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The basis for developing future products in the automotive industry is finding creative and innovative solutions. Ideas can be found by means of creativity methods that support product developers throughout the creative process. Product developers are provided with a variety of different and new methods. This leads to a “method jungle” in which it is difficult for product developers to find the most suitable path. The successful use of methods in product development goes hand in hand with the acceptance and implementation of the methods. Despite the added value, only a low use is observed in the development process. The field of Creativity Support Tools also offers a wide variety of different tools that support the creativity process. Although a chasm exists between the many CSTs that are developed and what creative practitioners actually use. Therefore, previous studies iteratively developed a user-centered tool called “IDEA” that tries to provide a tool that responds to users' needs. The question arises how the developed tool IDEA performs in “real life setting” regarding its UX and usability as well as the creativity method acceptance and level of mental workload.
Public transport maps are typically designed in a way to support route finding tasks for passengers, while they also provide an overview about stations, metro lines, and city-specific attractions. Most of those maps are designed as a static representation, maybe placed in a metro station or printed in a travel guide. In this paper, we describe a dynamic, interactive public transport map visualization enhanced by additional views for the dynamic passenger data on different levels of temporal granularity. Moreover, we also allow extra statistical information in form of density plots, calendar-based visualizations, and line graphs. All this information is linked to the contextual metro map to give a viewer insights into the relations between time points and typical routes taken by the passengers. We also integrated a graph-based view on user-selected routes, a way to interactively compare those routes, an attribute- and property-driven automatic computation of specific routes for one map as well as for all available maps in our repertoire, and finally, also the most important sights in each city are included as extra information to include in a user-selected route. We illustrate the usefulness of our interactive visualization and map navigation system by applying it to the railway system of Hamburg in Germany while also taking into account the extra passenger data. As another indication for the usefulness of the interactively enhanced metro maps we conducted a controlled user experiment with 20 participants.
In this paper we describe an interactive web-based tool for visual analysis of Formula 1 data. A calendar-like representation provides an overview of all races on a yearly basis, either in absolute or normalized time. After selecting a dedicated race more details about this race can be explored. Furthermore it is possible to compare up to three different races. Beside visualizing details on dedicated races it is also possible to analyse driver and team performance over time. A user study was applied to get feedback about the usage of the application and decide between different visualization options.
Public transport maps are typically designed in a way to support route finding tasks for passengers while they also provide an overview about stations, metro lines, and city-specific attractions. Most of those maps are designed as a static representation, maybe placed in a metro station or printed in a travel guide. In this paper we describe a dynamic, interactive public transport map visualization enhanced by additional views for the dynamic passenger data on different levels of temporal granularity. Moreover, we also allow extra statistical information in form of density plots, calendar-based visualizations, and line graphs. All this information is linked to the contextual metro map to give a viewer insights into the relations between time points and typical routes taken by the passengers. We illustrate the usefulness of our interactive visualization by applying it to the railway system of Hamburg in Germany while also taking into account the extra passenger data. As another indication for the usefulness of the interactively enhanced metro maps we conducted a user experiment with 20 participants.
Formula One races provide a wealth of data worth investigating. Although the time-varying data has a clear structure, it is pretty challenging to analyze it for further properties. Here the focus is on a visual classification for events, drivers, as well as time periods. As a first step, the Formula One data is visually encoded based on a line plot visual metaphor reflecting the dynamic lap times, and finally, a classification of the races based on the visual outcomes gained from these line plots is presented. The visualization tool is web-based and provides several interactively linked views on the data; however, it starts with a calendar-based overview representation. To illustrate the usefulness of the approach, the provided Formula One data from several years is visually explored while the races took place in different locations. The chapter discusses algorithmic, visual, and perceptual limitations that might occur during the visual classification of time-series data such as Formula One races.
