Refine
H-BRS Bibliography
- yes (32) (remove)
Departments, institutes and facilities
- Institut für funktionale Gen-Analytik (IFGA) (32) (remove)
Document Type
- Conference Object (32) (remove)
Year of publication
Has Fulltext
- no (32)
Keywords
- Content Module (2)
- Original Story (2)
- edutainment (2)
- hypermedia (2)
- 3D shape (1)
- Augmented reality (1)
- Bicycle Simulator (1)
- Container Structure (1)
- Digital Storytelling (1)
- EEG (1)
In this paper, we describe an approach to academic teaching in computer science using storytelling as a means for background research to hypermedia and virtual reality topics. It is shown that narrative activity within the context of a Hypermedia Novel related to educational content can enhance motivation for self-conducted learning and in parallel lead to an edutainment system of its own. The narrative practice and background research as well as the resulting product can supplement lecture material with comparable success to traditional academic teaching approaches.
A generic approach to describing shape and topography of arbitrary objects is presented, using linguistic variables to combine different features in one fuzzy descriptor. Although the origin of the method lies in molecular visualization and drug design, it can be applied in principle to any surface represented by a polygon mesh. Two approaches to shape description are presented that both lead to linguistic variables that can be used for surface segmentation by means of shape: One approach is based on the calculation of canonical curvatures, the other describes the "embeddedness" of a surface area related to the overall geometry of a 3D object.
In this paper, we describe an approach to academic teaching in computer science using storytelling as a means to investigate to hypermedia and virtual reality topics. Indications are shown that narrative activity within the context of a Hypermedia Novel related to educational content can enhance motivation for self-conducted learning and in parallel lead to an edutainment system of its own. In contrast to existing approaches the Hypermedia Novel environment allows an iterative approach to the narrative content, thereby integrating story authoring and story reception not only in the beginning but at any time. The narrative practice and background research as well as the resulting product can supplement lecture material with comparable success to traditional academic teaching approaches. On top of this there is the added value of soft skill training and a gain of expert knowledge in areas of personal background research.
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.
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.
This paper describes adaptive time frequency analysis of EEG signals, both in theory as well as in practice. A momentary frequency estimation algorithm is discussed and applied to EEG time series of test persons performing a concentration experiment. The motivation for deriving and implementing a time frequency estimator is the assumption that an emotional change implies a transient in the measured EEG time series, which again are superimposed by biological white noise as well as artifacts. It will be shown how accurately and robustly the estimator detects the transient even under such complicated conditions.
The objective of the FIVIS project is to develop a bicycle simulator which is able to simulate real life bicycle ride situations as a virtual scenario within an immersive environment. A sample test bicycle is mounted on a motion platform to enable a close to reality simulation of turns and balance situations. The visual field of the bike rider is enveloped within a multi-screen visualization environment which provides visual data relative to the motion and activity of the test bicycle. This implies the bike rider has to pedal and steer the bicycle as they would a traditional bicycle, while forward motion is recorded and processed to control the visualization. Furthermore, the platform is fed with real forces and accelerations that have been logged by a mobile data acquisition system during real bicycle test drives. Thus, using a feedback system makes the movements of the platform reflect the virtual environment and the reaction of the driver (e.g. steering angle, step rate).
Augmented Perception - AuPer
(2004)