Refine
H-BRS Bibliography
- yes (89)
Departments, institutes and facilities
- Fachbereich Informatik (89) (remove)
Document Type
- Conference Object (45)
- Article (16)
- Report (10)
- Part of a Book (6)
- Preprint (4)
- Doctoral Thesis (3)
- Book (monograph, edited volume) (2)
- Conference Proceedings (2)
- Research Data (1)
Year of publication
- 2017 (89) (remove)
Keywords
- Aerodynamics (2)
- Computer Graphics (2)
- Cooperative Awareness Message (2)
- Cutting sticks-Problem (2)
- Mengenpartitionsproblem (2)
- Object recognition (2)
- OpenFlow (2)
- Pseudonym Concept (2)
- Ray Tracing (2)
- SpMV (2)
- Teilsummenaufteilung (2)
- Virtual Reality (2)
- domestic robots (2)
- foveated rendering (2)
- robot competitions (2)
- robotics (2)
- surrogate modeling (2)
- 3D design (1)
- 3D user interfaces (1)
- AAL-Technik (1)
- ABT-737 (1)
- ALPS (1)
- Active locomotion (1)
- Adaptation of Software (1)
- Adaptive Case Management (1)
- Alkane (1)
- Altenpflege (1)
- Alternatives (1)
- Analyse (1)
- Architectural Patterns (1)
- Autonomous Systems (1)
- Autotuning (1)
- BCL2 (1)
- BH3-mimetic inhibitor (1)
- BPMS (1)
- Benchmarking (1)
- Blocking (1)
- Bond graphs (1)
- Bubble-Chart (1)
- CMMN (1)
- CPU (1)
- CSR5BC (1)
- Capability framework (1)
- Case-Based Reasoning (1)
- Challenges (1)
- Coloured pointclouds (1)
- Complex Event Processing (1)
- Concurrent Kleene Algebra (1)
- Containerization (1)
- Coupled process (1)
- Curriculum (1)
- Cutting sticks problem (1)
- Deklarative Prozessmodellierung (1)
- Demenz (1)
- Disco (1)
- Distributed rendering (1)
- Docker (1)
- Domain-Specific Languages (1)
- Domestic robotics (1)
- Domestic robots (1)
- Dynamic Case Management (1)
- Educational Science (1)
- Electric mobility (1)
- EnOcean (1)
- Evolutionary algorithms (1)
- Eye Tracking (1)
- FS20 (1)
- Fault accommodation (1)
- Fault diagnosis (1)
- Fault simulation (1)
- Focus plus context (1)
- Functional Programming (1)
- Fusion (1)
- Fuzzy Miner (1)
- GPU (1)
- Gabor filters (1)
- Games (1)
- Gaze Behavior (1)
- Gefühl (1)
- Genetic algorithm (1)
- HCSS (1)
- Head-mounted Display (1)
- HomeMatic (1)
- Humanoider Roboter (1)
- Hybrid models (1)
- ICF (1)
- IEEE 802.11 (1)
- ISO9999 (1)
- Illumination algorithms (1)
- Immersion (1)
- Inductive Visual Miner (1)
- Industrial robots (1)
- Input reconstruction (1)
- Intelligent Transport System (1)
- Intelligent virtual agents (1)
- Interaktion (1)
- Inventory (1)
- Inverse simulation (1)
- KNX (1)
- LBP (1)
- LDP (1)
- LGCSR (1)
- Laws of programming (1)
- MAP-Elites (1)
- METEOR score (1)
- MP2.5 (1)
- Machine learning (1)
- Maximal covering location problem (1)
- Mensch-Maschine-Kommunikation (1)
- Methodologies (1)
- Modalities (1)
- Model-Based Software Development (1)
- Model-based fault detection and isolation (1)
- Model-driven Development (1)
- Modelica (1)
- Multi-Tenant Application (1)
- Multi-objective (1)
- Multi-stage (1)
- Multimodal (1)
- Multisensory cues (1)
- Multiuser (1)
- NETCONF (1)
- Open innovation (1)
- OpenDaylight (1)
- Optimisation 3D (1)
- Optimization (1)
- Outside-in process (1)
- PAIS (1)
- Pflegeinformatik (1)
- Presence (1)
- Privacy (1)
- ProM (1)
- Process Mining (1)
- Quality Diversity (1)
- RGB-D data (1)
- RapidMiner (1)
- Ray tracing (1)
- Refinement (1)
- Rendering (1)
- Requirements analysis (1)
- Robot competitions (1)
- Robotics (1)
- SDN (1)
- STAT3 (1)
- Scene understanding through Deep Learning (1)
- Semantic models (1)
- Serious Games (1)
- Service-Oriented Architecture (1)
- Set partition problem (1)
- Single-objective (1)
- Social Virtual Reality (1)
- Software and Architecture (1)
- Sparse Matrix Vector Multiplication (1)
- Sparse matrix format (1)
- Studienverlauf (1)
- Surrogate Modelling (1)
- Synthetic perception (1)
- Textureless objects (1)
- Tiled-display walls (1)
- Touchscreen interaction (1)
- Trace algebra (1)
- Transparency (1)
- UAV teleoperation (1)
- Unifying theories (1)
- Usability (1)
- User Interface Design (1)
- User engagement (1)
- VR system design (1)
- Variability Management (1)
- Vector Units (1)
- Vehicle-2-Vehicle Communication (1)
- Vehicle-to-Vehicle Communication (1)
- Vehicular Ad hoc Networks (1)
- Virtual Environments (1)
- Virtual attention (1)
- Virtual reality (1)
- WfMS (1)
- WiFi (1)
- WiFi-based Long Distance (WiLD) (1)
- Wireless backhaul (1)
- Wissensarbeit (1)
- Wissensintensive Geschäftsprozesse (1)
- Xeon Phi knights landing (1)
- YANG (1)
- ZWave (1)
- ZigBee (1)
- activation function (1)
- apoptosis (1)
- assistive robots (1)
- bagging (1)
- benchmarking (1)
- bloat (1)
- bootstrapping (1)
- building automation (1)
- data analysis (1)
- diagnostic bond graphs (1)
- directional antennas (1)
- evolutionary illumination (1)
- exploration (1)
- eye movement (1)
- eye tracking (1)
- eye-tracking (1)
- facial expression recognition (1)
- fuel (1)
- gaze (1)
- generation of ARRs (1)
- generative design (1)
- haptics (1)
- heterogeneous networks (1)
- hydrocarbon (1)
- ideal switches (1)
