006 Spezielle Computerverfahren
Refine
H-BRS Bibliography
- yes (63)
Departments, institutes and facilities
- Fachbereich Informatik (63) (remove)
Document Type
- Conference Object (26)
- Article (25)
- Preprint (4)
- Part of a Book (2)
- Doctoral Thesis (2)
- Report (2)
- Contribution to a Periodical (1)
- Research Data (1)
Year of publication
Keywords
- Augmented Reality (3)
- Knowledge Graphs (3)
- Machine Learning (3)
- Virtual Reality (3)
- haptics (3)
- virtual reality (3)
- 3D user interface (2)
- Bioinformatics (2)
- Natural Language Processing (2)
- Robotics (2)
- Skin detection (2)
- Transformers (2)
- biometrics (2)
- guidance (2)
- 3D navigation (1)
- 450 MHz (1)
- AI usage in sports (1)
- AR (1)
- Altenhilfe (1)
- Artificial Intelligence (1)
- Auditory Cueing (1)
- Ball Tracking (1)
- Bayesian Deep Learning (1)
- Behaviour-Driven Development (1)
- Blasendiagramm (1)
- Business Process Intelligence (1)
- Camera selection (1)
- Camera view analysis (1)
- Classifiers (1)
- Collaborating industrial robots (1)
- Complexity (1)
- Compliant fingers (1)
- Computergrafik (1)
- Concurrent repeated failure prognosis (1)
- Conformation (1)
- Crossmedia (1)
- Crystal structure (1)
- Current research information systems (1)
- Curriculum (1)
- Cybersickness (1)
- Data Fusion (1)
- Datenanalyse (1)
- Demenz (1)
- Demonstration-based training (1)
- Diagnostic bond graph-based online fault diagnosis (1)
- Disco (1)
- Distance Perception (1)
- Drosophila (1)
- Educational Data Mining (1)
- Educational Process Mining (1)
- Embedded system (1)
- Emotion (1)
- Entropy (1)
- Facial Emotion Recognition (1)
- Fallbeschreibung (1)
- Feedback (1)
- Fluency (1)
- Forests (1)
- Functional safety (1)
- Fuzzy Mining (1)
- Games and Simulations for Learning (1)
- Geschäftsprozess (1)
- Graph embeddings (1)
- Graph theory (1)
- HDBR (1)
- Head-mounted Display (1)
- Higher education (1)
- Human factors (1)
- Human orientation perception (1)
- Human-Centered Design (1)
- Hyperspectral image (1)
- IEC 104 (1)
- IEC 61850 (1)
- Increasing fault magnitude (1)
- Inductive Logic Programming (1)
- Inductive Visual Mining (1)
- Information Security (1)
- Instruction design (1)
- Intermittent faults (1)
- LTE-M (1)
- Language learning (1)
- Langzeitbehandlung (1)
- Ligands (1)
- Locomotion (1)
- MQTT (1)
- Mathematical methods (1)
- Microgravity (1)
- Model-driven engineering (1)
- Molecular structure (1)
- Motion Sickness (1)
- Multi-camera (1)
- NIR-point sensor (1)
- NLP (1)
- Navigation (1)
- Neuroscience (1)
- OCT (1)
- Object-Based Image Analysis (OBIA) (1)
- Optical Flow (1)
- Out-of-view Objects (1)
- PAD (1)
- Perception (1)
- Perceptual Upright (1)
- Pflegepersonal (1)
- ProM (1)
- Process Mining (1)
- Pronunciation (1)
- Proximity (1)
- Psychology (1)
- Raman microscopy (1)
- RapidMiner (1)
- Ray tracing (1)
- Real-Time Image Processing (1)
- Reasoning (1)
- Recommender systems (1)
- Remaining Useful Life (RUL) estimates (1)
- Requirements (1)
- Requirements Engineering (1)
- Review (1)
- Robust grasping (1)
- SMPA loop (1)
- Semantic search (1)
- Serious Games (1)
- Slippage detection (1)
- Smart Grid (1)
- Smart InGaAs camera-system (1)
- Spectroscopy (1)
- Spherical Treadmill (1)
- Studenten (1)
- Studienverlauf (1)
- Survey (1)
- Technologie (1)
- Traffic Simulations (1)
- Travel Techniques (1)
- Tree Stumps (1)
- UAV (1)
- Ultrasonic array (1)
- Uncertainty Quantification (1)
- Underwater (1)
- Unmanned Aerial Vehicle (UAV) (1)
- Unterstützung (1)
- Usable Security and Privacy (1)
- User experience design (1)
- User-centered privacy engineering (1)
- VR (1)
- View selection (1)
