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Here's Looking At You Anyway!: How Important is Realistic Gaze Behavior in Co-located Social Virtual Reality Games? (2017)
Seele, Sven ; Misztal, Sebastian ; Buhler, Helmut ; Herpers, Rainer ; Schild, Jonas
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.
Integration of Multi-modal Cues in Synthetic Attention Processes to Drive Virtual Agent Behavior (2017)
Seele, Sven ; Haubrich, Tobias ; Metzler, Tim ; Herpers, Rainer ; Schild, Jonas ; Grzegorzek, Marcin
Simulations and serious games require realistic behavior of multiple intelligent agents in real-time. One particular issue is how attention and multi-modal sensory memory can be modeled in a natural but effective way, such that agents controllably react to salient objects or are distracted by other multi-modal cues from their current intention. We propose a conceptual framework that provides a solution with adherence to three main design goals: natural behavior, real-time performance, and controllability. As a proof of concept, we implement three major components and showcase effectiveness in a real-time game engine scenario. Within the exemplified scenario, a visual sensor is combined with static saliency probes and auditory cues. The attention model weighs bottom-up attention against intention-related top-down processing, controllable by a designer using memory and attention inhibitor parameters. We demonstrate our case and discuss future extensions.
Augmenting Cognitive Processes and Behavior of Intelligent Virtual Agents by Modeling Synthetic Perception (2017)
Seele, Sven ; Haubrich, Tobias ; Schild, Jonas ; Herpers, Rainer ; Grzegorzek, Marcin
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.
Hardware Acceleration of BLOB Detection for Image Processing (2010)
Bochem, Alexander ; Herpers, Rainer ; Kent, Kenneth B.
This paper presents the implementation and evaluation of a computer vision task on a Field Programmable Gate Array (FPGA). As an experimental approach for an application-specific image-processing problem, it provides results about gained performance and precision compared with similar solutions on General Purpose Processor (GPP) architectures. The problem of detecting Binary Large OBjects (BLOBs) in a continuous video stream and computation of their center points has been addressed. Most existing solutions are realized on GPP platforms, where resolution of image material and sequential processing define the performance barrier. FPGA based approaches perform implemented algorithms as fast as hardware circuits and in addition offer parallelization abilities. The evaluation compares precision and performance gain against similar approaches on GPP platforms. The paper discusses different concepts for BLOB detection and shows the implementation of one common method for BLOB detection, including design problems and performance evaluation.
FPGA based Real-Time Object Detection Approach with Validation of Precision and Performance (2011)
Bochem, Alexander ; Kent, Kenneth B. ; Herpers, Rainer
This paper presents the implementation and evaluation of a computer vision problem on a Field Programmable Gate Array (FPGA). This work is based upon previous work where the feasibility of application specific image processing algorithms on a FPGA platform have been evaluated by experimental approaches. This work coveres the development of a BLOB detection system on an Altera Development and Education II (DE2) board with a Cyclone II FPGA in Verilog. It detects binary spatially extended objects in image material and computes their center points. Bounding Box and Center-of-Mass have been applied for estimating center points of the BLOBs. The results are transmitted via a serial interface to the PC for validation of their ground truth and further processing. The evaluation compares precision and performance gains dependent on the applied computation methods.
FIVIS – Bicycle Simulator in the Immersive Visualisation Environment "Immersion Square" (2009)
Herpers, Rainer ; Heiden, Wolfgang ; Kutz, Michael ; Scherfgen, David ; Hartmann, Ulrich ; Bongartz, Jens ; Schulzyk, Oliver
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).
Immersion Square - A Cost-Effective Multi-Screen VR Visualisation Technology (2009)
Herpers, Rainer ; Heiden, Wolfgang ; Kutz, Michael ; Scherfgen, David
Institute of Visual Computing at the Bonn-Rhine-Sieg University of Applied Sciences, Germany (2011)
Goebbels, Gernot ; Göbel, Martin ; Hinkenjann, André ; Heiden, Wolfgang ; Winzker, Marco ; Herpers, Rainer ; Scholl, Robert ; Reinert, Dietmar
This paper presents the newly founded Institute of Visual Computing at the Bonn-Rhine-Sieg University of Applied Sciences in Sankt Augustin, Germany. The research focuses as well as an overview of current projects are going to be part of this presentation.
