Prof. Dr. Wolfgang Heiden
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Energy Profiles of the Ring Puckering of Cyclopentane, Methylcyclopentane and Ethylcyclopentane
(2019)
The Covid-19 pandemic has challenged educators across the world to move their teaching and mentoring from in-person to remote. During nonpandemic semesters at their institutes (e.g. universities), educators can directly provide students the software environment needed to support their learning - either in specialized computer laboratories (e.g. computational chemistry labs) or shared computer spaces. These labs are often supported by staff that maintains the operating systems (OS) and software. But how does one provide a specialized software environment for remote teaching? One solution is to provide students a customized operating system (e.g., Linux) that includes open-source software for supporting your teaching goals. However, such a solution should not require students to install the OS alongside their existing one (i.e. dual/multi-booting) or be used as a complete replacement. Such approaches are risky because of a) the students' possible lack of software expertise, b) the possible disruption of an existing software workflow that is needed in other classes or by other family members, and c) the importance of maintaining a working computer when isolated (e.g. societal restrictions). To illustrate possible solutions, we discuss our approach that used a customized Linux OS and a Docker container in a course that teaches computational chemistry and Python3.
The work being described in this paper is the result of a cooperation project between the Institute of Visual Computing at the Bonn-Rhein-Sieg University of Applied Sciences, Germany and the Laboratory of Biomedical Engineering at the Federal University of Uberlândia, Brazil. The aim of the project is the development of a virtual environment based training simulator which enables for better and faster learning the control of upper limb prostheses. The focus of the paper is the description of the technical setup since learning tutorials still need to be developed as well as a comprehensive evaluation still needs to be carried out.
The Virtual Memory Palace
(2006)
The intention of the Virtual Memory Palace is to help people memorize information by addressing their visual memory. The concept is based on the “Memory Palace” as an ancient Greek memorization technique, where symbols are placed in a certain way within an imaginative building in order to remember the original information whenever the mind goes through the vision of this building again. The goal of this work was to create such a Memory Palace in a virtual environment, so it requires less creative effort of the contemporary learner than was necessary in ancient Greece. The Virtual Memory Palace offers the possibility to freely explore a virtual 3d architectural model and to place icons at various locations within this model. Specific behaviors were assigned to these locations to make them more memorable. To test the benefit of this concept, an experiment with 15 subjects was conducted. The results show a higher remembrance rate of items learned in the Virtual Memory Palace compared to a wordlist. The observations made during the test showed that most of the subjects enjoyed the memorization environment and were astonished how well the Virtual Memory Palace worked for them.
Augmented Perception - AuPer
(2004)
In this paper we present a new storytelling approach, called Hypermedia Novel (HYMN), that extends the classical narration concept of a story. We develop an underlying modular concept – the narration module – that facilitates a new manner of reception as well as creation of a story. The HYMN focuses on the recipient and his role of consuming a story and a heterogeneous group of creative authors by providing narration modules and their interfaces without defining the granularity of the modules. Using several kinds ofmultimedia elements and a hyperlink structure, we present a first demonstrator that implements this new concept. We also discuss improvements, e.g. MPEG-4/7, that support both reception by the audience, and the process of creating the story by a dispersed team of authors.
Virtuelle Umgebungen
(2000)
Imagine a person navigating on the trackball of a mouse - it would need full body control. In this article we describe the Virtual Balance, an input device for a responsive virtual environment. This device is driven by weight shift on a small platform and does neither require special training nor wearing uncomfortable equipment. The Virtual Balance aims at intuitive navigation through complex 3D space. It can be used to skate or fly like on a magic carpet through a virtual world. With shifts of body posture the navigator controls speed and direction of his/her movement in the model world, which is calculated from the changing pressure on three weight cells under the platform. Different fields of application are presented, showing scenarios already realized as well as a variety of possibilities for future use.
Benches and Caves
(1998)