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This paper presents the b-it-bots RoboCup@Work team and its current hardware and functional architecture for the KUKA youBot robot.We describe the underlying software framework and the developed capabilities required for operating in industrial environments including features such as reliable and precise navigation, flexible manipulation and robust object recognition.
The SpMV operation -- the multiplication of a sparse matrix with a dense vector -- is used in many simulations in natural and engineering sciences as a computational kernel. This kernel is quite performance critical as it is used, e.g.,~in a linear solver many times in a simulation run. Such performance critical kernels of a program may be optimized on certain levels, ranging from using a rather coarse grained and comfortable single compiler optimization switch down to utilizing architecural features by explicitly using special instructions on an assembler level. This paper discusses a selection of such program optimization techniques in this spectrum applied to the SpMV operation. The achievable performance gain as well as the additional programming effort are discussed. It is shown that low effort optimizations can improve the performance of the SpMV operation compared to a basic implementation. But further than that, more complex low level optimizations have a higher impact on the performance, although changing the original program and the readability / maintainability of a program significantly.
SpMV Runtime Improvements with Program Optimization Techniques on Different Abstraction Levels
(2016)
The multiplication of a sparse matrix with a dense vector is a performance critical computational kernel in many applications, especially in natural and engineering sciences. To speed up this operation, many optimization techniques have been developed in the past, mainly focusing on the data layout for the sparse matrix. Strongly related to the data layout is the program code for the multiplication. But even for a fixed data layout with an accommodated kernel, there are several alternatives for program optimizations. This paper discusses a spectrum of program optimization techniques on different abstraction layers for six different sparse matrix data format and kernels. At the one end of the spectrum, compiler options can be used that hide from the programmer all optimizations done by the compiler internally. On the other end of the spectrum, a multiplication kernel can be programmed that use highly sophisticated intrinsics on an assembler level that ask for a programmer with a deep understanding of processor architectures. These special instructions can be used to efficiently utilize hardware features in processors like vector units that have the potential to speed up sparse matrix computations. The paper compares the programming effort and required knowledge level for certain program optimizations in relation to the gained runtime improvements.
Für die prototypische Erstellung von Virtual Reality (VR) Szenen auf Grundlage realer Umgebungen bieten sich Daten aus aktuellen Panorama-Kameras an. Diese Daten eignen sich jedoch nicht unmittelbar für die Integration in eine Game Engine. Wir stellen daher ein projektionsbasiertes Verfahren vor, mit dem Bilder und Videos im Fischaugenformat, wie sie z.B. die 360 Kamera Ricoh Theta erstellt, ohne Konvertierung in Echtzeit mit Hilfe der Unity Game Engine visualisiert werden können. Es wird weiterhin gezeigt, dass ein Panoramabild mit diesem Verfahren leicht manuell um grobe Tiefeninformation erweitert werden kann, sodass bei einer Darstellung in VR ein grober räumlicher Eindruck der Szene für einfach prototypische Umsetzungen ermöglicht wird.
Das Optimalziel für ein Logistiklager ist eine hohe Auslastung des Transportsystems. Es stellt sich somit die Frage nach der Auswahl der Aufträge, die gleichzeitig innerhalb des Lagers abgearbeitet werden, ohne Staus, Blockaden oder Überlastungen entstehen zu lassen. Dieser Auswahlprozess wird auch als Path-Packing bezeichnet. Diese Masterthesis untersucht das Path-Packing auf graphentheoretischer Ebene und stellt verschiedene Greedy-Heuristiken, eine Optimallösung auf Basis der Linearen Programmierung sowie einen kombinierten Ansatz gegenüber. Die Ansätze werden anhand von Messzeiten und Auslastungen unterschiedlich randomisiert erstellter Testdaten ausgewertet.
Das Cutting sticks-Problem ist ein NP-vollständiges Problem mit Anwendungspotenzialen im Bereich der Logistik. Es werden grundlegende Definitionen für die Behandlung sowie bisherige Ansätze zur Lösung des Problems aufgearbeitet und durch einige neue Aussagen ergänzt. Insbesondere stehen Ideen für eine algorithmische Lösung des Problems bzw. von Varianten des Problems im Fokus.
