006 Spezielle Computerverfahren
Refine
H-BRS Bibliography
- yes (88) (remove)
Departments, institutes and facilities
- Fachbereich Informatik (63)
- Institute of Visual Computing (IVC) (29)
- Fachbereich Wirtschaftswissenschaften (17)
- Institut für Verbraucherinformatik (IVI) (14)
- Institut für Technik, Ressourcenschonung und Energieeffizienz (TREE) (12)
- Institut für Sicherheitsforschung (ISF) (9)
- Fachbereich Ingenieurwissenschaften und Kommunikation (6)
- Graduierteninstitut (3)
- Institut für KI und Autonome Systeme (A2S) (3)
- Institut für Cyber Security & Privacy (ICSP) (2)
Document Type
- Conference Object (36)
- Article (28)
- Part of a Book (5)
- Preprint (5)
- Report (5)
- Contribution to a Periodical (4)
- Doctoral Thesis (3)
- Book (monograph, edited volume) (1)
- Research Data (1)
Year of publication
Keywords
- Augmented Reality (5)
- Machine Learning (4)
- Knowledge Graphs (3)
- Virtual Reality (3)
- haptics (3)
- virtual reality (3)
- 3D user interface (2)
- Bioinformatics (2)
- Natural Language Processing (2)
- Ray tracing (2)
- Robotics (2)
- Skin detection (2)
- Transformers (2)
- authoring tools (2)
- biometrics (2)
- guidance (2)
- mixed reality (2)
- prototyping (2)
- 3D navigation (1)
- 450 MHz (1)
- AI usage in sports (1)
- AR (1)
- AR design (1)
- AR development (1)
- AR/VR (1)
- Agile software development (1)
- Algorithmik (1)
- Altenhilfe (1)
- Aneignungsstudie (1)
- Applications in Energy Transport (1)
- Artificial Intelligence (1)
- Auditory Cueing (1)
- Automatic Differentiation (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)
- Case study (1)
- Classifiers (1)
- Codes (1)
- Collaborating industrial robots (1)
- Community of Practice (1)
- Complex Systems Modeling and Simulation (1)
- Complexity (1)
- Compliant fingers (1)
- Computational fluid dynamics (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)
- Data structures (1)
- Datenanalyse (1)
- Dementia (1)
- Demenz (1)
- Demonstration-based training (1)
- Design (1)
- Design Recommendations (1)
- Design Theory and Practice (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)
- Exergame (1)
- Experten (1)
- Facial Emotion Recognition (1)
- Fallbeschreibung (1)
- Feedback (1)
- Flow control (1)
- Fluency (1)
- Forests (1)
- Functional safety (1)
- Fuzzy Mining (1)
- Games and Simulations for Learning (1)
- Geometry (1)
- Geschäftsprozess (1)
- Graph embeddings (1)
- Graph theory (1)
- Guidelines (1)
- HCI (1)
- HDBR (1)
- Hardware (1)
- Head-mounted Display (1)
- Higher education (1)
- Human factors (1)
- Human orientation perception (1)
- Human-Centered Design (1)
- Human-Food-Interaction (1)
- Hyperspectral image (1)
- ICT (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)
- Kinect (1)
- Kollektiventscheidung (1)
- Komplexitätstheorie (1)
- LTE-M (1)
- Language learning (1)
- Langzeitbehandlung (1)
- Lattice Boltzmann Method (1)
- Ligands (1)
- Living Lab (1)
- Locomotion (1)
- MQTT (1)
- MR (1)
- Mathematical methods (1)
- Microgravity (1)
- Mixed Reality (1)
- Model-driven engineering (1)
- Molecular structure (1)
- Motion Sickness (1)
- Multi-camera (1)
- NIR-point sensor (1)
- NLP (1)
- Navigation (1)
- Negotiation of Taste (1)
- Neural representations (1)
- Neuroscience (1)
- Non-linear systems (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)
- Pytorch (1)
- Qualitative study (1)
- Raman microscopy (1)
- RapidMiner (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 Home (1)
- Smart InGaAs camera-system (1)
- Social-Choice-Theorie (1)
- Spectroscopy (1)
- Spherical Treadmill (1)
- Spieltheorie (1)
- Studenten (1)
- Studienverlauf (1)
- Survey (1)
- Taste (1)
- Technologie (1)
- Three-dimensional displays (1)
- Topology (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 (1)
- User Interface Design (1)
- User centered design (1)
- User experience design (1)
- User feedback (1)
- User-Centered Design (1)
- User-centered privacy engineering (1)
- VR (1)
- Videogame (1)
- View selection (1)
- Virtual Agents (1)
- Virtuelle Realität (1)
- Visual Cueing (1)
- Visual Discrimination (1)
- Visuelle Wahrnehmung (1)
- Vulnerable Groups (1)
- Wissensaustausch (1)
- XR (1)
- adaptive trigger (1)
- aerodynamics (1)
- analog/digital signal processing (1)
- assistive robotics (1)
- audio-tactile feedback (1)
- augmented reality (1)
- authentication (1)
- authoring (1)
- brightfield microscopy (1)
- co-design (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)
- interaction design (1)
- interactive computer graphics (1)
- interface design (1)
- leaning-based interfaces (1)
- locomotion interface (1)
- mathematical modeling (1)
- multisensory (1)
- navigational search (1)
- near infrared (1)
- neural networks (1)
- neutral buoyancy (1)
- optic flow (1)
- optical coherence tomography (1)
- optical sensor (1)
- pansharpening (1)
- path tracing (1)
- performance modeling (1)
- performance prediction (1)
- practitioners (1)
- presentation attack detection (1)
- presentation attack detection (PAD) (1)
- psychophysics (1)
- real-time (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)
- virtual reality, XR (1)
- weight perception (1)
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.
