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We describe a systematic approach for rendering time-varying simulation data produced by exa-scale simulations, using GPU workstations. The data sets we focus on use adaptive mesh refinement (AMR) to overcome memory bandwidth limitations by representing interesting regions in space with high detail. Particularly, our focus is on data sets where the AMR hierarchy is fixed and does not change over time. Our study is motivated by the NASA Exajet, a large computational fluid dynamics simulation of a civilian cargo aircraft that consists of 423 simulation time steps, each storing 2.5 GB of data per scalar field, amounting to a total of 4 TB. We present strategies for rendering this time series data set with smooth animation and at interactive rates using current generation GPUs. We start with an unoptimized baseline and step by step extend that to support fast streaming updates. Our approach demonstrates how to push current visualization workstations and modern visualization APIs to their limits to achieve interactive visualization of exa-scale time series data sets.
UX-Professionals stehen vor der Aufgabe ihre Fertigkeiten und Kenntnisse kontinuierlich auszubauen. Eine Möglichkeit dies zu tun sind Communities of Practice, also Gemeinschaften von Personen mit ähnlichen Aufgaben und Schwerpunkten sowie einem gemeinsamen Interesse an Lösungen. Sie agieren weitgehend selbstorganisiert und dienen dem Austausch und der gegenseitigen Unterstützung. So entstehen ein gemeinsamer Wissensschatz sowie ein Netzwerk zwischen allen UX-Interessierten. Der Aufbau einer Community of Practice für UX-Professionals wurde in einem mittelständigen Unternehmen über 18 Monate begleitet und ausgewertet. Die Ergebnisse führten zu Handlungsempfehlungen, um Hindernisse beim Aufbau zu reduzieren und einen Mehrwert für alle Beteiligten herbeizuführen.
This paper introduces FaceHaptics, a novel haptic display based on a robot arm attached to a head-mounted virtual reality display. It provides localized, multi-directional and movable haptic cues in the form of wind, warmth, moving and single-point touch events and water spray to dedicated parts of the face not covered by the head-mounted display.The easily extensible system, however, can principally mount any type of compact haptic actuator or object. User study 1 showed that users appreciate the directional resolution of cues, and can judge wind direction well, especially when they move their head and wind direction is adjusted dynamically to compensate for head rotations. Study 2 showed that adding FaceHaptics cues to a VR walkthrough can significantly improve user experience, presence, and emotional responses.
Towards explaining deep learning networks to distinguish facial expressions of pain and emotions
(2018)
Deep learning networks are successfully used for object and face recognition in images and videos. In order to be able to apply such networks in practice, for example in hospitals as a pain recognition tool, the current procedures are only suitable to a limited extent. The advantage of deep learning methods is that they can learn complex non-linear relationships between raw data and target classes without limiting themselves to a set of hand-crafted features provided by humans. However, the disadvantage is that due to the complexity of these networks, it is not possible to interpret the knowledge that is stored inside the network. It is a black-box learning procedure. Explainable Artificial Intelligence (AI) approaches mitigate this problem by extracting explanations for decisions and representing them in a human-interpretable form. The aim of this paper is to investigate the explainable AI method Layer-wise Relevance Propagation (LRP) and apply it to explain how a deep learning network distinguishes facial expressions of pain from facial expressions of emotions such as happiness and disgust.
Towards self-explaining social robots. Verbal explanation strategies for a needs-based architecture
(2019)
In order to establish long-term relationships with users, social companion robots and their behaviors need to be comprehensible. Purely reactive behavior such as answering questions or following commands can be readily interpreted by users. However, the robot's proactive behaviors, included in order to increase liveliness and improve the user experience, often raise a need for explanation. In this paper, we provide a concept to produce accessible “why-explanations” for the goal-directed behavior an autonomous, lively robot might produce. To this end we present an architecture that provides reasons for behaviors in terms of comprehensible needs and strategies of the robot, and we propose a model for generating different kinds of explanations.
In this paper, we introduce an optical sensor system, which is integrated into an industrial push-button. The sensor allows to classify the type of material that is in contact with the button when pressed into different material categories on the basis of the material's so called "spectral signature". An approach for a safety sensor system at circular table saws on the same base has been introduced previously on SIAS-2007. This contactless working sensor is able to distinguish reliably between skin, textiles, leather and various other kinds of materials. A typical application for this intelligent push-button is the use at possibly dangerous machines, whose operating instructions include either the prohibition or the obligation to wear gloves during the work at the machine. An exemple of machines at which no gloves are allowed are pillar drilling machines, because of the risk of getting caught in the drill chuck and being turned in by the machine. In many cases this causes very serious hand injuries. Depending on the application needs, the sensor system integrated into the push-button can be configured flexibly by software to prevent the operator from accidentally starting a machine with or without gloves, which can decrease the risk of severe accidents significantly. Especially two-hand controls are incentive to manipulation for easier handling. By equipping both push-buttons of a two-hand control with material classification properties, the user is forced to operate the controls with his bare fingers. That limitation disallows the manipulation of a two-hand control by a simple rodding device.
A method for minimum range extension with improved accuracy in triangulation laser range finder
(2011)
Selection Performance and Reliability of Eye and Head Gaze Tracking Under Varying Light Conditions
(2024)
Current research in augmented, virtual, and mixed reality (XR) reveals a lack of tool support for designing and, in particular, prototyping XR applications. While recent tools research is often motivated by studying the requirements of non-technical designers and end-user developers, the perspective of industry practitioners is less well understood. In an interview study with 17 practitioners from different industry sectors working on professional XR projects, we establish the design practices in industry, from early project stages to the final product. To better understand XR design challenges, we characterize the different methods and tools used for prototyping and describe the role and use of key prototypes in the different projects. We extract common elements of XR prototyping, elaborating on the tools and materials used for prototyping and establishing different views on the notion of fidelity. Finally, we highlight key issues for future XR tools research.
Over the last decades, different kinds of design guides have been created to maintain consistency and usability in interactive system development. However, in the case of spatial applications, practitioners from research and industry either have difficulty finding them or perceive such guides as lacking relevance, practicability, and applicability. This paper presents the current state of scientific research and industry practice by investigating currently used design recommendations for mixed reality (MR) system development. We analyzed and compared 875 design recommendations for MR applications elicited from 89 scientific papers and documentation from six industry practitioners in a literature review. In doing so, we identified differences regarding four key topics: Focus on unique MR design challenges, abstraction regarding devices and ecosystems, level of detail and abstraction of content, and covered topics. Based on that,we contribute to the MR design research by providing three factors for perceived irrelevance and six main implications for design recommendations that are applicable in scientific and industry practice.