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GL-Wrapper for Stereoscopic Rendering of Standard Applications for a PC-based Immersive Environment
(2007)
In the presented project, new approaches for the prevention of hand movements leading to hazards and for non-contact detection of fingers are intended to permit comprehensive and economical protection on circular saws. The basic principles may also be applied to other machines with manual loading and/or unloading. Two new detection principles are explained. The first is the distinction between skin and wood or other material by spectral analysis in the near infrared region. Using LED and photodiodes it is possible to detect fingers and hands reliable. With a kind of light curtain the intrusion into the dangerous zone near the blade can be prevented. The second principle is video image processing to detect persons, arms and fingers. In the first stage of development the detection of upper limb extremities within a defined hazard area by means of a computer based video image analysis is investigated.
A Bicycle Simulator Based on a Motion Platform in a Virtual Reality Environment - FIVIS Project
(2007)
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).
In this paper we present an ongoing research work dedicated to a Virtual-Reality-based product customization application development. The work is addressing the problem of flexible and quick customization of products from a great number of parts. Our application is an effective instrument that can be simultaneously used by two users for rapid assembly tasks, allowing engineers and designers to work collaboratively. Furthermore, it is directly connected to a manufacturing environment, which is able to produce the product right after customization. In the paper we describe the architecture of the application, our interaction and assembly techniques, and explain how the system can be integrated into a manufacturing environment.
Video Surveillance is in the center of research due to high importance of safety and security issues. Usually, humans have to monitor an area and often they have to do this for 24 hours a day. Thus, it would be desirable to have automatic surveillance systems that support this job automatically. The system described in this paper is such an automatic surveillance system that has been developed to detect several dangerous situations in a subway station. This paper discusses the high-level module of the system. Herein, an expert system is used to detect events.
Todays Virtual Environment frameworks use scene graphs to represent virtual worlds. We believe that this is a proper technical approach, but a VE framework should try to model its application area as accurate as possible. Therefore a scene graph is not the best way to represent a virtual world. In this paper we present an easily extensible model to describe entities in the virtual world. Further on we show how this model drives the design of our VE framework and how it is integrated.
A Low-Cost Based 6 DoF Head Tracker for Usability Application Studies in Virtual Environments
(2008)
Elektronik für Entscheider
(2008)
Die Entwicklung, Produktion und Vermarktung elektronischer Güter ist ein bedeutender Wirtschaftsfaktor, an dem Menschen mit verschiedenen Ausbildungen beteiligt sind. Um Produkte zum richtigen Preis, mit den richtigen Eigenschaften und zum richtigen Zeitpunkt anbieten zu können, müssen die Verantwortlichen eines Projektes miteinander über Projektziele kommunizieren können.
Dieses Buch ist für Manager, Betriebswirte, Juristen, PR-Fachleute und Journalisten geschrieben, aber auch für Informatiker und Ingenieure aus allen Fachgebieten, die sich beruflich mit Produkten der Elektronik beschäftigen. Ihnen wird die Möglichkeit gegeben, sich ein Stück auf das Gebiet der Elektronik zu begeben, um sowohl Aufgaben als auch Sprache und Vorgehensweise von Elektroingenieuren zu verstehen. Ziel ist es dabei nicht, nach dem Lesen dieses Buches eine elektronische Schaltung entwickeln zu können. Im Vordergrund steht vielmehr ein generelles Verständnis für die Zusammenhänge und Grundbegriffe der Elektronik.
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.
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 visualisation environment which provides visual data relative to the motion and activity of the test bicycle. That means the bike rider has to pedal and steer the bicycle as a usual bicycle, while the motion is recorded and processed to control the simulation. 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 match to the virtual environment and the reaction of the driver (e.g. steering angle, step rate).
Der Mutterpass wurde als wichtiges Vorsorgeinstrument für Schwangere Anfang der sechziger Jahre in Papierform eingeführt. Er wird bei 90% aller Schwangerschaften genutzt. Seit seiner Einführung im Jahre 1968 hat jedoch die Komplexität der Vorsorgeuntersuchungen zugenommen, wie auch die Begleitumstände einer Schwangerschaft häufig komplexer geworden sind. Dies war Anlass dafür, die elektronische Abbildung des Papier basierten Mutterpasses zu entwickeln, um den gewachsenen Anforderungen der medizinischen Dokumentation und Evaluation gerecht zu werden. Eine große Herausforderung bei der Konzeption und Entwicklung des elektronischen Mutterpasses war dabei die Definition eines strukturierten und maschinenlesbaren Austauschformates. Darüber hinaus mussten weltweit neue eindeutige Identifier entwickelt werden, um den Mutterpass elektronisch abzubilden. Nach der prototypischen Realisierung einer vollständigen Version wurde im Frühjahr 2008 die Pilotierung in der Metropolregion Rhein-Neckar begonnen.
Ray Tracing, accurate physical simulations with collision detection, particle systems and spatial audio rendering are only a few components that become more and more interesting for Virtual Environments due to the steadily increasing computing power. Many components use geometric queries for their calculations. To speed up those queries spatial data structures are used. These data structures are mostly implemented for every problem individually resulting in many individually maintained parts, unnecessary memory consumption and waste of computing power to maintain all the individual data structures. We propose a design for a centralized spatial data structure that can be used everywhere within the system.
"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.
We present an interactive system that uses ray tracing as a rendering technique. The system consists of a modular Virtual Reality framework and a cluster-based ray tracing rendering extension running on a number of Cell Broadband Engine-based servers. The VR framework allows for loading rendering plugins at runtime. By using this combination it is possible to simulate interactively effects from geometric optics, like correct reflections and refractions.
3D tracking using multiple Nintendo Wii Remotes: a simple consumer hardware tracking approach
(2009)
An easy to build and cost-effective 3D tracking solution is presented, using Nintendo Wii Remotes acting as cameras. As the hardware differs from usual tracking cameras, the calibration and tracking process has to be adapted accordingly. The tracking approach described could be used for tracking the user's motions in video games based upon physical activity (sports, fighting or dancing games), allowing the player to interact with the game in a more intuitive way than by just pressing buttons.