. The protocol allows for the arbitrary addition and deletion of participants, enabling greater flexibility. Experimental verification is conducted to demonstrate the security, effectiveness, and practicality of the proposed protocols. The correctness and security of the protocols are formally proven. The QSMS method based on graph state introduces new opportunities for QSMC. It highlights the potential of leveraging quantum graph state technology to securely and efficiently solve various multi-party computation problems.
Achieving crowd formation transformations has wide‐ranging applications in fields such as unmanned aerial vehicle formation control, crowd simulation, and large‐scale performances. However, planning trajectories for hundreds of agents is a challenging and tedious task. When modifying crowd formation change schemes, adjustments are typically required based on the style of formation change. Existing methods often involve manual adjustments at each crucial step, leading to a substantial amount of physical labor. Motivated by these challenges, this study introduces a novel generative adversarial network (GAN) for generating crowd formation transformations. The proposed GAN learns specific styles from a series of crowd formation transformation trajectories and can transform a new crowd with an arbitrary number of individuals into the same styles with minimal manual intervention. The model incorporates a space–time transformer module to aggregate spatiotemporal information for learning distinct styles of formation transformation. Furthermore, this article investigates the relationship between the distribution of training data and the length of trajectory sequences, providing insights into the preprocessing of training data.