The Immersion Square - A Mobile Platform for Immersive Visualizations (2005)
Herpers, Rainer ; Hetmann, Florian ; Hau, Axel ; Heiden, Wolfgang
GL-Wrapper for Stereoscopic Rendering of Standard Applications for a PC-based Immersive Environment (2007)
Lanser, Markus ; Hau, Axel ; Heiden, Wolfgang ; Herpers, Rainer
Dynamic Emotional States based on Personality Profiles for Adaptive Agent Behavior Patterns (2013)
Krueger, Fabian ; Seele, Sven ; Herpers, Rainer ; Becker, Peter
Realism and plausibility of computer controlled entities in entertainment software have been enhanced by adding both static personalities and dynamic emotions. Here a generic model is introduced which allows the transfer of findings from real-life personality studies to a computational model. This information is used for decision making. The introduction of dynamic event-based emotions enables adaptive behavior patterns. The advantages of this new model have been validated with a four-way crossroad in a traffic simulation. Driving agents using the introduced model enhanced by dynamics were compared to agents based on static personality profiles and simple rule-based behavior. It has been shown that adding an adaptive dynamic factor to agents improves perceivable plausibility and realism. It also supports coping with extreme situations in a fair and understandable way.
Grailog KS Viz: A Grailog Visualizer for Datalog RuleML Using an XSLT Translator to SVG (2013)
Koch, Martin ; Schmidt, Sven ; Boley, Harold ; Herpers, Rainer
Grailog embodies a systematics to visualize knowledge sources by graphical elements. Its main benefit is that the resulting visual presentations are easier to read for humans than the original symbolic source code. In this paper we introduce a methodology to handle the mapping from Datalog RuleML, serialized in XML, to an SVG representation of Grailog, also serialized in XML, via eXtensible Stylesheet Language Transformations (XSLT) 2.0/XML; the SVG is then rendered visually by modern Web browsers. This initial mapping is realized to target Grailog's "fully node copied" normal form. Elements can thus be translated one at a time, separating the fundamental Datalog-to-SVG translation concern from the concern of merging node copies for optimal (hyper)graph layout and avoiding its high computational complexity in this online tool. The resulting open source Grailog Knowledge-Source Visualizer (Grailog KS Viz) supports Datalog RuleML with positional relations of arity n>1. The on-the-fly transformation was shown to run on all recent major Web browsers and should be easy to understand, use, and extend.
Visual exploration of changing FPGA architectures in the VTR project (2013)
Nasartschuk, Konstantin ; Kent, Kenneth B. ; Herpers, Rainer
Developing applications for Field Programmable Gate Array (FPGA) devices utilizes Computer Aided Design (CAD) flows. The transition from a high level Verilog hardware description to the optimized structure of programmed soft logic blocks and routing structure includes stages such as Verilog synthesis, hardware mapping, logical synthesis, packing, placement and routing. The VTR CAD flow is a collaborative project consisting of Odin II (University of New Brunswick), ABC (University of California, Berkeley) and VPR (University of Toronto), which offers an FPGA CAD flow for research and experimentation purposes. This paper describes developments in the visualization and simulation modules of Odin II, the first stage of the CAD flow. The contributions include new netlist visualization possibilities as well as an extended netlist simulator capable of simulating circuits with multiple clocks and providing extended generic structure simulation abilities. This results in the possibility to explore and simulate a larger set of new FPGA architectures and evaluate them using the VTR flow.
Distributed Rendering for Interactive Multi-screen Visualization Environments Based on XNA Game Studio (2013)
Zotos, Evangelos ; Herpers, Rainer
In interactive multi-screen visualization environments, every output device has to be constantly supplied with video information. Such visualization environments often use large projection screens, which require high resolution visualization data. An efficient approach to master this challenge is to distribute the workload to multiple low-cost computer systems. Nowadays’ game consoles are very powerful and specialized for interactive graphics applications; therefore they are well suited to be applied for computational expensive rendering purposes in real-time applications. The proposed solution (dXNA) has been developed on Microsoft’s XNA Game Studio. It supports interactive distributed rendering on multiple Xbox 360 and PC setups. Application logic synchronization and network session management are completely handled by dXNA. The interface of dXNA is similar to XNA Game Studio’s interface, which allows for efficient porting of existing projects. It has been proven that dXNA is an efficient and lightweight solution for distributed rendering for interactive multi-screen visualization environments.
