Fachbereich Informatik
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Die Matrix-Vektor-Multiplikation für dünn besetzte Matrizen (SpMV) stellt für weitreichende wissenschaftliche Anwendungen eine der Kernoperationen des High-Performance-Computing-Bereichs dar. Für die verteilte Berechnung mit immer beliebter werdenden hybriden Rechenclustern kommt dabei die Frage nach einer geeigneten Partitionierungsstrategie für die Verteilung von Daten und Berechnung auf. Diese Arbeit beschäftigt sich damit welchen Einfluss die Struktur der Matrix und die unterschiedlichen Prozessortypen auf die Leistung der SpMV haben und schlägt ein Modell vor, um für diese eine lastbalancierte Verteilung zu erreichen. Wesentliche Bestandteile sind dabei die Laufzeitvorhersage für aktuelle CPUs und GPUs basierend auf einem abgewandelten Roofline-Modell sowie die bewährte Methode der Graph-Partitionierung.
In service robotics, tasks without the involvement of objects are barely applicable, like in searching, fetching or delivering tasks. Service robots are supposed to capture efficiently object related information in real world scenes while for instance considering clutter and noise, and also being flexible and scalable to memorize a large set of objects. Besides object perception tasks like object recognition where the object’s identity is analyzed, object categorization is an important visual object perception cue that associates unknown object instances based on their e.g. appearance or shape to a corresponding category. We present a pipeline from the detection of object candidates in a domestic scene over the description to the final shape categorization of detected candidates. In order to detect object related information in cluttered domestic environments an object detection method is proposed that copes with multiple plane and object occurrences like in cluttered scenes with shelves. Further a surface reconstruction method based on Growing Neural Gas (GNG) in combination with a shape distribution-based descriptor is proposed to reflect shape characteristics of object candidates. Beneficial properties provided by the GNG such as smoothing and denoising effects support a stable description of the object candidates which also leads towards a more stable learning of categories. Based on the presented descriptor a dictionary approach combined with a supervised shape learner is presented to learn prediction models of shape categories.
Experimental results, of different shapes related to domestically appearing object shape categories such as cup, can, box, bottle, bowl, plate and ball, are shown. A classification accuracy of about 90% and a sequential execution time of lesser than two seconds for the categorization of an unknown object is achieved which proves the reasonableness of the proposed system design. Additional results are shown towards object tracking and false positive handling to enhance the robustness of the categorization. Also an initial approach towards incremental shape category learning is proposed that learns a new category based on the set of previously learned shape categories.
Augmented Reality (AR) findet heutzutage sehr viele Anwendungsbereiche. Durch die Überlagerung von virtuellen Informationen mit der realen Umgebung eignet sich diese Technologie besonders für die Unterstützung der Benutzer bei technischen Wartungs- oder Reparaturvorgängen. Damit die virtuellen Daten korrekt mit der realen Welt überlagert werden, müssen Position und Orientierung der Kamera durch ein Trackingverfahren ermittelt werden. In dieser Arbeit wurde für diesen Zweck ein markerloses, modellbasiertes Trackingsystem implementiert. Während einer Initialisierungs-Phase wird die Kamerapose mithilfe von kalibrierten Referenzbildern, sogenannten Keyframes, bestimmt. In einer darauffolgenden Tracking-Phase wird das zu trackende Objekt weiterverfolgt. Evaluiert wurde das System an dem 1:1 Trainingsmodell des biologischen Forschungslabors Biolab, welches von der Europäischen Weltraumorganisation ESA zur Verfügung gestellt wurde.
The objective of this thesis is to implement a computer game based motivation system for maximal strength testing on the Biodex System 3 Isokinetic Dynamometer. The prototype game has been designed to improve the peak torque produced in an isometric knee extensor strength test. An extensive analysis is performed on a torque data set from a previous study. The torque responses for five second long maximal voluntary contractions of the knee extensor are analyzed to understand torque response characteristics of different subjects. The parameters identifed in the data analysis are used in the implementation of the 'Shark and School of Fish' game. The behavior of the game for different torque responses is analyzed on a different torque data set from the previous study. The evaluation shows that the game rewards and motivates continuously over a repetition to reach the peak torque value. The evaluation also shows that the game rewards the user more if he overcomes a baseline torque value within the first second and then gradually increase the torque to reach peak torque.
