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We present our approach to extend a Virtual Reality software framework towards the use for Augmented Reality applications. Although VR and AR applications have very similar requirements in terms of abstract components (like 6DOF input, stereoscopic output, simulation engines), the requirements in terms of hardware and software vary considerably. In this article we would like to share the experience gained from adapting our VR software framework for AR applications. We will address design issues for this task. The result is a VR/AR basic software that allows us to implement interactive applications without fixing their type (VR or AR) beforehand. Switching from VR to AR is a matter of changing the configuration file of the application. We also give an example of the use of the extended framework: Augmenting the magnetic field of bar magnets in physics classes. We describe the setup of the system and the real-time calculation of the magnetic field, using a GPU.
Annual Report 2011 - 2012
(2013)
Realism and plausibility of computer controlled entities in entertainment software have been enhanced by adding both static personalities and dynamic emotions. Here a generic model is introduced which allows the transfer of findings from real-life personality studies to a computational model. This information is used for decision making. The introduction of dynamic event-based emotions enables adaptive behavior patterns. The advantages of this new model have been validated with a four-way crossroad in a traffic simulation. Driving agents using the introduced model enhanced by dynamics were compared to agents based on static personality profiles and simple rule-based behavior. It has been shown that adding an adaptive dynamic factor to agents improves perceivable plausibility and realism. It also supports coping with extreme situations in a fair and understandable way.
Generating and visualizing large areas of vegetation that look natural makes terrain surfaces much more realistic. However, this is a challenging field in computer graphics, because ecological systems are complex and visually appealing plant models are geometrically detailed. This work presents Silva (System for the Instantiation of Large Vegetated Areas), a system to generate and visualize large vegetated areas based on the ecological surrounding. Silva generates vegetation on Wang-tiles with associated reusable distributions enabling multi-level instantiation. This paper presents a method to generate Poisson Disc Distributions (PDDs) with variable radii on Wang-tile sets (without a global optimization) that is able to generate seamless tilings. Because Silva has a freely configurable generation pipeline and can consider plant neighborhoods it is able to incorporate arbitrary abiotic and biotic components during generation. Based on multi-levelinstancing and nested kd-trees, the distributions on the Wang-tiles allow their acceleration structures to be reused during visualization. This enables Silva to visualize large vegetated areas of several hundred square kilometers with low render times and a small memory footprint.
In this paper we present the steps towards a well-designed concept of a 5VR6 system for school experiments in scientific domains like physics, biology and chemistry. The steps include the analysis of system requirements in general, the analysis of school experiments and the analysis of input and output devices demands. Based on the results of these steps we show a taxonomy of school experiments and provide a comparison between several currently available devices which can be used for building such a system. We also compare the advantages and shortcomings of 5VR6 and 5AR6 systems in general to show why, in our opinion, 5VR6 systems are better suited for school-use.
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.
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.
Low power dissipation is a current topic in digital design, and therefore, it should be covered in a state-of-the-art electrical engineering curriculum. This paper describes how low-power design can be addressed within a digital design course. Doing so would be beneficial for both topics because low-power design is not detached from the systems perspective, and the digital design course would be enriched by references to current challenges and applications. Thus, the presented course should serve as an example of how a course can be developed to also teach students about sustainable engineering.
An Universitäten und Fachhochschulen ist die Mathematik-Ausbildung eines der Nadelöhre für angehende Ingenieurinnen und Ingenieure. Viele Studierende der Ingenieurwissenschaften scheitern in den ersten Studiensemestern an den Anforderungen der Mathematik. Lehrende, Fach- und Hochschuldidaktiker/innen und zunehmend auch Fachvertretungen und Verbände stellen sich die Frage, was an den Fakultäten und Fachbereichen getan werden kann, damit Studierende ihre mathematischen Fähigkeiten vergrößern und den anspruchsvollen Studienweg zur Ingenieurin oder zum Ingenieur meistern können.