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From video games to mobile augmented reality, 3D interaction is everywhere. But simply choosing to use 3D input or 3D displays isn't enough: 3D user interfaces (3D UIs) must be carefully designed for optimal user experience. 3D User Interfaces: Theory and Practice, Second Edition is today's most comprehensive primary reference to building outstanding 3D UIs. Four pioneers in 3D user interface research and practice have extensively expanded and updated this book, making it today's definitive source for all things related to state-of-the-art 3D interaction.
This paper proposes a novel approach to the generation of state equations from a bond graph (BG) of a mode switching linear time invariant model. Fast state transitions are modelled by ideal or non-ideal switches. Fixed causalities are assigned following the Standard Causality Assignment Procedure such that the number of storage elements in integral causality is maximised. A system of differential and algebraic equations (DAEs) is derived from the BG that holds for all system modes. It is distinguished between storage elements with mode independent causality and those that change causality due to switch state changes.
This work presents the analysis of data recorded by an eye tracking device in the course of evaluating a foveated rendering approach for head-mounted displays (HMDs). Foveated rendering methods adapt the image synthesis process to the user’s gaze and exploiting the human visual system’s limitations to increase rendering performance. Especially, foveated rendering has great potential when certain requirements have to be fulfilled, like low-latency rendering to cope with high display refresh rates. This is crucial for virtual reality (VR), as a high level of immersion, which can only be achieved with high rendering performance and also helps to reduce nausea, is an important factor in this field. We put things in context by first providing basic information about our rendering system, followed by a description of the user study and the collected data. This data stems from fixation tasks that subjects had to perform while being shown fly-through sequences of virtual scenes on an HMD. These fixation tasks consisted of a combination of various scenes and fixation modes. Besides static fixation targets, moving tar- gets on randomized paths as well as a free focus mode were tested. Using this data, we estimate the precision of the utilized eye tracker and analyze the participants’ accuracy in focusing the displayed fixation targets. Here, we also take a look at eccentricity-dependent quality ratings. Comparing this information with the users’ quality ratings given for the displayed sequences then reveals an interesting connection between fixation modes, fixation accuracy and quality ratings.
In diesem Artikel wird darüber berichtet, ob die Glaubwürdigkeit von Avataren als mögliches Modulationskriterium für die virtuelle Expositionstherapie von Agoraphobie in Frage kommt. Dafür werden mehrere Glaubwürdigkeitsstufen für Avatare, die hypothetisch einen Einfluss auf die virtuelle Expositionstherapie von Agoraphobie haben könnten sowie ein potentielles Expositionsszenario entwickelt. Die Arbeit kann innerhalb einer Studie einen signifikanten Einfluss der Glaubwürdigkeitsstufen auf Präsenz, Kopräsenz und Realismus aufzeigen.
A new method for design space exploration and optimization, Surrogate-Assisted Illumination (SAIL), is presented. Inspired by robotics techniques designed to produce diverse repertoires of behaviors for use in damage recovery, SAIL produces diverse designs that vary according to features specified by the designer. By producing high-performing designs with varied combinations of user-defined features a map of the design space is created. This map illuminates the relationship between the chosen features and performance, and can aid designers in identifying promising design concepts. SAIL is designed for use with compu-tationally expensive design problems, such as fluid or structural dynamics, and integrates approximative models and intelligent sampling of the objective function to minimize the number of function evaluations required. On a 2D airfoil optimization problem SAIL is shown to produce hundreds of diverse designs which perform competitively with those found by state-of-the-art black box optimization. Its capabilities are further illustrated in a more expensive 3D aerodynamic optimization task.
Das Cutting sticks-Problem ist in seiner allgemeinen Formulierung ein NP-vollständiges Problem mit Anwendungspotenzialen im Bereich der Logistik. Unter der Annahme, dass P ungleich NP (P != NP) ist, existieren keine effizienten, d.h. polynomiellen Algorithmen zur Lösung des allgemeinen Problems.