Improved tree-based strategies for a Connect6 threat-based hardware design (2013)
Koch, Martin ; Schmidt, Sven ; Herpers, Rainer ; Kent, Kenneth B.
Connect6 is a member of the k-in-a-row games family and attracts attention through its fairness and game complexity. Several very good strategies for Connect6 exist. In this paper we improve an already existing threat-based hardware design, which only evaluates the actual allocation of the game board. This strategy calculates a best move and waits until it wins or loses in the next two moves after the actual state. Our new proposed strategies think ahead and try to advance the player into a better position for the subsequent moves. We implemented three strategies with different winning chances, but all with clear advantages against the original strategy. This could be achieved without a much longer time for calculation and without the need of much more memory capacity. The implementations are validated on an Altera DE2 board, which contains a Cyclone II field-programmable gate array.
Effects of Exercise in Immersive Virtual Environments on Cortical Neural Oscillations and Mental State (2015)
Vogt, Tobias ; Herpers, Rainer ; Askew, Christopher D. ; Scherfgen, David ; Strüder, Heiko K. ; Schneider, Stefan
Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment in those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, trials of moderate-intensity exercise (i.e. self-paced cycling) and no-exercise (i.e. automatic propulsion) were performed within three levels of virtual environment exposure. Each trial was 5-min in duration and was followed by post-trial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore these change indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence.
Comparison of Two Inventory Design Concepts in a Collaborative Virtual Reality Serious Game (2017)
Wegner, Konstantin ; Seele, Sven ; Buhler, Helmut ; Misztal, Sebastian ; Herpers, Rainer ; Schild, Jonas
Inventory design in games is crucial when it comes to managing in-game items efficiently. In multi-user settings, an additional goal is to support awareness concerning a coplayer’s inventory and his/her available actions. Especially in virtual reality (VR), presence and immersion are vital aspects of the experience, suggesting real-world metaphors for interface design. The presented work examines two basic inventory paradigms: an abstract menu-based inventory and a metaphoric virtual belt. Both systems are implemented in a serious game prototype for paramedic training in VR, then evaluated in a between-group design study with paramedic trainees inexperienced in VR technology. While both solutions offer comparable usability and presence scores, the results suggest future optimization.
An approach to the optimal watermark detection (2011)
Stanković, Srdjan ; Djurović, Igor ; Herpers, Rainer ; Stanković, LJubiša
Supervised classification of monomodal and multimodal hyperspectral data in vibrational microspectroscopy: A comprehensive comparison (2019)
Pomrehn, Christoph ; Klein, Daniel ; Kolb, Andreas ; Kaul, Peter ; Herpers, Rainer
The application of Raman and infrared (IR) microspectroscopy is leading to hyperspectral data containing complementary information concerning the molecular composition of a sample. The classification of hyperspectral data from the individual spectroscopic approaches is already state-of-the-art in several fields of research. However, more complex structured samples and difficult measuring conditions might affect the accuracy of classification results negatively and could make a successful classification of the sample components challenging. This contribution presents a comprehensive comparison in supervised pixel classification of hyperspectral microscopic images, proving that a combined approach of Raman and IR microspectroscopy has a high potential to improve classification rates by a meaningful extension of the feature space. It shows that the complementary information in spatially co-registered hyperspectral images of polymer samples can be accessed using different feature extraction methods and, once fused on the feature-level, is in general more accurately classifiable in a pattern recognition task than the corresponding classification results for data derived from the individual spectroscopic approaches.
Visual Computing an der FH Bonn-Rhein-Sieg (2009)
Heiden, Wolfgang ; Herpers, Rainer ; Hinkenjann, André
"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.
Integration von Panorama-Bilddaten in eine Echtzeit-Game Engine für Virtual Reality Szenen (2016)
Buhler, Helmut ; Schild, Jonas ; Seele, Sven ; Herpers, Rainer
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.
