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Zentrale Archivierung und verteilte Kommunikation digitaler Bilddaten in der Pneumokoniosevorsorge
(2010)
Pneumokoniose-Vorsorgeuntersuchungen erfordern die Befundung einer Röntgenthoraxaufnahme nach ILO-Staublungenklassifikation. Inzwischen werden die benötigten Aufnahmen bereits in großem Umfang digital angefertigt und kommuniziert. Hierdurch entstehen neue Anforderungen an verwendete Technik und Workflow-Mechanismen, um einen effizienten Ablauf von Untersuchung, Befundung und Dokumentation zu gewährleisten.
Ausgangspunkt der im Folgenden vorgestellten Semesterstruktur war die Umstellung der vorhandenen Diplomstudiengänge auf den Bachelor-Abschluss. Am Fachbereich werden drei grundständige Studiengänge angeboten; die technischen Studiengänge Elektrotechnik und Maschinenbau sowie der interdisziplinäre Studiengang Technikjournalismus, der den Geistes- und Sozialwissenschaften zuzurechnen ist. Ebenfalls sind duale Studiengänge vorhanden, die an grundständige Studiengänge angelehnt sind.
Along with the success of the digitally revived stereoscopic cinema, other events beyond 3D movies become attractive for movie theater operators, i.e. interactive 3D games. In this paper, we present a case that explores possible challenges and solutions for interactive 3D games to be played by a movie theater audience. We analyze the setting and showcase current issues related to lighting and interaction. Our second focus is to provide gameplay mechanics that make special use of stereoscopy, especially depth-based game design. Based on these results, we present YouDash3D, a game prototype that explores public stereoscopic gameplay in a reduced kiosk setup. It features live 3D HD video stream of a professional stereo camera rig rendered in a real-time game scene. We use the effect to place the stereoscopic effigies of players into the digital game. The game showcases how stereoscopic vision can provide for a novel depth-based game mechanic. Projected trigger zones and distributed clusters of the audience video allow for easy adaptation to larger audiences and 3D movie theater gaming.
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 diesem Beitrag wird der interaktive Volumenrenderer Volt für die NVIDIA CUDA Architektur vorgestellt. Die Beschleunigung wird durch das Ausnutzen der technischen Eigenschaften des CUDA Device, durch die Partitionierung des Algorithmus und durch die asynchrone Ausführung des CUDA Kernels erreicht. Parallelität wird auf dem Host, auf dem Device und zwischen Host und Device genutzt. Es wird dargestellt, wie die Berechnungen durch den gezielten Einsatz der Ressourcen effizient durchgeführt werden. Die Ergebnisse werden zurückkopiert, so dass der Kernel nicht auf dem zur Anzeige bestimmten Device ausgeführt werden muss. Synchronisation der CUDA Threads ist nicht notwendig.
Nowadays Field Programmable Gate Arrays (FPGA) are used in many fields of research, e.g. to create prototypes of hardware or in applications where hardware functionality has to be changed more frequently. Boolean circuits, which can be implemented by FPGAs are the compiled result of hardware description languages such as Verilog or VHDL. Odin II is a tool, which supports developers in the research of FPGA based applications and FPGA architecture exploration by providing a framework for compilation and verification. In combination with the tools ABC, T-VPACK and VPR, Odin II is part of a CAD flow, which compiles Verilog source code that targets specific hardware resources. This paper describes the development of a graphical user interface as part of Odin II. The goal is to visualize the results of these tools in order to explore the changing structure during the compilation and optimization processes, which can be helpful to research new FPGA architectures and improve the workflow.
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.
"Visual Computing" (VC) fasst als hochgradig aktuelles Forschungsgebiet verschiedene Bereiche der Informatik zusammen, denen gemeinsam ist, dass sie sich mit der Erzeugung und Auswertung visueller Signale befassen. Im Fachbereich Informatik der FH Bonn-Rhein-Sieg nimmt dieser Aspekt eine zentrale Rolle in Lehre und Forschung innerhalb des Studienschwerpunktes Medieninformatik ein. Drei wesentliche Bereiche des VC werden besonders in diversen Lehreinheiten und verschiedenen Projekten vermittelt: Computergrafik, Bildverarbeitung und Hypermedia-Anwendungen. Die Aktivitäten in diesen drei Bereichen fließen zusammen im Kontext immersiver virtueller Visualisierungsumgebungen.
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.