- Virtual Agents (1)
- Virtuelle Realität (1)
- Visual Cueing (1)
- Visual Discrimination (1)
- Visuelle Wahrnehmung (1)
- Vulnerable Groups (1)
- adaptive trigger (1)
- aerodynamics (1)
- analog/digital signal processing (1)
- assistive robotics (1)
- audio-tactile feedback (1)
- authentication (1)
- authoring tools (1)
- brightfield microscopy (1)
- collision (1)
- component analyses (1)
- computer vision (1)
- controller design (1)
- depth perception (1)
- dynamic vector fields (1)
- elite sports (1)
- explainable AI (1)
- fingerprint (1)
- fitness-fatigue model (1)
- flight zone (1)
- geofence (1)
- head down bed rest (1)
- image fusion (1)
- interactive computer graphics (1)
- leaning-based interfaces (1)
- locomotion interface (1)
- mathematical modeling (1)
- mixed reality (1)
- multisensory (1)
- navigational search (1)
- near infrared (1)
- neutral buoyancy (1)
- optic flow (1)
- optical coherence tomography (1)
- optical sensor (1)
- pansharpening (1)
- performance modeling (1)
- performance prediction (1)
- presentation attack detection (1)
- presentation attack detection (PAD) (1)
- psychophysics (1)
- reinforcement learning (1)
- remote sensing (1)
- robot behaviour model (1)
- robot personalisation (1)
- self-motion perception (1)
- sensor resilience (1)
- sensory perception (1)
- space flight analog (1)
- spatial orientation (1)
- spatial updating (1)
- subjective visual vertical (1)
- training performance relationship (1)
- user modelling (1)
- vection (1)
- vibration (1)
- weight perception (1)
Users should always play a central role in the development of (software) solutions. The human-centered design (HCD) process in the ISO 9241-210 standard proposes a procedure for systematically involving users. However, due to its abstraction level, the HCD process provides little guidance for how it should be implemented in practice. In this chapter, we propose three concrete practical methods that enable the reader to develop usable security and privacy (USP) solutions using the HCD process. This chapter equips the reader with the procedural knowledge and recommendations to: (1) derive mental models with regard to security and privacy, (2) analyze USP needs and privacy-related requirements, and (3) collect user characteristics on privacy and structure them by user group profiles and into privacy personas. Together, these approaches help to design measures for a user-friendly implementation of security and privacy measures based on a firm understanding of the key stakeholders.
Kollaborative Industrieroboter werden für produzierende Unternehmen immer kosteneffizienter. Während diese Systeme für den menschlichen Mitarbeiter eine große Hilfe sein können, stellen sie gleichzeitig ein ernstes Gesundheitsrisiko dar, wenn die zwingend notwendigen Sicherheitsmaßnahmen nur unzureichend umgesetzt werden. Herkömmliche Sicherheitseinrichtungen wie Zäune oder Lichtvorhänge bieten einen guten Schutz, aber solch statische Schutzvorrichtungen sind in neuen, hochdynamischen Arbeitsszenarien problematisch.
Im Forschungsprojekt BeyondSPAI wurde ein Funktionsmuster eines Multisensorsystems zur Absicherung solcher dynamischer Arbeitsszenarien entworfen, implementiert und im Feld getestet. Kern des Systems ist eine robuste optische Materialklassifikation, die mit Hilfe eines intelligenten InGaAs-Kamerasystems Haut von anderen typischen Werkstückoberflächen (z.B. Holz, Metalle od. Kunststoffe) unterscheiden kann. Diese einzigartige Eigenschaft wird genutzt, um menschliche Mitarbeiter zuverlässig zu erkennen, so dass ein konventioneller Roboter in Folge als personenbewusster Cobot arbeiten kann.