Studierende unserer Informatik-Studiengänge sehen nach unserer Erfahrung mehrheitlich die Relevanz von Usability und User Experience für eine erfolgreiche Produktentwicklung. Gleichzeitig sind die Studierenden durch ihr Informatik-Studium von der Auseinandersetzung mit Techniken geprägt. Sie zeigen dadurch teils große Schwierigkeiten sich in einem MCI-Kurs mit von der technischen Ebene abstrahierenden Methoden zu befassen. Diese Barriere erschwert es, die Studierenden in der Breite zur Mitarbeit in MCI-Kursen oder anderen auf Methoden ausgerichteten Kursen wie bspw. Requirements Engineering zu motivieren, und stellt Dozenten damit vor Herausforderungen bei der Gestaltung von Informatik-Curricula, die über MCI-Kurse hinausgehen.
This paper presents the b-it-bots@Home team and its mobile service robot called Jenny – a service robot based on the Care-O-bot 3 platform manufactured by the Fraunhofer Institute for Manufacturing Engineering and Automation. In this paper, an overview of the robot control architecture and its capabilities is presented. The capabilities refers to the added functionalities from research and projects carried out within the Bonn-Rhein-Sieg University of Applied Science.
Autonomous mobile robots comprise of several hardware and software components. These components interact with each other continuously in order to achieve autonomity. Due to the complexity of such a task, a monumental responsibility is bestowed upon the developer to make sure that the robot is always operable. Hence, some means of detecting faults should be readily available. In this work, the aforementioned fault-detection system is a robotic black box (RBB) attached to the robot which acquires all the relevant measurements of the system that are needed to achieve a fault-free robot. Due to limited computational and memory resources on-board the RBB, a distributed diagnosis is proposed. That is, the fault diagnosis task (detection and isolation) is shared among an on-board component (the black box) and an off-board component (an external computer). The distribution of the diagnosis task allows for a non-intrusive method of detecting and diagnosing faults, in addition to the ability of remotely diagnosing a robot and potentially issuing a repair command. In addition to decomposing the diagnosis task and allowing remote diagnosability of the robot, another key feature of this work is the addition of expert human knowledge to aid in the fault detection process.
Human beings spend much time under the influence of artificial lighting. Often, it is beneficial to adapt lighting to the task, as well as the user’s mental and physical constitution and well-being. This formulates new requirements for lighting - human-centric lighting - and drives a need for new light control methods in interior spaces. In this paper we present a holistic system that provides a novel approach to human-centric lighting by introducing simulation methods into interactive light control, to adapt the lighting based on the user's needs. We look at a simulation and evaluation platform that uses interactive stochastic spectral rendering methods to simulate light sources, allowing for their interactive adjustment and adaption.
When navigating larger virtual environments and computer games, natural walking is often unfeasible. Here, we investigate how alternatives such as joystick- or leaning-based locomotion interfaces ("human joystick") can be enhanced by adding walking-related cues following a sensory substitution approach. Using a custom-designed foot haptics system and evaluating it in a multi-part study, we show that adding walking related auditory cues (footstep sounds), visual cues (simulating bobbing head-motions from walking), and vibrotactile cues (via vibrotactile transducers and bass-shakers under participants' feet) could all enhance participants' sensation of self-motion (vection) and involement/presence. These benefits occurred similarly for seated joystick and standing leaning locomotion. Footstep sounds and vibrotactile cues also enhanced participants' self-reported ability to judge self-motion velocities and distances traveled. Compared to seated joystick control, standing leaning enhanced self-motion sensations. Combining standing leaning with a minimal walking-in-place procedure showed no benefits and reduced usability, though. Together, results highlight the potential of incorporating walking-related auditory, visual, and vibrotactile cues for improving user experience and self-motion perception in applications such as virtual reality, gaming, and tele-presence.
Dieser Beitrag betrachtet den Stand der Entwicklung bei der Vernetzung von Fahrzeugen aus Sicht der IT-Sicherheit. Etablierte Kommunikationssysteme und Verkehrstelematikanwendungen im Automobil werden ebenso vorgestellt und diskutiert wie auch zukünftige Kommunikationstechnologien Car-2-Car und Car-2-X. IT-Sicherheit im Automobil ist ein schwieriges Feld, da es hier um eine Integration von neuen innovativen Anwendungen in eine hochkomplexe bestehende Fahrzeugarchitektur geht, die zu keinen neuen Gefährdungen für die Fahrzeuginsassen führen darf. Zudem bleibt die Funktionsweise dieser Anwendungen mit ihren Auswirkungen auf das informationelle Selbstbestimmungsrecht oft intransparent. Die abschließende Diskussion gibt Handlungsempfehlungen aus Sicht der Verbraucher.