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.
The visual and auditory quality of computer-mediated stimuli for virtual and extended reality (VR/XR) is rapidly improving. Still, it remains challenging to provide a fully embodied sensation and awareness of objects surrounding, approaching, or touching us in a 3D environment, though it can greatly aid task performance in a 3D user interface. For example, feedback can provide warning signals for potential collisions (e.g., bumping into an obstacle while navigating) or pinpointing areas where one’s attention should be directed to (e.g., points of interest or danger). These events inform our motor behaviour and are often associated with perception mechanisms associated with our so-called peripersonal and extrapersonal space models that relate our body to object distance, direction, and contact point/impact. We will discuss these references spaces to explain the role of different cues in our motor action responses that underlie 3D interaction tasks. However, providing proximity and collision cues can be challenging. Various full-body vibration systems have been developed that stimulate body parts other than the hands, but can have limitations in their applicability and feasibility due to their cost and effort to operate, as well as hygienic considerations associated with e.g., Covid-19. Informed by results of a prior study using low-frequencies for collision feedback, in this paper we look at an unobtrusive way to provide spatial, proximal and collision cues. Specifically, we assess the potential of foot sole stimulation to provide cues about object direction and relative distance, as well as collision direction and force of impact. Results indicate that in particular vibration-based stimuli could be useful within the frame of peripersonal and extrapersonal space perception that support 3DUI tasks. Current results favor the feedback combination of continuous vibrotactor cues for proximity, and bass-shaker cues for body collision. Results show that users could rather easily judge the different cues at a reasonably high granularity. This granularity may be sufficient to support common navigation tasks in a 3DUI.
Foreword to the Special Section on the Symposium on Virtual and Augmented Reality 2019 (SVR 2019)
(2020)
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.
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.
Facial emotion recognition is the task to classify human emotions in face images. It is a difficult task due to high aleatoric uncertainty and visual ambiguity. A large part of the literature aims to show progress by increasing accuracy on this task, but this ignores the inherent uncertainty and ambiguity in the task. In this paper we show that Bayesian Neural Networks, as approximated using MC-Dropout, MC-DropConnect, or an Ensemble, are able to model the aleatoric uncertainty in facial emotion recognition, and produce output probabilities that are closer to what a human expects. We also show that calibration metrics show strange behaviors for this task, due to the multiple classes that can be considered correct, which motivates future work. We believe our work will motivate other researchers to move away from Classical and into Bayesian Neural Networks.
The increasing ubiquity of Artificial Intelligence (AI) poses significant political consequences. The rapid proliferation of AI over the past decade has prompted legislators and regulators to attempt to contain AI’s technological consequences. For Germany, relevant design requirements have been expressed by the European Commission’s High-Level Expert Group on Artificial Intelligence (HLEG AI), and, at the national level, by the German government’s Data Ethics Commission (DEK) as well as the German Bundestag’s Commission of Inquiry on Artificial Intelligence (EKKI).
This paper addresses the classification of Arabic text data in the field of Natural Language Processing (NLP), with a particular focus on Natural Language Inference (NLI) and Contradiction Detection (CD). Arabic is considered a resource-poor language, meaning that there are few data sets available, which leads to limited availability of NLP methods. To overcome this limitation, we create a dedicated data set from publicly available resources. Subsequently, transformer-based machine learning models are being trained and evaluated. We find that a language-specific model (AraBERT) performs competitively with state-of-the-art multilingual approaches, when we apply linguistically informed pre-training methods such as Named Entity Recognition (NER). To our knowledge, this is the first large-scale evaluation for this task in Arabic, as well as the first application of multi-task pre-training in this context.