Dies ist der Tagungsband zum elften aus einer Reihe erfolgreicher Workshops zum Thema Virtuelle und Erweiterte Realität, die von der Fachgruppe VR/AR der Gesellschaft für Informatik e.V. ins Leben gerufen wurde. Als etablierte Plattform für den Informations- und Ideenaustausch der deutschsprachigen VR/AR-Szene bietet der Workshop den idealen Rahmen, aktuelle Ergebnisse und Vorhaben aus Forschung und Entwicklung im Kreise eines fachkundigen Publikums zur Diskussion zu stellen. Insbesondere wollen wir auch jungen Nachwuchswissenschaftlern die Möglichkeit geben, ihre Arbeiten zu präsentieren.
Using an Embroidery Machine to Achieve a Deeper Understanding of Electromechanical Applications
(2013)
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.
Large, high-resolution displays are highly suitable for creation of digital environments for co-located collaborative task solving. Yet, placing multiple users in a shared environment may increase the risk of interferences, thus causing mental discomfort and decreasing efficiency of the team. To mitigate interferences coordination strategies and techniques were introduced. However, in a mixed-focus collaboration scenarios users switch now and again between loosely and tightly collaboration, therefore different coordination techniques might be required depending on the current collaboration state of team members. For that, systems have to be able to recognize collaboration states as well as transitions between them to ensure a proper adjustment of the coordination strategy. Previous studies on group behavior during collaboration in front of large displays investigated solely collaborative coupling states, not transitions between them though. To address this gap, we conducted a study with 12 participant dyads in front of a tiled display and let them solve two tasks in two different conditions (focus and overview). We looked into group dynamics and categorized transitions by means of changes in proximity, verbal communication, visual attention, visual interface, and gestures. The findings can be valuable for user interface design and development of group behavior models.
This paper describes the work done at our Lab to improve visual and other quality of Virtual Environments. To be able to achieve better quality we built a new Virtual Environments framework called basho. basho is a renderer independent VE framework. Although renderers are not limited to graphics renderers we first concentrated on improving visual quality. Independence is gained from designing basho to have a small kernel and several plug-ins.
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.
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.
Supported by their large size and high resolution, display walls suit well for different collaboration types. However, in order to foster instead of impede collaboration processes, interaction techniques need to be carefully designed, taking into regard the possibilities and limitations of the display size, and their effects on human perception and performance. In this paper we investigate the impact of visual distractors (which, for instance, might be caused by other collaborators' input) in peripheral vision on short-term memory and attention. The distractors occur frequently when multiple users collaborate in large wall display systems and may draw attention away from the main task, as such potentially affecting performance and cognitive load. Yet, the effect of these distractors is hardly understood. Gaining a better understanding thus may provide valuable input for designing more effective user interfaces. In this article, we report on two interrelated studies that investigated the effect of distractors. Depending on when the distractor is inserted in the task performance sequence, as well as the location of the distractor, user performance can be disturbed: we will show that distractors may not affect short term memory, but do have an effect on attention. We will closely look into the effects, and identify future directions to design more effective interfaces.
Technik ist heutzutage allgegenwärtig und beeinflusst Wirtschaft und Gesellschaft. Die Bundesrepublik Deutschland erwirtschaftet als Industriestaat ihr Bruttosozialprodukt zu einem bedeutenden Anteil aus der Entwicklung und Produktion von technischen Gütern. Hieran sind Personen mit unterschiedlicher Ausbildung in verschiedenen Tätigkeiten beteiligt. Ingenieure kümmern sich um die Technik, Betriebswirte um die Finanzen, Juristen um rechtliche Fragen. So zumindest die Theorie.
We present a novel forearm-and-glove tactile interface that can enhance 3D interaction by guiding hand motor planning and coordination. In particular, we aim to improve hand motion and pose actions related to selection and manipulation tasks. Through our user studies, we illustrate how tactile patterns can guide the user, by triggering hand pose and motion changes, for example to grasp (select) and manipulate (move) an object. We discuss the potential and limitations of the interface, and outline future work.
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.
This contribution presents an easy to implement 3D tracking approach that works with a single standard webcam. We describe the algorithm and show that it is well suited for being used as an intuitive interaction method in 3D video games. The algorithm can detect and distinguish multiple objects in real-time and obtain their orientation and position relative to the camera. The trackable objects are equipped with planar patterns of five visual markers. By tracking (stereo) glasses worn by the user and adjusting the in-game camera's viewing frustum accordingly, the well-known immersive "screen as a window" effect can be achieved, even without the use of any special tracking equipment.