- image captioning (1)
- industrial robots (1)
- interference (1)
- lipid (1)
- mobility assistance system (1)
- mode switching LTI models (1)
- motion cueing (1)
- natural user interface (1)
- neuroevolution (1)
- octane (1)
- parallel difference visualization (1)
- perceived quality (1)
- person and object detection and recognition (1)
- power electronic systems (1)
- projection based systems (1)
- quantum mechanics (1)
- region of interest (1)
- regression (1)
- remote-controlled robots (1)
- routing (1)
- scene-segmentation (1)
- security (1)
- semantic mapping (1)
- software-defined networking (1)
- spatial augmented reality (1)
- speech understanding (1)
- taxonomie (1)
- technology mapping (1)
- virtual locomotion (1)
- virtual reality (1)
- visuohaptic feedback (1)
- wireless mesh networks (1)
- zooming interfaces (1)
We present a new interface for interactive comparisons of more than two alternative documents in the context of a generative design system that uses generative data-flow networks defined via directed acyclic graphs. To better show differences between such networks, we emphasize added, deleted, (un)changed nodes and edges. We emphasize differences in the output as well as parameters using highlighting and enable post-hoc merging of the state of a parameter across a selected set of alternatives. To minimize visual clutter, we introduce new difference visualizations for selected nodes and alternatives using additive and subtractive encodings, which improve readability and keep visual clutter low. We analyzed similarities in networks from a set of alternative designs produced by architecture students and found that the number of similarities outweighs the differences, which motivates use of subtractive encoding. We ran a user study to evaluate the two main proposed difference visualization encodings and found that they are equally effective.
In diesem Artikel wird darüber berichtet, ob die Glaubwürdigkeit von Avataren als mögliches Modulationskriterium für die virtuelle Expositionstherapie von Agoraphobie in Frage kommt. Dafür werden mehrere Glaubwürdigkeitsstufen für Avatare, die hypothetisch einen Einfluss auf die virtuelle Expositionstherapie von Agoraphobie haben könnten sowie ein potentielles Expositionsszenario entwickelt. Die Arbeit kann innerhalb einer Studie einen signifikanten Einfluss der Glaubwürdigkeitsstufen auf Präsenz, Kopräsenz und Realismus aufzeigen.
Advances in computer graphics enable us to create digital images of astonishing complexity and realism. However, processing resources are still a limiting factor. Hence, many costly but desirable aspects of realism are often not accounted for, including global illumination, accurate depth of field and motion blur, spectral effects, etc. especially in real‐time rendering. At the same time, there is a strong trend towards more pixels per display due to larger displays, higher pixel densities or larger fields of view. Further observable trends in current display technology include more bits per pixel (high dynamic range, wider color gamut/fidelity), increasing refresh rates (better motion depiction), and an increasing number of displayed views per pixel (stereo, multi‐view, all the way to holographic or lightfield displays). These developments cause significant unsolved technical challenges due to aspects such as limited compute power and bandwidth. Fortunately, the human visual system has certain limitations, which mean that providing the highest possible visual quality is not always necessary. In this report, we present the key research and models that exploit the limitations of perception to tackle visual quality and workload alike. Moreover, we present the open problems and promising future research targeting the question of how we can minimize the effort to compute and display only the necessary pixels while still offering a user full visual experience.
A deployment of the Vehicle-2-Vehicle communication technology according to ETSI is in preparation in Europe. Currently, a policy for a necessary Public Key Infrastructure to enrol cryptographic keys and certificates for vehicles and infrastructure component is in discussion to enable an interoperable Vehicle-2-Vehicle communication. Vehicle-2-Vehicle communication means that vehicles periodically send Cooperative Awareness Messages. These messages contain the current geographic position, driving direction, speed, acceleration, and the current time of a vehicle. To protect privacy (location privacy, “speed privacy”) of vehicles and drivers ETSI provides a specific pseudonym concept. We show that the Vehicle-2-Vehicle communication can be misused by an attacker to plot a trace of sequent Cooperative Awareness Messages and to link this trace to a specific vehicle. Such a trace is non-disputable due to the cryptographic signing of the messages. So, the periodically sending of Cooperative Awareness Messages causes privacy problems even if the pseudonym concept is applied.