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In this contribution, we describe the activities and promotion programs installed at the Bonn-Rhein-Sieg University as an institution and at the Department of Computer Science respectively for increasing the total number of computer science students and in particular the female rate. We report about our experiences in addressing gender aspects in education and try to evaluate the outcome of our programs with respect to our equal rights for women strategy. We propose a closer look at mental self-theories enabled by E-portfolios to address also gender issues in Computer Science. Moreover, reasons are identified and discussed which may be responsible for the reduced interest in particular of female young adults to choose a computer science study program.
In interactive graphics it is often necessary to introduce large changes in the image in response to updated information about the state of the system. Updating the local state immediately would lead to a sudden transient change in the image, which could be perceptually disruptive. However, introducing the correction gradually using smoothing operations increases latency and degrades precision. It would be beneficial to be able to introduce graphic updates immediately if they were not perceptible. In the paper the use of saccade-contingent updates is exploited to hide graphic updates during the period of visual suppression that accompanies a rapid, or saccadic, eye movement. Sensitivity to many visual stimuli is known to be reduced during a change in fixation compared to when the eye is still. For example, motion of a small object is harder to detect during a rapid eye movement (saccade) than during a fixation. To evaluate if these findings generalize to large scene changes in a virtual environment, gaze behavior in a 180 degree hemispherical display was recorded and analyzed. This data was used to develop a saccade detection algorithm adapted to virtual environments. The detectability of trans-saccadic scene changes was evaluated using images of high resolution real world scenes. The images were translated by 0.4, 0.8 or 1.2 degrees of visual angle during horizontal saccades. The scene updates were rarely noticeable for saccades with a duration greater than 58 ms. The detection rate for the smallest translation was just 6.25%. Qualitatively, even when trans-saccadic scene changes were detectible, they were much less disturbing than equivalent changes in the absence of a saccade.
In this contribution a machine vision inspection system is presented which is designed as a length measuring sensor. It is developed to be applied to a range of heat shrink tubes, varying in length, diameter and color. The challenges of this task were the precision and accuracy demands as well as the real-time applicability of the entire approach since it should be realized in regular industrial line production. In production, heat shrink tubes are cut to specific sizes from a continuous tube. A multi-measurement strategy has been developed, which measures each individual tube segment several times with sub pixel accuracy while being in the visual field. The developed approach allows for a contact-free and fully automatic control of 100% of produced heat shrink tubes according to the given requirements with a measuring precision of 0.1mm. Depending on the color, length and diameter of the tubes considered, a true positive rate of 99.99% to 100% has been reached at a true negative rate of > 99.7.
GL-Wrapper for Stereoscopic Rendering of Standard Applications for a PC-based Immersive Environment
(2007)
In this paper we present an ongoing research work dedicated to a Virtual-Reality-based product customization application development. The work is addressing the problem of flexible and quick customization of products from a great number of parts. Our application is an effective instrument that can be simultaneously used by two users for rapid assembly tasks, allowing engineers and designers to work collaboratively. Furthermore, it is directly connected to a manufacturing environment, which is able to produce the product right after customization. In the paper we describe the architecture of the application, our interaction and assembly techniques, and explain how the system can be integrated into a manufacturing environment.
Video Surveillance is in the center of research due to high importance of safety and security issues. Usually, humans have to monitor an area and often they have to do this for 24 hours a day. Thus, it would be desirable to have automatic surveillance systems that support this job automatically. The system described in this paper is such an automatic surveillance system that has been developed to detect several dangerous situations in a subway station. This paper discusses the high-level module of the system. Herein, an expert system is used to detect events.
A Low-Cost Based 6 DoF Head Tracker for Usability Application Studies in Virtual Environments
(2008)
3D tracking using multiple Nintendo Wii Remotes: a simple consumer hardware tracking approach
(2009)
An easy to build and cost-effective 3D tracking solution is presented, using Nintendo Wii Remotes acting as cameras. As the hardware differs from usual tracking cameras, the calibration and tracking process has to be adapted accordingly. The tracking approach described could be used for tracking the user's motions in video games based upon physical activity (sports, fighting or dancing games), allowing the player to interact with the game in a more intuitive way than by just pressing buttons.
How Does Self-Perception Influence the Choice of Study? E-Portfolio and Gender Issues in Informatics
(2009)
The perceived distance of self motion induced in a stationary observer by optic flow is overestimated (Redlick et al., Vis Res. 2001 41: 213). Here we assessed how different components of translational optic flow contribute to perceived distance traveled. Subjects sat on a stationary bicycle in front of a virtual reality display that extended beyond 90deg on each side. They monocularly viewed a target presented in a virtual hallway wallpapered with stripes that changed colour to prevent tracking individual stripes. Subjects then looked centrally or 30, 60 or 90° eccentrically while their view was restricted to an ellipse with faded edges (25 x 42deg) centered on their fixation. Subjects judged when they had reached the target’s remembered position. Perceptual gain (perceived/actual distance traveled) was highest when subjects were looking in a direction that depended on the simulated speed of motion. Results were modeled as the sum of separate mechanisms sensitive to radial and laminar optic flow. In our display distances were perceived as compressed. However, there was no correlation between perceptual compression and perceived speed of motion. These results suggest that visually induced self motion in virtual displays can be subject to large but predictable error.
Interactive Distributed Rendering of 3D Scenes on Multiple Xbox 360 Systems and Personal Computers
(2012)
This paper compares the memory allocation of two Java virtual machines, namely Oracle Java HotSpot VM 32-bit (OJVM) and Jamaica JamaicaVM (JJVM). The basic difference of the architectures in both machines is that the JamaicaVM uses fixed-size blocks for allocating objects on the heap. The basic difference of the architectures is that the JJVM uses fixed size block allocation on the heap. This means that objects have to be split into several connected blocks if they are bigger than the specified block-size. On the other hand, for small objects a full block must be allocated. The paper contains both theoretical and experimental analysis on the memory-overhead. The theoretical analysis is based on specifications of the two virtual machines. The experimental analysis is done with a modified JVMTI Agent together with the SPECjvm2008 Benchmark.