Distributed computing environments allow collaborative problem solving across teams and organisations. A fundamental precondition for collaboration is the ability to find available participants and be able to exchange information. One way to approach this conceptual formulation are central directories or registry services. A major disadvantage of centralized components is, that they limit the flexibility to form ad hoc networks that are targeted to solve a specific problem. To facilitate flexible and dynamic collaborations, ideas from decentralized and self-organising networks can be combined with concepts of service oriented computing. This project aims to investigate potential solutions for dynamic discovery of network participants and outlines how to manage challenges associated with the development of a discovery protocol for distributed systems. During the course of this project a prototypical implementation was created that integrates into the open source distributed, collaborative problem solving environment RCE [9]. It is currently developed at the German Aerospace Center (DLR) but is planned to make the framework available to broader community.
Um eine Software fertigzustellen und dem Endkunden zu übergeben muss zunächst der Entwicklungsprozess durchschritten werden. Das zügige Durchlaufen dieses Entwicklungsprozesses ist besonders für den Endkunden von entscheidender Bedeutung, da die Wartezeit auf das Softwareprodukt für ihn reduziert wird. Problematisch könnte beispielsweise dabei ein modulares Vorgehen werden, wenn zunächst alle einzelnen Teilkomponenten eines Softwareproduktes entwickelt und diese daraufhin in einer anschließenden Phase, auch Integrationsphase genannt, zusammengefügt würden. Die Länge dieser Integrationsphase kann nur schwer vorausgesagt werden, so dass weder das Entwicklerteam noch der Endkunde wissen, wie lang die Fertigstellung des Produktes dauern wird. Dabei entsteht ein weiterer Nachteil. Da die Komponenten separat voneinander entwickelt werden, könnte es passieren, dass diese beim finalen Zusammenfügen nicht kompatibel sein und müssten, falls notwendig, angepasst werden. Die Folge wäre eine Verschwendung von personellen und somit auch finanziellen Ressourcen seitens des entwickelnden Unternehmens.
In der Arbeit wurde ein Steuerungsframework für die LAMA-Bibliothek (http://www.libama.org) zur Konfiguration von Lösern linearer Gleichungssysteme entwickelt. Hierzu wurde ein Parser mit der Boost.Spirit-Biblithek realisiert, der die Laufzeitinterpretation einer domänenspezifische Sprache (DSL) erlaubt. Durch die Konfigurationssprache ist es möglich, Löser ohne Einschränkungen über ihre ID zu verknüpfen, diesen Lösern Logger und logisch verknüpfte Haltekriterien zuzuordnen.
A robot (e.g. mobile manipulator) that interacts with its environment to perform its tasks, often faces situations in which it is unable to achieve its goals despite perfect functioning of its sensors and actuators. These situations occur when the behavior of the object(s) manipulated by the robot deviates from its expected course because of unforeseeable ircumstances. These deviations are experienced by the robot as unknown external faults. In this work we present an approach that increases reliability of mobile manipulators against the unknown external faults. This approach focuses on the actions of manipulators which involve releasing of an object. The proposed approach, which is triggered after detection of a fault, is formulated as a three-step scheme that takes a definition of a planning operator and an example simulation as its inputs. The planning operator corresponds to the action that fails because of the fault occurrence, whereas the example simulation shows the desired/expected behavior of the objects for the same action. In its first step, the scheme finds a description of the expected behavior of the objects in terms of logical atoms (i.e. description vocabulary). The description of the simulation is used by the second step to find limits of the parameters of the manipulated object. These parameters are the variables that define the releasing state of the object.
Using randomly chosen values of the parameters within these limits, this step creates different examples of the releasing state of the object. Each one of these examples is labelled as desired or undesired according to the behavior exhibited by the object (in the simulation), when the object is released in the state corresponded by the example. The description vocabulary is also used in labeling the examples autonomously. In the third step, an algorithm (i.e. N-Bins) uses the labelled examples to suggest the state for the object in which releasing it avoids the occurrence of unknown external faults.
The proposed N-Bins algorithm can also be used for binary classification problems. Therefore, in our experiments with the proposed approach we also test its prediction ability along with the analysis of the results of our approach. The results show that under the circumstances peculiar to our approach, N-Bins algorithm shows reasonable prediction accuracy where other state of the art classification algorithms fail to do so. Thus, N-Bins also extends the ability of a robot to predict the behavior of the object to avoid unknown external faults. In this work we use simulation environment OPENRave that uses physics engine ODE to simulate the dynamics of rigid bodies.