Refine
H-BRS Bibliography
- yes (1148) (remove)
Departments, institutes and facilities
- Fachbereich Informatik (1148) (remove)
Document Type
- Conference Object (606)
- Article (265)
- Report (77)
- Part of a Book (50)
- Preprint (50)
- Book (monograph, edited volume) (32)
- Doctoral Thesis (22)
- Conference Proceedings (18)
- Research Data (11)
- Master's Thesis (7)
Year of publication
Keywords
- Virtual Reality (13)
- Robotics (12)
- Machine Learning (10)
- Usable Security (10)
- virtual reality (10)
- 3D user interface (7)
- Quality diversity (7)
- Augmented Reality (6)
- Lehrbuch (6)
- Navigation (6)
This paper proposes an Artificial Plasmodium Algorithm (APA) mimicked a contraction wave of a plasmodium of physarum polucephalum. Plasmodia can live using the contracion wave in their body to communicate to others and transport a nutriments. In the APA, each plasmodium has two information as the wave information: the direction and food index. We apply the APA to 4 types of mazes and confirm that the APA can solve the mazes.
The work being described in this paper is the result of a cooperation project between the Institute of Visual Computing at the Bonn-Rhein-Sieg University of Applied Sciences, Germany and the Laboratory of Biomedical Engineering at the Federal University of Uberlândia, Brazil. The aim of the project is the development of a virtual environment based training simulator which enables for better and faster learning the control of upper limb prostheses. The focus of the paper is the description of the technical setup since learning tutorials still need to be developed as well as a comprehensive evaluation still needs to be carried out.
The Virtual Memory Palace
(2006)
The intention of the Virtual Memory Palace is to help people memorize information by addressing their visual memory. The concept is based on the “Memory Palace” as an ancient Greek memorization technique, where symbols are placed in a certain way within an imaginative building in order to remember the original information whenever the mind goes through the vision of this building again. The goal of this work was to create such a Memory Palace in a virtual environment, so it requires less creative effort of the contemporary learner than was necessary in ancient Greece. The Virtual Memory Palace offers the possibility to freely explore a virtual 3d architectural model and to place icons at various locations within this model. Specific behaviors were assigned to these locations to make them more memorable. To test the benefit of this concept, an experiment with 15 subjects was conducted. The results show a higher remembrance rate of items learned in the Virtual Memory Palace compared to a wordlist. The observations made during the test showed that most of the subjects enjoyed the memorization environment and were astonished how well the Virtual Memory Palace worked for them.
Zuverlässige Ad-Hoc Kommunikation mobiler Endgeräte mit satellitengestützter Internet-Anbindung
(2005)
Mobile Datenkommunikation basiert üblicherweise auf der drahtlosen Anbindung eines Endgerätes an eine Basisstation, die ihrerseits an eine feste Infrastruktur angebunden ist. In vielen Szenarien sind diese Voraussetzungen jedoch nicht gegeben. Beispiele hierfür sind Hochwasser, Erdbeben oder Flugzeugabstürze in dünn besiedelten Regionen. Einen Lösungsansatz für sich daraus ergebende Anforderungen bieten dynamisch aufgebaute Ad-Hoc Netze mit einer satellitengestützten Anbindung an eine Festnetz-Infrastruktur. In solchen Netzen stellen die mobilen Terminals die benötigte lokale Infrastruktur selbst dynamisch her. Ziel der hier vorgestellten Arbeiten ist es, die Zuverlässigkeit und Dienstqualität der verwendeten Technologien zu untersuchen und durch geeignete Mechanismen so anzupassen, dass die Anforderungen typischer Applikationen möglichst erfüllt werden. Zur Demonstration wurde ein Prototyp aufgebaut, der unter anderem die Anwendungen "Voice over IP" (VoIP), "Datenbankzugriff im Intranet" und Internetzugang (WWW) untersucht.
