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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.
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 recent years robotic systems have matured enough to perform simple home or office tasks, guide visitors in environments such as museums or stores and aid people in their daily life. To make the interaction with service and even industrial robots as fast and intuitive as possible, researchers strive to create transparent interfaces close to human-human interaction. As facial expressions play a central role in human-human communication, robot faces were implemented with varying degrees of human-likeness and expressiveness. We propose an emotion model to parameterize a screen based facial animation via inter-process communication. A software will animate transitions and add additional animations to make a digital face appear “alive” and equip a robotic system with a virtual face. The result will be an inviting appearance to motivate potential users to seek interaction with the robot.
Painting galleries typically provide a wealth of data composed of several data types. Those multivariate data are too complex for laymen like museum visitors to first, get an overview about all paintings and to look for specific categories. Finally, the goal is to guide the visitor to a specific painting that he wishes to have a more closer look on. In this paper we describe an interactive visualization tool that first provides such an overview and lets people experiment with the more than 41,000 paintings collected in the web gallery of art. To generate such an interactive tool, our technique is composed of different steps like data handling, algorithmic transformations, visualizations, interactions, and the human user working with the tool with the goal to detect insights in the provided data. We illustrate the usefulness of the visualization tool by applying it to such characteristic data and show how one can get from an overview about all paintings to specific paintings.
Lots of movies are produced every year, too many to watch all of them and in particular, to get an overview about the evolution of typical movie genres and actors playing in them. Moreover, it is a challenging problem to detect correlations among the movies and the actors in those movies, in particular, if we are interested in time-varying data patterns like trends, countertrends, or anomalies and outliers. Those correlations are specifically interesting if they can be inspected on different levels of granularity, e.g., temporal, but also hierarchical in form of country- or continent-based correlations. In this paper we describe the IMDb Explorer, a webbased visualization tool that consists of two major views denoted by the movie cosmos and the career lines. Both views are linked and interactively manipulable while a list of user-defined metrics are explorable. We illustrate the usefulness of the visualization tool by applying it to the entire movie database provided by IMDb.
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.
Representing users within an immersive virtual environment is an essential functionality of a multi-person virtual reality system. Especially when communicative or collaborative tasks must be performed, there exist challenges about realistic embodying and integrating such avatar representations. A shared comprehension of local space and non-verbal communication (like gesture, posture or self-expressive cues) can support these tasks. In this paper, we introduce a novel approach to create realistic, video-texture based avatars of colocated users in real-time and integrate them in an immersive virtual environment. We show a straight forward and low-cost hard- and software solution to do so. We discuss technical design problems that arose during implementation and present a qualitative analysis on the usability of the concept from a user study, applying it to a training scenario in the automotive sector.
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.
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.