text: In the area of computer vision, deep learning has produced a variety of state-of-the-art models that rely on massive labeled data. However, collecting and annotating images from the real world has a great demand for labor and money investments and is usually too passive to build datasets with specific characteristics, such as small area of objects and high occlusion level. Under the framework of Parallel Vision, this paper presents a purposeful way to design artificial scenes and automatically generate virtual images with precise annotations. A virtual dataset named ParallelEye is built, which can be used for several computer vision tasks. Then, by training the DPM (Deformable Parts Model) and Faster R-CNN detectors, we prove that the performance of models can be significantly improved by combining ParallelEye with publicly available real-world datasets during the training phase. In addition, we investigate the potential of testing the trained models from a specific aspect using intentionally designed virtual datasets, in order to discover the flaws of trained models. From the experimental results, we conclude that our virtual dataset is viable to train and test the object detectors.
  @cite_19: The Tokyo Virtual Living Lab is an experimental space based on 3D Internet technology that lets researchers conduct controlled driving and travel studies, including those involving multiple users in the same shared space. This shared-use feature is crucial for analyzing interactive driving behaviors in future smart cities. The lab's novelty is two-fold: it outputs a semantically enriched graphical navigation network using free map data as input, and it includes a navigation segment agent that coordinates a multiagent traffic simulator. This simulator, which is based on the navigation network, supports the integration of user-controlled vehicles. The lab's approach can significantly reduce the effort of preparing realistic driving behavior studies. To demonstrate this, the authors built a 3D model of a part of Tokyo to perform experiments with human drivers in two conditions: normal traffic and ubiquitous eco-traffic.
  @cite_20: Online virtual worlds, electronic environments where people can work and interact in a somewhat realistic manner, have great potential as sites for research in the social, behavioral, and economic sciences, as well as in human-centered computer science. This article uses Second Life and World of Warcraft as two very different examples of current virtual worlds that foreshadow future developments, introducing a number of research methodologies that scientists are now exploring, including formal experimentation, observational ethnography, and quantitative analysis of economic markets or social networks.
summary: There have been many attempts that use virtual world to carry out scientific researches. Bainbridge @cite_20 investigated the feasibility of utilizing Second life and World of Warcraft as sites for research in the social, behavioral, and economic sciences, as well as computer science. With a virtual living lab, Prendinger @cite_19 conducted several controlled driving and travel studies.