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Simulating eye movements for virtual humans or avatars can improve social experiences in virtual reality (VR) games, especially when wearing head mounted displays. While other researchers have already demonstrated the importance of simulating meaningful eye movements, we compare three gaze models with different levels of fidelity regarding realism: (1) a base model with static fixation and saccadic movements, (2) a proposed simulation model that extends the saccadic model with gaze shifts based on a neural network, and (3) a user's real eye movements recorded by a proprietary eye tracker. Our between-groups design study with 42 subjects evaluates impact of eye movements on social VR user experience regarding perceived quality of communication and presence. The tasks include free conversation and two guessing games in a co-located setting. Results indicate that a high quality of communication in co-located VR can be achieved without using extended gaze behavior models besides saccadic simulation. Users might have to gain more experience with VR technology before being able to notice subtle details in gaze animation. In the future, remote VR collaboration involving different tasks requires further investigation.
A deployment of the Vehicle-2-Vehicle communication technology according to ETSI is in preparation in Europe. Currently, a policy for a necessary Public Key Infrastructure to enrol cryptographic keys and certificates for vehicles and infrastructure component is in discussion to enable an interoperable Vehicle-2-Vehicle communication. Vehicle-2-Vehicle communication means that vehicles periodically send Cooperative Awareness Messages. These messages contain the current geographic position, driving direction, speed, acceleration, and the current time of a vehicle. To protect privacy (location privacy, “speed privacy”) of vehicles and drivers ETSI provides a specific pseudonym concept. We show that the Vehicle-2-Vehicle communication can be misused by an attacker to plot a trace of sequent Cooperative Awareness Messages and to link this trace to a specific vehicle. Such a trace is non-disputable due to the cryptographic signing of the messages. So, the periodically sending of Cooperative Awareness Messages causes privacy problems even if the pseudonym concept is applied.
Advances in computer graphics enable us to create digital images of astonishing complexity and realism. However, processing resources are still a limiting factor. Hence, many costly but desirable aspects of realism are often not accounted for, including global illumination, accurate depth of field and motion blur, spectral effects, etc. especially in real‐time rendering. At the same time, there is a strong trend towards more pixels per display due to larger displays, higher pixel densities or larger fields of view. Further observable trends in current display technology include more bits per pixel (high dynamic range, wider color gamut/fidelity), increasing refresh rates (better motion depiction), and an increasing number of displayed views per pixel (stereo, multi‐view, all the way to holographic or lightfield displays). These developments cause significant unsolved technical challenges due to aspects such as limited compute power and bandwidth. Fortunately, the human visual system has certain limitations, which mean that providing the highest possible visual quality is not always necessary. In this report, we present the key research and models that exploit the limitations of perception to tackle visual quality and workload alike. Moreover, we present the open problems and promising future research targeting the question of how we can minimize the effort to compute and display only the necessary pixels while still offering a user full visual experience.
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.
We present a new interface for interactive comparisons of more than two alternative documents in the context of a generative design system that uses generative data-flow networks defined via directed acyclic graphs. To better show differences between such networks, we emphasize added, deleted, (un)changed nodes and edges. We emphasize differences in the output as well as parameters using highlighting and enable post-hoc merging of the state of a parameter across a selected set of alternatives. To minimize visual clutter, we introduce new difference visualizations for selected nodes and alternatives using additive and subtractive encodings, which improve readability and keep visual clutter low. We analyzed similarities in networks from a set of alternative designs produced by architecture students and found that the number of similarities outweighs the differences, which motivates use of subtractive encoding. We ran a user study to evaluate the two main proposed difference visualization encodings and found that they are equally effective.
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.
This book constitutes the thoroughly refereed post-conference proceedings of the 15th International Conference on Smart Card Research and Advanced Applications, CARDIS 2016, held in Cannes, France, in November 2016. The 15 revised full papers presented in this book were carefully reviewed and selected from 29 submissions. The focus of the conference was on all aspects of the design, development, deployment, validation, and application of smart cards or smart personal devices.