Refine
H-BRS Bibliography
- yes (236) (remove)
Departments, institutes and facilities
- Fachbereich Informatik (68)
- Fachbereich Wirtschaftswissenschaften (62)
- Fachbereich Angewandte Naturwissenschaften (33)
- Fachbereich Ingenieurwissenschaften und Kommunikation (33)
- Institute of Visual Computing (IVC) (25)
- Präsidium (17)
- Fachbereich Sozialpolitik und Soziale Sicherung (16)
- Institut für Technik, Ressourcenschonung und Energieeffizienz (TREE) (16)
- Institut für funktionale Gen-Analytik (IFGA) (10)
- Internationales Zentrum für Nachhaltige Entwicklung (IZNE) (10)
Document Type
- Article (74)
- Conference Object (63)
- Part of a Book (37)
- Book (monograph, edited volume) (18)
- Part of Periodical (17)
- Report (10)
- Conference Proceedings (4)
- Contribution to a Periodical (4)
- Working Paper (4)
- Preprint (2)
Year of publication
- 2014 (236) (remove)
Keywords
- Lehrbuch (7)
- Nachhaltigkeit (6)
- FPGA (3)
- education (3)
- parallel breadth-first search (3)
- BFS (2)
- Betriebswirtschaftslehre (2)
- Controlling (2)
- Corporate Social Responsibility (2)
- Exchangeable pairs (2)
Masterkurs IT-Controlling
(2014)
Das AD 2000-Regelwerk ist der dominierende Standard für den Druckbehälterbau in Deutschland. Die bereits in anderen europäischen Ländern verbreitete DIN EN 13445 findet kaum Berücksichtigung. Dies allerdings zu Unrecht, denn ein aktueller Vergleich, der im Rahmen einer Bachelorarbeit durchgeführte wurde, zeigt: Die EN 13445 ist zu einer echten Alternative gereift. Gerade das Hauptargument gegen eine Umstellung, die steigenden Kosten, ist längst überholt.
The case for basic human needs in coaching: A neuroscientific perspective - The SCOAP Coach Theory
(2014)
The perceived direction of “up” is determined by gravity, visual information, and an internal estimate of body orientation (Mittelstaedt, 1983; Dyde et al., 2006). Is the gravity level found on other worlds sufficient to maintain gravity’s contribution to this perception? Difficulties in stability reported anecdotally by astronauts on the lunar surface (NASA 1972) suggest that the moon’s gravity may not be, despite this value being far above the threshold for detecting linear acceleration. Knowing how much gravity is needed to provide a reliable orientation cue is required for training and preparing astronauts for future missions to the moon, mars and beyond.
Might the gravity levels found on other planets and on the moon be sufficient to provide an adequate perception of upright for astronauts? Can the amount of gravity required be predicted from the physiological threshold for linear acceleration? The perception of upright is determined not only by gravity but also visual information when available and assumptions about the orientation of the body. Here, we used a human centrifuge to simulate gravity levels from zero to earth gravity along the long-axis of the body and measured observers' perception of upright using the Oriented Character Recognition Test (OCHART) with and without visual cues arranged to indicate a direction of gravity that differed from the body's long axis. This procedure allowed us to assess the relative contribution of the added gravity in determining the perceptual upright. Control experiments off the centrifuge allowed us to measure the relative contributions of normal gravity, vision, and body orientation for each participant. We found that the influence of 1 g in determining the perceptual upright did not depend on whether the acceleration was created by lying on the centrifuge or by normal gravity. The 50% threshold for centrifuge-simulated gravity's ability to influence the perceptual upright was at around 0.15 g, close to the level of moon gravity but much higher than the threshold for detecting linear acceleration along the long axis of the body. This observation may partially explain the instability of moonwalkers but is good news for future missions to Mars.
Perception is one of the most important cognitive capabilities of an entity since it determines how an entity perceives its environment. The presented work focuses on providing cost efficient but realistic perceptual processes for intelligent virtual agents (IVAs) or NPCs with the goal of providing a sound information basis for the entities' decision making processes. In addition, an agent-central perception process should rovide a common interface for developers to retrieve data from the IVAs' environment. The overall process is evaluated by applying it to a scenario demonstrating its benefits. The evaluation indicates, that such a realistically simulated perception process provides a powerful instrument to enhance the (perceived) realism of an IVA's simulated behavior.