Im Rahmen eines Softwareentwicklungsprojekts wurde im Berufsgenossenschaftlichen Institut für Arbeitsschutz (BGIA) in enger Zusammenarbeit mit dem Fachbereich Informatik der Fachhochschule Bonn- Rhein-Sieg eine Anwendung zur Unterstützung von Softwareprüfungen implementiert. Basierend auf Softwaremetriken dient die Anwendung dem BGIA zur statischen Quellcodeanalyse sicherheitsrelevanter Software und unterstützt auf diese Weise Maschinenprüfer bei ihrer Arbeit. In diesem Projekt konnten bekannte Metriken, wie Halstead und McCabe, sowie neu entwickelte Kennzahlen und Qualitätskriterien an die Softwareanforderungen von Industriemaschinen angepasst und in einem Prototypen integriert werden.
Augmented Perception - AuPer
(2004)
The MoMoSat service will enable mobile end-users to view, manage, annotate, and communicate mapbased information in the field. The handled information exists of a huge volume of raster (satellite or aerial images) and vector data (i.e. street networks, cadastral maps or points of interest), as well as text-specific geo-referenced textual notes (the so-called 'GeoNotes') and real-time voice.
In this paper we present a new storytelling approach, called Hypermedia Novel (HYMN), that extends the classical narration concept of a story. We develop an underlying modular concept – the narration module – that facilitates a new manner of reception as well as creation of a story. The HYMN focuses on the recipient and his role of consuming a story and a heterogeneous group of creative authors by providing narration modules and their interfaces without defining the granularity of the modules. Using several kinds ofmultimedia elements and a hyperlink structure, we present a first demonstrator that implements this new concept. We also discuss improvements, e.g. MPEG-4/7, that support both reception by the audience, and the process of creating the story by a dispersed team of authors.
Virtuelle Umgebungen
(2000)
Binary relations with certain properties such as biorders, equivalences or difunctional relations can be represented as particular matrices. In order for these properties to be identified usually a rearrangement of rows and columns is required in order to reshape it into a recognisable normal form. Most algorithms performing these transformations are working on binary matrix representations of the underlying relations. This paper presents an approach to use the RLE-compressed matrix representation as a data structure for storing relations to test whether they are biorders in a hopefully more efficient way.
This project investigated the viability of using the Microsoft Kinect in order to obtain reliable Red-Green-Blue-Depth (RGBD) information. This explored the usability of the Kinect in a variety of environments as well as its ability to detect different classes of materials and objects. This was facilitated through the implementation of Random Sample and Consensus (RANSAC) based algorithms and highly parallelized workflows in order to provide time sensitive results. We found that the Kinect provides detailed and reliable information in a time sensitive manner. Furthermore, the project results recommend usability and operational parameters for the use of the Kinect as a scientific research tool.
Competitions for Benchmarking: Task and Functionality Scoring Complete Performance Assessment
(2015)
Dieser Tagungsband enthält die Beiträge zum 12. Workshop zum Thema Virtuelle und Erweiterte Realität der Fachgruppe VR/AR der Gesellschaft für Informatik e.V. Der Workshop dient zum Informations- und Ideenaustausch deutschsprachigen WissenschaftlerInnen, zusätzlich bietet der Workshop den idealen Rahmen aktuelle Ergebnisse und Vorhaben aus Forschung und Entwicklung einem fachkundigen Publikum zur Diskussion zu stellen. Insbesondere wollen wir auch jungen Nachwuchswissenschaftlern die Möglichkeit geben, ihre Arbeiten zu präsentieren.
The RoCKIn@Home Challenge
(2014)
The RoCKIn@Work Challenge
(2014)
Most VE-frameworks try to support many different input and output devices. They do not concentrate so much on the rendering because this is tradi- tionally done by graphics workstation. In this short paper we present a modern VE framework that has a small kernel and is able to use different renderers. This includes sound renderers, physics renderers and software based graphics renderers. While our VE framework, named basho is still under development we have an alpha version running under Linux and MacOS X.