Das System ist modular und kann leicht mit weiteren Sensoren verschiedenster Art erweitert werden. Es kann an verschiedene Marken von Industrierobotern angepasst werden und lässt sich schnell an bestehenden Robotersystemen integrieren. Die vier vom System bereitgestellten Sicherheitsausgänge können dazu verwendet werden - abhängig von der durchdrungenen Überwachungszone - entweder eine Warnung auszugeben, die Bewegung des Roboters auf eine sichere Geschwindigkeit zu verlangsamen, oder den Roboter sicher anzuhalten. Sobald alle Zonen wieder als „eindeutig frei von Personen“ identifiziert sind, kann der Roboter wieder beschleunigen, seine ursprüngliche Bewegung wiederaufnehmen und die Arbeit fortsetzen.
This paper explores the role of artificial intelligence (AI) in elite sports. We approach the topic from two perspectives. Firstly, we provide a literature based overview of AI success stories in areas other than sports. We identified multiple approaches in the area of Machine Perception, Machine Learning and Modeling, Planning and Optimization as well as Interaction and Intervention, holding a potential for improving training and competition. Secondly, we discover the present status of AI use in elite sports. Therefore, in addition to another literature review, we interviewed leading sports scientist, which are closely connected to the main national service institute for elite sports in their countries. The analysis of this literature review and the interviews show that the most activity is carried out in the methodical categories of signal and image processing. However, projects in the field of modeling & planning have become increasingly popular within the last years. Based on these two perspectives, we extract deficits, issues and opportunities and summarize them in six key challenges faced by the sports analytics community. These challenges include data collection, controllability of an AI by the practitioners and explainability of AI results.
Females are influenced more than males by visual cues during many spatial orientation tasks; but females rely more heavily on gravitational cues during visual-vestibular conflict. Are there gender biases in the relative contributions of vision, gravity and the internal representation of the body to the perception of upright? And might any such biases be affected by low gravity? 16 participants (8 female) viewed a highly polarized visual scene tilted ±112° while lying supine on the European Space Agency's short-arm human centrifuge. The centrifuge was rotated to simulate 24 logarithmically spaced g-levels along the long axis of the body (0.04-0.5g at ear-level). The perception of upright was measured using the Oriented Character Recognition Test (OCHART). OCHART uses the ambiguous symbol "p" shown in different orientations. Participants decided whether it was a "p" or a "d" from which the perceptual upright (PU) can be calculated for each visual/gravity combination. The relative contribution of vision, gravity and the internal representation of the body were then calculated. Experiments were repeated while upright. The relative contribution of vision on the PU was less in females compared to males (t=-18.48, p≤0.01). Females placed more emphasis on the gravity cue instead (f:28.4%, m:24.9%) while body weightings were constant (f:63.0%, m:63.2%). When upright (1g) in this and other studies (e.g., Barnett-Cowan et al. 2010, EJN, 31,1899) females placed more emphasis on vision in this task than males. The reduction in weight allocated by females to vision when in simulated low-gravity conditions compared to when upright under normal gravity may be related to similar female behaviour in response to other instances of visual-vestibular conflict. Why this is the case and at which point the perceptual change happens requires further research.
BACKGROUND: Humans demonstrate many physiological changes in microgravity for which long-duration head down bed rest (HDBR) is a reliable analog. However, information on how HDBR affects sensory processing is lacking.
OBJECTIVE: We previously showed [25] that microgravity alters the weighting applied to visual cues in determining the perceptual upright (PU), an effect that lasts long after return. Does long-duration HDBR have comparable effects?
METHODS: We assessed static spatial orientation using the luminous line test (subjective visual vertical, SVV) and the oriented character recognition test (PU) before, during and after 21 days of 6° HDBR in 10 participants. Methods were essentially identical as previously used in orbit [25].
RESULTS: Overall, HDBR had no effect on the reliance on visual relative to body cues in determining the PU. However, when considering the three critical time points (pre-bed rest, end of bed rest, and 14 days post-bed rest) there was a significant decrease in reliance on visual relative to body cues, as found in microgravity. The ratio had an average time constant of 7.28 days and returned to pre-bed-rest levels within 14 days. The SVV was unaffected.
CONCLUSIONS: We conclude that bed rest can be a useful analog for the study of the perception of static self-orientation during long-term exposure to microgravity. More detailed work on the precise time course of our effects is needed in both bed rest and microgravity conditions.