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 objective of this research project is to develop a user-friendly and cost-effective interactive input device that allows intuitive and efficient manipulation of 3D objects (6 DoF) in virtual reality (VR) visualization environments with flat projections walls. During this project, it was planned to develop an extended version of a laser pointer with multiple laser beams arranged in specific patterns. Using stationary cameras observing projections of these patterns from behind the screens, it is planned to develop an algorithm for reconstruction of the emitter’s absolute position and orientation in space. Laser pointer concept is an intuitive way of interaction that would provide user with a familiar, mobile and efficient navigation though a 3D environment. In order to navigate in a 3D world, it is required to know the absolute position (x, y and z position) and orientation (roll, pitch and yaw angles) of the device, a total of 6 degrees of freedom (DoF). Ordinary laser-based pointers when captured on a flat surface with a video camera system and then processed, will only provide x and y coordinates effectively reducing available input to 2 DoF only. In order to overcome this problem, an additional set of multiple (invisible) laser pointers should be used in the pointing device. These laser pointers should be arranged in a way that the projection of their rays will form one fixed dot pattern when intersected with the flat surface of projection screens. Images of such a pattern will be captured via a real-time camera-based system and then processed using mathematical re-projection algorithms. This would allow the reconstruction of the full absolute 3D pose (6 DoF) of the input device. Additionally, multi-user or collaborative work should be supported by the system, would allow several users to interact with a virtual environment at the same time. Possibilities to port processing algorithms into embedded processors or FPGAs will be investigated during this project as well.
Ziel des hier beschriebenen Forschungsprojekts war die Entwicklung eines prototypischen Fahrradfahrsimulators für den Einsatz in der Verkehrserziehung und im Verkehrssicherheitstraining. Der entwickelte Prototyp soll möglichst universell für verschiedene Altersklassen und Applikationen einsetzbar sowie mobil sein.
We are happy to present you the special issue on Best Practice in Robot Software Development of the Journal on Software Engineering for Robotics! The spark for this special issue came during the eighth workshop on Software Development and Integration in Robotics (SDIR) at the 2013 IEEE International Conference on Robotics and Automation. The workshop focused on Robot Software Architectures, and the fruitful discussions made it clear that the design, development, and deployment of robot software is always an interplay between competing aspects. These are often couched in antagonistic pairs, such as dependability versus performance, and prominently include quality attributes as well as functional, nonfunctional, and application requirements.
Auch eine hervorragende Geschäftsidee braucht Zeit, bis sie von potenziellen Kunden bemerkt und honoriert wird. Trotz guter Planung und engagierter Kundenakquisition kann das Auftragsvolumen, auch aufgrund konjunktureller Schwächen, hinter den Erwartungen zurückbleiben. Zudem können sich Schwierigkeiten in der Produktentwicklung, in der Leistungserstellung und in der Auftragsabwicklung einstellen.
Trotz einer sauber aufgesetzten Projektplanung und der konsequenten Einhaltung der vorgeschriebenen PM-Methodik verfehlen Projekte oft ihre Zielvorgaben. Einer der wichtigsten Gründe hierfür ist die stark gestiegene Komplexität. Diese erfordert eine neue Sichtweise auf das Projektmanagement, wie Olaf Ihlow in seinem Trend-Beitrag meint.
Improving data acquisition techniques and rising computational power keep producing more and larger data sets that need to be analyzed. These data sets usually do not fit into a GPU's memory. To interactively visualize such data with direct volume rendering, sophisticated techniques for problem domain decomposition, memory management and rendering have to be used. The volume renderer Volt is used to show how CUDA is efficiently utilised to manage the volume data and a GPU's memory with the aim of low opacity volume renderings of large volumes at interactive frame rates.
Current computer architectures are multi-threaded and make use of multiple CPU cores. Most garbage collections policies for the Java Virtual Machine include a stop-the-world phase, which means that all threads are suspended. A considerable portion of the execution time of Java programs is spent in these stop-the-world garbage collections. To improve this behavior, a thread-local allocation and garbage collection that only affects single threads, has been proposed. Unfortunately, only objects that are not accessible by other threads ("do not escape") are eligible for this kind of allocation. It is therefore necessary to reliably predict the escaping of objects. The work presented in this paper analyzes the escaping of objects based on the line of code (program counter – PC) the object was allocated at. The results show that on average 60-80% of the objects do not escape and can therefore be locally allocated.
The ability to track moving people is a key aspect of autonomous robot systems in real-world environments. Whilst for many tasks knowing the approximate positions of people may be sufficient, the ability to identify unique people is needed to accurately count people in the real world. To accomplish the people counting task, a robust system for people detection, tracking and identification is needed.