In mathematical modeling by means of performance models, the Fitness-Fatigue Model (FF-Model) is a common approach in sport and exercise science to study the training performance relationship. The FF-Model uses an initial basic level of performance and two antagonistic terms (for fitness and fatigue). By model calibration, parameters are adapted to the subject’s individual physical response to training load. Although the simulation of the recorded training data in most cases shows useful results when the model is calibrated and all parameters are adjusted, this method has two major difficulties. First, a fitted value as basic performance will usually be too high. Second, without modification, the model cannot be simply used for prediction. By rewriting the FF-Model such that effects of former training history can be analyzed separately – we call those terms preload – it is possible to close the gap between a more realistic initial performance level and an athlete's actual performance level without distorting other model parameters and increase model accuracy substantially. Fitting error of the preload-extended FF-Model is less than 32% compared to the error of the FF-Model without preloads. Prediction error of the preload-extended FF-Model is around 54% of the error of the FF-Model without preloads.
The latest trends in inverse rendering techniques for reconstruction use neural networks to learn 3D representations as neural fields. NeRF-based techniques fit multi-layer perceptrons (MLPs) to a set of training images to estimate a radiance field which can then be rendered from any virtual camera by means of volume rendering algorithms. Major drawbacks of these representations are the lack of well-defined surfaces and non-interactive rendering times, as wide and deep MLPs must be queried millions of times per single frame. These limitations have recently been singularly overcome, but managing to accomplish this simultaneously opens up new use cases. We present KiloNeuS, a new neural object representation that can be rendered in path-traced scenes at interactive frame rates. KiloNeuS enables the simulation of realistic light interactions between neural and classic primitives in shared scenes, and it demonstrably performs in real-time with plenty of room for future optimizations and extensions.
When users in virtual reality cannot physically walk and self-motions are instead only visually simulated, spatial updating is often impaired. In this paper, we report on a study that investigated if HeadJoystick, an embodied leaning-based flying interface, could improve performance in a 3D navigational search task that relies on maintaining situational awareness and spatial updating in VR. We compared it to Gamepad, a standard flying interface. For both interfaces, participants were seated on a swivel chair and controlled simulated rotations by physically rotating. They either leaned (forward/backward, right/left, up/down) or used the Gamepad thumbsticks for simulated translation. In a gamified 3D navigational search task, participants had to find eight balls within 5 min. Those balls were hidden amongst 16 randomly positioned boxes in a dark environment devoid of any landmarks. Compared to the Gamepad, participants collected more balls using the HeadJoystick. It also minimized the distance travelled, motion sickness, and mental task demand. Moreover, the HeadJoystick was rated better in terms of ease of use, controllability, learnability, overall usability, and self-motion perception. However, participants rated HeadJoystick could be more physically fatiguing after a long use. Overall, participants felt more engaged with HeadJoystick, enjoyed it more, and preferred it. Together, this provides evidence that leaning-based interfaces like HeadJoystick can provide an affordable and effective alternative for flying in VR and potentially telepresence drones.
During robot-assisted therapy, a robot typically needs to be partially or fully controlled by therapists, for instance using a Wizard-of-Oz protocol; this makes therapeutic sessions tedious to conduct, as therapists cannot fully focus on the interaction with the person under therapy. In this work, we develop a learning-based behaviour model that can be used to increase the autonomy of a robot’s decision-making process. We investigate reinforcement learning as a model training technique and compare different reward functions that consider a user’s engagement and activity performance. We also analyse various strategies that aim to make the learning process more tractable, namely i) behaviour model training with a learned user model, ii) policy transfer between user groups, and iii) policy learning from expert feedback. We demonstrate that policy transfer can significantly speed up the policy learning process, although the reward function has an important effect on the actions that a robot can choose. Although the main focus of this paper is the personalisation pipeline itself, we further evaluate the learned behaviour models in a small-scale real-world feasibility study in which six users participated in a sequence learning game with an assistive robot. The results of this study seem to suggest that learning from guidance may result in the most adequate policies in terms of increasing the engagement and game performance of users, but a large-scale user study is needed to verify the validity of that observation.
Informations- und Kommunikationstechnologie (IKT) in den Bereichen Smart Home und Smart Living ist durch die zunehmende Vernetzung des häuslichen Anwendungsfelds mit der Digitalisierung des Stromnetzes, alternativen Möglichkeiten der Energiegewinnung und -speicherung und neuer Mobilitätskonzepte geprägt und zu einem unverzichtbaren Bestandteil privaten wie unternehmerischen Handelns geworden.
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.