In diesem Beitrag wird ein neuer Ansatz vorgestellt, welcher eine schwerkraftreduzierte Navigation innerhalb einer VR-Umgebung erlaubt, wie beispielsweise ein simulierter Mondspaziergang. Zur Navigation in der VR-Umgebung wird der Cyberith Virtualizer ein-gesetzt. Die Schwerkraftsimulation erfolgt mittels eines einstellbaren Gurtsystems, das anelastischen Seilen aufgehängt wird und abgestufte Schwerkraftkompensationen erlaubt. Als Umgebung wurde ein Raumschiffszenario sowie eine Mondoberfläche generiert. Hier sind in der aktuellen Anwendung einfache Interaktionen möglich. In Anlehnung an existierende Gravity Offload Systeme wird die Lösung ViRGOS bezeichnet. ViRGOS wurde bereits bei verschiedenen Besuchsterminen und Hochschulevents eingesetzt, so dass erste Rückmeldungen von Nutzern eingeholt werden konnten.
JumpAR kombiniert die Welt der Augmented Reality (AR) mit dem weltbekannten Jump ’n’ Run Genre in einem Mobile Game. Der Spieler kreiert einen individuellen Spielparcours in seiner realen Umgebung und navigiert seine Spielfigur auf virtuellen Plattformen durch diesen. Der mit Unity entwickelte JumpAR Prototyp wurde nach Umsetzungen der Grundfunktionen und Mechaniken im Rahmen eines Nutzertests analysiert. Die Integration von echten Gegenständen aus dem Umfeld des Spielers führt im Spielfluss zu einer starken Verknüpfung der virtuellen und realen Welt, was eine neue AR-Interaktionsform für Handyspiele darstellt.
In this paper we describe an interactive web-based visual analysis tool for Formula one races. It first provides an overview about all races on a yearly basis in a calendar-like representation. From this starting point, races can be selected and visually inspected in detail. We support a dynamic race position diagram as well as a more detailed lap times line plot for showing the drivers’ lap times in comparison. Many interaction techniques are supported like selections, filtering, highlighting, color coding, or details-on demand. We illustrate the usefulness of our visualization tool by applying it to a Formula one dataset while we describe the different dynamic visual racing patterns for a number of selected races and drivers.
Ganz gleich, ob im privaten oder beruflichen Alltag, begleiten uns digitale Medien heute nahezu überall. Dabei dienen sie nicht nur zur Unterhaltung, sondern helfen uns, Arbeitsabläufe effizienter und produktiver durchzuführen. Doch die Arbeit des Menschen ist bei Weitem nicht überflüssig geworden. Durch die steigenden Anforderungen ist die Nachfrage nach qualifiziertem Fachpersonal heute höher denn je. Währenddessen müssen Mitarbeiter in der Lage sein, mit der rasanten Entwicklung neuer Produkte und Technologien Schritt zu halten. Dabei ist eine qualitative Aus- und Weiterbildung unumgänglich. Beginnend mit der Bildung von Medienkompetenz in Schulen bis hin zur Fach- und Berufsbildung sowie beruflichen Weiterbildung, muss der Umgang mit digitalen Technologien gelehrt sein. Darüber hinaus bieten diese Technologien neue Potenziale zur Verbesserung von Bildungskonzepten und können zudem dabei helfen, den Lernerfolg zu steigern.
Diese Arbeit beschäftigt sich mit der Evaluation einer VR-basierten Lernumgebung und untersucht mögliche Auswirkungen auf den Lernerfolg durch die verkörperte Darstellung eines virtuellen Instruktors. Dazu wurde die technische Implementierung einer kollaborativen Lernumgebung vorgenommen, mit welcher anschließend eine Versuchsreihe mit 16 Probanden durchgeführt wurde. Im Hinblick auf eine mögliche Steigerung der Effizienz in der eigenständigen Bewältigung von Montageaufgaben nach unterschiedlichen Instruktionsarten, wurden keine signifikanten Leistungsverbesserungen festgestellt.
Virtual Reality (VR) technology has the potential to support knowledge communication in several sectors. Still, when educators make use of immersive VR technology in favor of presenting their knowledge, their audience within the same room may not be able to see them anymore due to wearing head-mounted displays (HMDs). In this paper, we propose the Avatar2Avatar system and design, which augments the visual aspect during such a knowledge presentation. Avatar2Avatar enables users to see both a realistic representation of their respective counterpart and the virtual environment at the same time. We point out several design aspects of such a system and address design challenges and possibilities that arose during implementation. We specifically explore opportunities of a system design for integrating 2D video-avatars in existing roomscale VR setups. An additional user study indicates a positive impact concerning spatial presence when using Avatar2Avatar.