In verteilten und offenen Systemen wollen Kommunikationspartner beim Electronic Commerce Dokumente vertraulich, integer und rechtsverbindlich sowie zuordnungsbar authentisch und nachweisbar senden und empfangen. Für die an der Kommunikation beteiligten Kommunikationspartner muß dazu nachvollziehbar sein, wer wann mit wem welche Dokumente ausgetauscht hat. Zur Erreichung des Sachziels 'Vertraulichkeit' werden Dokumente bei der Speicherung auf einem Server und bei der Übertragung (über lokale Netzte, Intranets, Extranets und im Internet) vom Endanwender verschlüsselt. Dazu müssen die benutzten Schlüssel gegen unberechtigte Kenntnisnahme geschützt werden. Gleichzeitig muß auch die Verfügbarkeit der Schlüssel sichergestellt werden: Verschlüsselte Dokumente können nämlich nur dann wieder benutzbar gemacht werden, wenn sie bei berechtigtem Bedarf wieder entschlüsselt werden können. Im Unternehmen ist es deshalb erforderlich, Verfahren einzuführen, die die Verfügbarkeit gespeicherter Dokumente sicherstellen - auch wenn der originäre Inhaber dieser Dokumente nicht verfügbar ist (Reise, Urlaub, Krankheit, Ausscheiden). Schlüssel-Archive - sog. Enterprise Key Recovery Server - bieten die Möglichkeit, verschlüsselt gespeicherte Konzelationsschlüssel Berechtigten wieder zu Verfügung zu stellen. Damit können verschlüsselt gespeicherte Dokumente gespeichert werden. Enterprise Key Recovery Server werden im Rahmen des Projekts SECFORS - Secure Electronic Commerce an der Fachhochschule Rhein-Sieg zusammen mit Studierenden installiert und unter einer Reihe von Aspekten im Rahmen des vom Bundeswirtschaftsministerium geförderten Kompetenzzentrums Electronic Commerce Bonn Rhein-Sieg (KompEC) evaluiert; dazu werden Anforderungen an vertrauenswürdige Enterprise Key Recovery Server formuliert. Der Einsatz von Enterprise Key Recovery Servern ist in den USA Stand der Technik; in deutschen Unternehmen wird der Bedarf insbesondere deswegen differenziert gesehen, weil eine Verschlüsselung gespeicherter und übertragener Daten noch nicht flächendeckend durchgeführt wird.
The study of locomotion in virtual environments is a diverse and rewarding research area. Yet, creating effective and intuitive locomotion techniques is challenging, especially when users cannot move around freely. While using handheld input devices for navigation may often be good enough, it does not match our natural experience of motion in the real world. Frequently, there are strong arguments for supporting body-centered self-motion cues as they may improve orientation and spatial judgments, and reduce motion sickness. Yet, how these cues can be introduced while the user is not moving around physically is not well understood. Actuated solutions such as motion platforms can be an option, but they are expensive and difficult to maintain. Alternatively, within this article we focus on the effect of upper-body tilt while users are seated, as previous work has indicated positive effects on self-motion perception. We report on two studies that investigated the effects of static and dynamic upper body leaning on perceived distances traveled and self-motion perception (vection). Static leaning (i.e., keeping a constant forward torso inclination) had a positive effect on self-motion, while dynamic torso leaning showed mixed results. We discuss these results and identify further steps necessary to design improved embodied locomotion control techniques that do not require actuated motion platforms.
We propose a high-performance GPU implementation of Ray Histogram Fusion (RHF), a denoising method for stochastic global illumination rendering. Based on the CPU implementation of the original algorithm, we present a naive GPU implementation and the necessary optimization steps. Eventually, we show that our optimizations increase the performance of RHF by two orders of magnitude when compared to the original CPU implementation and one order of magnitude compared to the naive GPU implementation. We show how the quality for identical rendering times relates to unfiltered path tracing and how much time is needed to achieve identical quality when compared to an unfiltered path traced result. Finally, we summarize our work and describe possible future applications and research based on this.
Rendering techniques for design evaluation and review or for visualizing large volume data often use computationally expensive ray-based methods. Due to the number of pixels and the amount of data, these methods often do not achieve interactive frame rates. A view direction based rendering technique renders the users central field of view in high quality whereas the surrounding is rendered with a level of detail approach depending on the distance to the users central field of view thus giving the opportunity to increase rendering efficiency. We propose a prototype implementation and evaluation of a focus-based rendering technique based on a hybrid ray tracing/sparse voxel octree rendering approach.