In diesem Papier werden Ansätze aufgezeigt, mit denen bestimmte Instanzen des Problems effizient berechnet werden können. Für die Berechnung wichtige Parameter werden charakterisiert und deren Beziehung untereinander analysiert.
Populating virtual worlds with intelligent agents can drastically improve a user's sense of presence. Applying these worlds to virtual training, simulations, or (serious) games, often requires multiple agents to be simulated in real time. The process of generating believable agent behavior starts with providing a plausible perception and attention process that is both efficient and controllable. We describe a conceptual framework for synthetic perception that specifically considers the mentioned requirements: plausibility, real-time performance, and controllability. A sample implementation will focus on sensing, attention, and memory to demonstrate the framework's capabilities in a real-time game engine scenario. A combination of dynamic geometric sensing and false coloring with static saliency information is provided to exemplify the collection of environmental stimuli. The subsequent attention process handles both bottom-up processing and task-oriented, top-down factors. Behavioral results can be influenced by controlling memory and attention The example case is demonstrated and discussed alongside future extensions.
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.
This book presents theory and latest application work in Bond Graph methodology with a focus on:
Hybrid dynamical system models, Model-based fault diagnosis, model-based fault tolerant control, fault prognosis and also addresses Open thermodynamic systems with compressible fluid flow, and Distributed parameter models of mechanical subsystems.
In addition, the book covers various applications of current interest ranging from motorised wheelchairs, in-vivo surgery robots, walking machines to wind-turbines.The up-to-date presentation has been made possible by experts who are active members of the worldwide bond graph modelling community.
This book is the completely revised 2nd edition of the 2011 Springer compilation text titled Bond Graph Modelling of Engineering Systems – Theory, Applications and Software Support. It extends the presentation of theory and applications of graph methodology by new developments and latest research results.
Like the first edition, this book addresses readers in academia as well as practitioners in industry and invites experts in related fields to consider the potential and the state-of-the-art of bond graph modelling.
The MAP-Elites algorithm produces a set of high-performing solutions that vary according to features defined by the user. This technique to 'illuminate' the problem space through the lens of chosen features has the potential to be a powerful tool for exploring design spaces, but is limited by the need for numerous evaluations. The Surrogate-Assisted Illumination (SAIL) algorithm, introduced here, integrates approximative models and intelligent sampling of the objective function to minimize the number of evaluations required by MAP-Elites.
The ability of SAIL to efficiently produce both accurate models and diverse high-performing solutions is illustrated on a 2D airfoil design problem. The search space is divided into bins, each holding a design with a different combination of features. In each bin SAIL produces a better performing solution than MAP-Elites, and requires several orders of magnitude fewer evaluations. The CMA-ES algorithm was used to produce an optimal design in each bin: with the same number of evaluations required by CMA-ES to find a near-optimal solution in a single bin, SAIL finds solutions of similar quality in every bin.
Das Cutting sticks-Problem ist in seiner allgemeinen Formulierung ein NP-vollständiges Problem mit Anwendungspotenzialen im Bereich der Logistik. Unter der Annahme, dass P ungleich NP (P != NP) ist, existieren keine effizienten, d.h. polynomiellen Algorithmen zur Lösung des allgemeinen Problems.
In diesem Papier werden für eine Reihe von Instanzen effiziente Lösungen angegeben.
Neuroevolution methods evolve the weights of a neural network, and in some cases the topology, but little work has been done to analyze the effect of evolving the activation functions of individual nodes on network size, an important factor when training networks with a small number of samples. In this work we extend the neuroevolution algorithm NEAT to evolve the activation function of neurons in addition to the topology and weights of the network. The size and performance of networks produced using NEAT with uniform activation in all nodes, or homogenous networks, is compared to networks which contain a mixture of activation functions, or heterogenous networks. For a number of regression and classification benchmarks it is shown that, (1) qualitatively different activation functions lead to different results in homogeneous networks, (2) the heterogeneous version of NEAT is able to select well performing activation functions, (3) the produced heterogeneous networks are significantly smaller than homogeneous networks.