Neuroelectric adaptations to cognitive processing in virtual environments: an exercise-related approach (2015)
Vogt, Tobias ; Herpers, Rainer ; Scherfgen, David ; Strüder, Heiko K. ; Schneider, Stefan
Recently, virtual environments (VEs) are suggested to encourage users to exercise regularly. The benefits of chronic exercise on cognitive performance are well documented in non-VE neurophysiological and behavioural studies. Based on event-related potentials (ERP) such as the N200 and P300, cognitive processing may be interpreted on a neuronal level. However, exercise-related neuroelectric adaptation in VE remains widely unclear and thus characterizes the primary aim of the present study. Twenty-two healthy participants performed active (moderate cycling exercise) and passive (no exercise) sessions in three VEs (control, front, surround), each generating a different sense of presence. Within sessions, conditions were randomly assigned, each lasting 5 min and including a choice reaction-time task to assess cognitive performance. According to the international 10:20 system, EEG with real-time triggered stimulus onset was recorded, and peaks of N200 and P300 components (amplitude, latency) were exported for analysis. Heart rate was recorded, and sense of presence assessed prior to and following each session and condition. Results revealed an increase in ERP amplitudes (N200: p < 0.001; P300: p < 0.001) and latencies (N200: p < 0.001) that were most pronounced over fronto-central and occipital electrode sites relative to an increased sense of presence (p < 0.001); however, ERP were not modulated by exercise (each p > 0.05). Hypothesized to mirror cognitive processing, decreases of cognitive performance's accuracy and reaction time failed significance. With respect to previous research, the present neuroelectric adaptation gives reason to believe in compensative neuronal resources that balance demanding cognitive processing in VE to avoid behavioural inefficiency.
Interactive Distributed Rendering of 3D Scenes on Multiple Xbox 360 Systems and Personal Computers (2012)
Zotos, Evangelos ; Herpers, Rainer
In interactive visualization environments which use a multiple screen setup, every output device has to be supplied frequently with video information. Such virtual environments often use large projection screens, which require high resolution video data. When increasing scene complexity, it can become a challenge to equip a single computer with graphics hardware powerful enough for the task. An efficient approach is to distribute the workload to multiple low-cost computer systems such as game consoles. Nowadays' game consoles are very powerful and specialized for interactive graphics applications, therefore they are suitable to being used for rendering purposes. A framework has been developed that builds on Microsoft's XNA Game Studio. It enables for interactive distributed rendering on multiple Xbox 360 systems and PCs. Tasks such as game logic synchronization, network session management are fully handled by the framework. A game built with it can focus mostly on its own implementation. The framework's structure follows that of the XNA Game Studio, which allows porting existing game projects quickly. Our evaluation showed that the framework is a lightweight solution which leaves almost the full CPU time to the actual game.
A Real Bicycle Simulator in a Virtual Reality Environment: The FIVIS Project (2008)
Schulzyk, Oliver ; Hartmann, Ulrich ; Bongartz, Jens ; Bildhauer, Tobias ; Herpers, Rainer
For almost all modern means of transportation (car, train, airplane) driving simulators exist that provide realistic models of complex traffic situations under defined laboratory conditions. For many years, these simulators have been successfully used for drivers’ training and education and have considerably contributed to the overall road safety. Unfortunately, there is no such advanced system for the bicycle, although the number of bike accidents has been increasing against the common trend during the last decade. Hence the objective of this project is to design a real bicycle simulator that is able to generate any desired traffic situation within an immersive visualization environment. For this purpose the bike is mounted onto a motion platform with six degrees of freedom that enables a close-to-reality simulation of external forces acting on the bike. This system is surrounded by three projection walls displaying a virtual scenario.
Fast Hand Gesture Recognition for Real-Time Teleconferencing Applications (2002)
MacLean, James ; Pantofaru, Caroline ; Wood, Laura ; Herpers, Rainer ; Derpanis, Konstantinos ; Topalovic, Doug ; Tsotsos, John
Work on real-time hand-gesture recognition for SAVI (stereo active vision interface) is presented. Based on the detection of frontal faces, image regions near the face are searched for the existence of skin-tone blobs. Each blob is evaluated to determine if it is a hand held in a standard pose. A verification algorithm based on the responses of elongated oriented filters is used to decide whether a hand is present or not. Once a hand is detected, gestures are given by varying the number of fingers visible. The hand is segmented using an algorithm which detects connected skin-tone blobs in the region of interest, and a medial axis transform (skeletonization) is applied. Analysis of the resulting skeleton allows detection of the number of fingers visible, thus determining the gesture. The skeletonization is sensitive to strong shadows which may alter the detected morphology of the hand. Experimental results are given indicating good performance of the algorithm.
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