This presentation gives an overview of current research in the area of high quality rendering and visualization at the Institute of Visual Computing (IVC). Our research facility has some unique software and hardware installations of which we will describe a large, ultra- high resolution (72 megapixel) video wall in this presentation.
We present a system that combines voxel and polygonal representations into a single octree acceleration structure that can be used for ray tracing. Voxels are well-suited to create good level-of-detail for high-frequency models where polygonal simplifications usually fail due to the complex structure of the model. However, polygonal descriptions provide the higher visual fidelity. In addition, voxel representations often oversample the geometric domain especially for large triangles, whereas a few polygons can be tested for intersection more quickly.
A recent trend in interactive environments are large, ultra high resolution displays (LUHRDs). Compared to other large interactive installations, like the CAVE tm , LUHRDs are usually flat or (slightly) curved and have a significantly higher resolution, offering new research and application opportunities.
This tutorial provides information for researchers and engineers who plan to install and use a large ultra-high resolution display. We will give detailed information on the hardware and software of recently created and established installations and will show the variety of possible approaches. Also, we will talk about rendering software, rendering techniques and interaction for LUHRDs, as well as applications.
Traffic simulations for virtual environments are concerned with the behavior of individual traffic participants. The complexity of behavior in these simulations is often rather simple to abide by the constraints of processing resources. In sophisticated traffic simulations, the behavior of individual traffic participants is also modeled, but the focus lies on the overall behavior of the entire system, e.g. to identify possible bottle necks of traffic flow [8].
We present basho, a light weight and easily extendable virtual environment (VE) framework. Key benefits of this framework are independence of the scene element representation and the rendering API. The main goal was to make VE applications flexible without the need to change them, not only by being independent from input and output devices. As an example, with basho it is possible to switch from local illumination models to ray tracing by just replacing the renderer. Or to replace the graphical representation of the scene elements without the need to change the application. Furthermore it is possible to mix rendering technologies within a scene. This paper emphasises on the abstraction of the scene element representation.
At previous SIAS conferences, we presented a novel opto-electronic safety sensor system for skin detection at circular saws jointly developed with the Institute for Occupational Safety and Health of the German Social Accident Insurance (IFA). This work now presents the development results of our consecutive research on a prototype of a sensor system for more general production machine applications including robot workplaces. The system uses offthe shelf LEDs and photodiodes in combination with dedicated optics and a microcontroller system to implement a so-called spectral light curtain.
With the increasing average age of the population in many developed countries, afflictions like cardiovascular diseases have also increased. Exercising has a proven therapeutic effect on the cardiovascular system and can counteract this development. To avoid overstrain, determining an optimal training dose is crucial. In previous research, heart rate has been shown to be a good measure for cardiovascular behavior. Hence, prediction of the heart rate from work load information is an essential part in models used for training control. Most heart-rate-based models are described in the context of specific scenarios, and have been evaluated on unique datasets only. In this paper, we conduct a joint evaluation of existing approaches to model the cardiovascular system under a certain strain, and compare their predictive performance. For this purpose, we investigated some analytical models as well as some machine learning approaches in two scenarios: prediction over a certain time horizon into the future, and estimation of the relation between work load and heart rate over a whole training session.
Microcontroller-based sensor systems offer great opportunities for the implementation of safety features for potentially dangerous machinery. However, in general they are difficult to assess with regard to their reliability and failure rate. This paper describes the safety assessment of hardware and software of a new and innovative sensor system. The hardware is assessed by standardized methods according to norm EN ISO 13849-1, while the use of model checking is presented as an approach to solve the problem of validating the software.
Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment in those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, trials of moderate-intensity exercise (i.e. self-paced cycling) and no-exercise (i.e. automatic propulsion) were performed within three levels of virtual environment exposure. Each trial was 5-min in duration and was followed by post-trial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore these change indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence.
