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Validierung einer Web-Applikation zum Fern-Monitoring von Belastungs- und Erholungsparametern
(2020)
Simultan zur agilen Entwicklung einer Web-Applikation, die Parameter der Belastungs- und Beanspruchungssteuerung erfasst, wurden die implementierten Belastungs- und Erholungs-parameter an freiwilligen Testern/innen in der Praxis überprüft. Um sowohl die Applikation als auch die z.T. selbst entwickelten Kenngrößen auf ihre externe Validität hin zu bewerten, werden diese regressionsanalytisch bearbeitet.
An essential measure of autonomy in assistive service robots is adaptivity to the various contexts of human-oriented tasks, which are subject to subtle variations in task parameters that determine optimal behaviour. In this work, we propose an apprenticeship learning approach to achieving context-aware action generalization on the task of robot-to-human object hand-over. The procedure combines learning from demonstration and reinforcement learning: a robot first imitates a demonstrator’s execution of the task and then learns contextualized variants of the demonstrated action through experience. We use dynamic movement primitives as compact motion representations, and a model-based C-REPS algorithm for learning policies that can specify hand-over position, conditioned on context variables. Policies are learned using simulated task executions, before transferring them to the robot and evaluating emergent behaviours. We additionally conduct a user study involving participants assuming different postures and receiving an object from a robot, which executes hand-overs by either imitating a demonstrated motion, or adapting its motion to hand-over positions suggested by the learned policy. The results confirm the hypothesized improvements in the robot’s perceived behaviour when it is context-aware and adaptive, and provide useful insights that can inform future developments.
Evaluation of a Multi-Layer 2.5D display in comparison to conventional 3D stereoscopic glasses
(2020)
In this paper we propose and evaluate a custom-build projection-based multilayer 2.5D display, consisting of three layers of images, and compare performance to a stereoscopic 3D display. Stereoscopic vision can increase the involvement and enhance game experience, however may induce possible side effects, e.g. motion sickness and simulator sickness. To overcome the disadvantage of multiple discrete depths, in our system perspective rendering and head-tracking is used. A study was performed to evaluate this display with 20 participants playing custom-designed games. The results indicated that the multi-layer display caused fewer side effects than the stereoscopic display and provided good usability. The participants also stated a better or equal spatial perception, while the cognitive load stayed the same.
This paper introduces FaceHaptics, a novel haptic display based on a robot arm attached to a head-mounted virtual reality display. It provides localized, multi-directional and movable haptic cues in the form of wind, warmth, moving and single-point touch events and water spray to dedicated parts of the face not covered by the head-mounted display.The easily extensible system, however, can principally mount any type of compact haptic actuator or object. User study 1 showed that users appreciate the directional resolution of cues, and can judge wind direction well, especially when they move their head and wind direction is adjusted dynamically to compensate for head rotations. Study 2 showed that adding FaceHaptics cues to a VR walkthrough can significantly improve user experience, presence, and emotional responses.
This work presents the development of a measuring system for the quality control of ultrapure water. The new systems combines ozonation and UV radiation for the oxidation of organic substances. The change in conductivity caused by the oxidation is furthermore correlated with the TOC of the solution.
When a robotic agent experiences a failure while acting in the world, it should be possible to discover why that failure has occurred, namely to diagnose the failure. In this paper, we argue that the diagnosability of robot actions, at least in a classical sense, is a feature that cannot be taken for granted since it strongly depends on the underlying action representation. We specifically define criteria that determine the diagnosability of robot actions. The diagnosability question is then analysed in the context of a handle manipulation action, such that we discuss two different representations of the action – a composite policy with a learned success model for the action parameters, and a neural network-based monolithic policy – both of which exist on different sides of the diagnosability spectrum. Through this comparison, we conclude that composite actions are more suited to explicit diagnosis, but representations with less prior knowledge are more flexible. This suggests that model learning may provide balance between flexibility and diagnosability; however, data-driven diagnosis methods also need to be enhanced in order to deal with the complexity of modern robots.
Computers can help us to trigger our intuition about how to solve a problem. But how does a computer take into account what a user wants and update these triggers? User preferences are hard to model as they are by nature vague, depend on the user’s background and are not always deterministic, changing depending on the context and process under which they were established. We pose that the process of preference discovery should be the object of interest in computer aided design or ideation. The process should be transparent, informative, interactive and intuitive. We formulate Hyper-Pref, a cyclic co-creative process between human and computer, which triggers the user’s intuition about what is possible and is updated according to what the user wants based on their decisions. We combine quality diversity algorithms, a divergent optimization method that can produce many, diverse solutions, with variational autoencoders to both model that diversity as well as the user’s preferences, discovering the preference hypervolume within large search spaces.
This paper presents groupware to study group behavior while conducting a creative task on large, high-resolution displays. Moreover, we present the results of a between-subjects study. In the study, 12 groups with two participants each prototyped a 2D level on a 7m x 2.5m large, high-resolution display using tablet-PCs for interaction. Six groups underwent a condition where group members had equal roles and interaction possibilities. Another six groups worked in a condition where group members had different roles: level designer and 2D artist. The results revealed that in the different roles condition, the participants worked significantly more tightly and created more assets. We could also detect some shortcomings for that configuration. We discuss the gained insights regarding system configuration, groupware interfaces, and groups behavior.