Traffic simulations are typically concerned with modeling human behavior as closely as possible to create realistic results. In conventional traffic simulations used for road planning or traffic jam prediction only the overall behavior of an entire system is of interest. In virtual environments, like digital games, simulated traffic participants are merely a backdrop to the player’s experience and only need to be “sufficiently realistic”. Additionally, restricted computational resources, typical for virtual environment applications, usually limit the complexity of simulated behavior in this field. More importantly, two integral aspects of real-world traffic are not considered in current traffic simulations from both fields: misbehavior and risk taking of traffic participants. However, for certain applications like the FIVIS bicycle simulator, these aspects are essential.
Traditionally traffic simulations are used to predict traffic jams, plan new roads or highways, and estimate road safety. They are also used in computer games and virtual environments. There are two general concepts of modeling traffic: macroscopic and microscopic modeling. Macroscopic traffic models take vehicle collectives into account and do not consider individual vehicles. Parameters like average velocity and density are used to model the flow of traffic. In contrast, microscopic traffic models consider each vehicle individually. Therefore, vehicle specific parameters are of importance, e.g. current velocity, desired velocity, velocity difference to the lead vehicle, individual time gap.
In this paper, we introduce an optical sensor system, which is integrated into an industrial push-button. The sensor allows to classify the type of material that is in contact with the button when pressed into different material categories on the basis of the material's so called "spectral signature". An approach for a safety sensor system at circular table saws on the same base has been introduced previously on SIAS-2007. This contactless working sensor is able to distinguish reliably between skin, textiles, leather and various other kinds of materials. A typical application for this intelligent push-button is the use at possibly dangerous machines, whose operating instructions include either the prohibition or the obligation to wear gloves during the work at the machine. An exemple of machines at which no gloves are allowed are pillar drilling machines, because of the risk of getting caught in the drill chuck and being turned in by the machine. In many cases this causes very serious hand injuries. Depending on the application needs, the sensor system integrated into the push-button can be configured flexibly by software to prevent the operator from accidentally starting a machine with or without gloves, which can decrease the risk of severe accidents significantly. Especially two-hand controls are incentive to manipulation for easier handling. By equipping both push-buttons of a two-hand control with material classification properties, the user is forced to operate the controls with his bare fingers. That limitation disallows the manipulation of a two-hand control by a simple rodding device.
Computers will soon be powerful enough to simulate consciousness. The artificial life community should start to try to understand how consciousness could be simulated. The proposal is to build an artificial life system in which consciousness might be able to evolve. The idea is to develop internet-wide artificial universe in which the agents can evolve. Users play games by defining agents that form communities. The communities have to perform tasks, or compete, or whatever the specific game demands. The demands should be such that agents that are more aware of their universe are more likely to succeed. The agents reproduce and evolve within their user’s machine, but can also sometimes transfer to other machine across the internet. Users will be able to choose the capabilities of their agents from a fixed list, but may also write their own powers for their agents.
A novel approach to produce 2D designs by adapting the HyperNEAT algorithm to evolve non-uniform rational basis splines (NURBS) is presented. This representation is proposed as an alternative to previous pixel-based approaches primarily motivated by aesthetic interests, and not designed for optimization tasks. This spline representation outperforms previous pixel-based approaches on target matching tasks, performing well even in matching irregular target shapes. In addition to improved evolvability in the face of a well defined fitness metric, a NURBS representation has the added virtues of being continuous rather than discrete, as well as being intuitive and easily modified by graphic and industrial designers.
Nowadays, we input text not only on stationary devices, but also on handheld devices while walking, driving, or commuting. Text entry on the move, which we term as nomadic text entry, is generally slower. This is partially due to the need for users to move their visual focus from the device to their surroundings for navigational purposes and back. To investigate if better feedback about users' surroundings on the device can improve performance, we present a number of new and existing feedback systems: textual, visual, textual & visual, and textual & visual via translucent keyboard. Experimental comparisons between the conventional and these techniques established that increased ambient awareness for mobile users enhances nomadic text entry performance. Results showed that the textual and the textual & visual via translucent keyboard conditions increased text entry speed by 14% and 11%, respectively, and reduced the error rate by 13% compared to the regular technique. The two methods also significantly reduced the number of collisions with obstacles.
Software repository data, for example in issue tracking systems, include natural language text and technical information, which includes anything from log files via code snippets to stack traces. However, data mining is often only interested in one of the two types e.g. in natural language text when looking at text mining. Regardless of which type is being investigated, any techniques used have to deal with noise caused by fragments of the other type i.e. methods interested in natural language have to deal with technical fragments and vice versa. This paper proposes an approach to classify unstructured data, e.g. development documents, into natural language text and technical information using a mixture of text heuristics and agglomerative hierarchical clustering. The approach was evaluated using 225 manually annotated text passages from developer emails and issue tracker data. Using white space tokenization as a basis, the overall precision of the approach is 0.84 and the recall is 0.85.
Extraction of text information from visual sources is an important component of many modern applications, for example, extracting the text from traffic signs on a road scene in an autonomous vehicle. For natural images or road scenes this is a unsolved problem. In this thesis the use of histogram of stroke widths (HSW) for character and noncharacter region classification is presented. Stroke widths are extracted using two methods. One is based on the Stroke Width Transform and another based on run lengths. The HSW is combined with two simple region features– aspect and occupancy ratios– and then a linear SVM is used as classifier. One advantage of our method over the state of the art is that it is script-independent and can also be used to verify detected text regions with the purpose of reducing false positives. Our experiments on generated datasets of Latin, CJK, Hiragana and Katakana characters show that the HSW is able to correctly classify at least 90% of the character regions, a similar figure is obtained for non-character regions. This performance is also obtained when training the HSW with one script and testing with a different one, and even when characters are rotated. On the English and Kannada portions of the Chars74K dataset we obtained over 95% correctly classified character regions. The use of raycasting for text line grouping is also proposed. By combining it with our HSW-based character classifier, a text detector based on Maximally Stable Extremal Regions (MSER) was implemented. The text detector was evaluated on our own dataset of road scenes from the German Autobahn, where 65% precision, 72% recall with a f-score of 69% was obtained. Using the HSW as a text verifier increases precision while slightly reducing recall. Our HSW feature allows the building of a script-independent and low parameter count classifier for character and non-character regions.
Advanced driver assistance systems (ADAS) are technology systems and devices designed as an aid to the driver of a vehicle. One of the critical components of any ADAS is the traffic sign recognition module. For this module to achieve real-time performance, some preprocessing of input images must be done, which consists of a traffic sign detection (TSD) algorithm to reduce the possible hypothesis space. Performance of TSD algorithm is critical.
One of the best algorithms used for TSD is the Radial Symmetry Detector (RSD), which can detect both Circular [7] and Polygonal traffic signs [5]. This algorithm runs in real-time on high end personal computers, but computational performance of must be improved in order to be able to run in real-time in embedded computer platforms.
To improve the computational performance of the RSD, we propose a multiscale approach and the removal of a gaussian smoothing filter used in this algorithm. We evaluate the performance on both computation times, detection and false positive rates on a synthetic image dataset and on the german traffic sign detection benchmark [29].
We observed significant speedups compared to the original algorithm. Our Improved Radial Symmetry Detector is up to 5.8 times faster than the original on detecting Circles, up to 3.8 times faster on Triangle detection, 2.9 times faster on Square detection and 2.4 times faster on Octagon detection. All of this measurements were observed with better detection and false positive rates than the original RSD.
When evaluated on the GTSDB, we observed smaller speedups, in the range of 1.6 to 2.3 times faster for Circle and Regular Polygon detection, but for Circle detection we observed a decreased detection rate than the original algorithm, while for Regular Polygon detection we always observed better detection rates. False positive rates were high, in the range of 80% to 90%.
We conclude that our Improved Radial Symmetry Detector is a significant improvement of the Radial Symmetry Detector, both for Circle and Regular polygon detection. We expect that our improved algorithm will lead the way to obtain real-time traffic sign detection and recognition in embedded computer platforms.
Der Einsatz von Agentensystemen ist vielfältig, dennoch sind aktuelle Realisierungen lediglich in der Lage primär regelkonformes oder aber „geskriptetes“ Verhalten auch unter Einsatz von randomisierten Verfahren abzubilden. Für eine realistische Repräsentation sind jedoch auch Abweichungen von den Regeln notwendig, die nicht zufällig sondern kontextbedingt auftreten. Im Rahmen dieses Forschungsprojektes wurde ein realitätsnaher Straßenverkehrssimulator realisiert, der mittels eines detailliert definierten Systems für kognitive Agenten auch diese irregulären Verhaltensweisen generiert und somit ein realistisches Verkehrsverhalten für die Verwendung in VR-Anwendungen simuliert. Durch das Erweitern der Agenten mit psychologischen Persönlichkeitsprofilen, basierend auf dem „Fünf-Faktoren-Modell“, zeigen die Agenten individualisierte und gleichzeitig konsistente Verhaltensmuster. Ein dynamisches Emotionsmodell sorgt zusätzlich für eine situationsbedingte Adaption des Verhaltens, z.B. bei langen Wartezeiten. Da die detaillierte Simulation kognitiver Prozesse, der Persönlichkeitseinflüsse und der emotionalen Zustände erhebliche Rechenleistungen verlangt, wurde ein mehrschichtiger Simulationsansatz entwickelt, der es erlaubt den Detailgrad der Berechnung und Darstellung jedes Agenten während der Simulation stufenweise zu verändern, so dass alle im System befindlichen Agenten konsistent simuliert werden können. Im Rahmen diverser Evaluierungsiterationen in einer bestehenden VR-Anwendung – dem FIVIS-Fahrradfahrsimulator des Antragstellers - konnte eindrucksvoll nachgewiesen werden, dass die realisierten Konzepte die ursprünglich formulierten Forschungsfragestellung überzeugend und effizient lösen.
The objective of the presented approach is to develop a 3D-reconstruction method for micro organisms from sequences of microscopic images by varying the level-of-focus. The approach is limited to translucent silicatebased marine and freshwater organisms (e.g. radiolarians). The proposed 3D-reconstruction method exploits the connectivity of similarly oriented and spatially adjacent edge elements in consecutive image layers. This yields a 3D-mesh representing the global shape of the objects together with details of the inner structure. Possible applications can be found in comparative morphology or hydrobiology, where e.g. deficiencies in growth and structure during incubation in toxic water or gravity effects on metabolism have to be determined.
Communicating Sequential Processes (CSP) [7] is a calculus for concurrent systems that has been the basis of subject-oriented business process management (S-BPM) [4]. We use CSPm -- a machine readable dialect of CSP -- to create a sequence of models for a case study on an "Automated Teller Machine" [1]. We use the refinement checker FDR2 to prove that certain models are correct implementations of specifications.
We present GEM-NI -- a graph-based generative-design tool that supports parallel exploration of alternative designs. Producing alternatives is a key feature of creative work, yet it is not strongly supported in most extant tools. GEM-NI enables various forms of exploration with alternatives such as parallel editing, recalling history, branching, merging, comparing, and Cartesian products of and for alternatives. Further, GEM-NI provides a modal graphical user interface and a design gallery, which both allow designers to control and manage their design exploration. We conducted an exploratory user study followed by in-depth one-on-one interviews with moderately and highly skills participants and obtained positive feedback for the system features, showing that GEM-NI supports creative design work well.
An Empirical Evaluation of the Received Signal Strength Indicator for fixed outdoor 802.11 links
(2015)
For the evaluation of the received signal strength indication (RSSI) a different methodology compared to previous publications is introduced in this paper by exploiting a spectral scan feature of recent Qualcomm Atheros WiFi NICs. This method is compared to driver reports and to an industrial grade spectrum analyzer. During the conducted outdoor experiments a decreased scattering of the RSSI compared to previous publications is observed. By applying well-known mathematical tests for normality it is possible to show that the RSSI does not follow a normal distribution in a line-of-sight outdoor environment. The evaluated spectral scan features offers additional possibilities to develop interference classifiers which is an important step for frequency allocation in long-distance 802.11 networks.