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Ziel des Verbundprojektes APFel (Projektlaufzeit: 01.01.2010 ‐ 31.03.2014)war eine zeitlich vorwärts‐ und rückwärtsgerichtete Lokalisation von Personen innerhalb eines Kameranetzwerkes aus sich nicht überlappenden Kameras in Hyperechtzeit zu ermöglichen. Einsatzbereiche dieses Szenarios sind kritische Infrastrukturen wie Flughäfen und Flugplätze. Zunächst fokussierte das Projekt APFel auf die Lokalisation einer einzelnen Zielperson. Weiterführend wurden die entwickelten Verfahren auf die Analyse von Gruppen erweitert, um Personen als Teil einer Gruppe lokalisieren zu können.
In diesem Artikel wird ein System vorgestellt, welches eine videobasierte Hinderniserkennung zur automatisierten Bildanalyse von Straßenverkehrsszenen durchführt. Eine Unterteilung der Hinderniserkennung in Objektdetektion, Objektverfolgung und Objektklassifikation lässt eine Extraktion und eine Attributierung von Verkehrsteilnehmern zu. Eine Szeneninterpretation ist ableitbar.
We present a light-weight real-time applicable 3D-gesture recognition system on mobile devices for improved Human-Machine Interaction. We utilize time-of-flight data coming from a single sensor and implement the whole gesture recognition pipeline on two different devices outlining the potential of integrating these sensors onto mobile devices. The main components are responsible for cropping the data to the essentials, calculation of meaningful features, training and classifying via neural networks and realizing a GUI on the device. With our system we achieve recognition rates of up to 98% on a 10-gesture set with frame rates reaching 20Hz, more than sufficient for any real-time applications.
Touch versus mid-air gesture interfaces in road scenarios-measuring driver performance degradation
(2016)
We present a study aimed at comparing the degradation of the driver's performance during touch gesture vs mid-air gesture use for infotainment system control. To this end, 17 participants were asked to perform the Lane Change Test. This requires each participant to steer a vehicle in a simulated driving environment while interacting with an infotainment system via touch and mid-air gestures. The decrease in performance is measured as the deviation from an optimal baseline. This study concludes comparable deviations from the baseline for the secondary task of infotainment interaction for both interaction variants. This is significant as all participants are experienced in touch interaction, however have had no experience at all with mid-air gesture interaction, favoring mid-air gestures for the long-term scenario.
Building upon prior results, we present an alternative approach to efficiently classifying a complex set of 3D hand poses obtained from modern Time-Of-Flight-Sensors (TOF). We demonstrate it is possible to achieve satisfactory results in spite of low resolution and high noise (inflicted by the sensors) and a demanding outdoor environment. We set up a large database of pointclouds in order to train multilayer perceptrons as well as support vector machines to classify the various hand poses. Our goal is to fuse data from multiple TOF sensors, which observe the poses from multiple angles. The presented contribution illustrates that real-time capability can be maintained with such a setup as the used 3D descriptors, the fusion strategy as well as the online confidence measures are computationally efficient.
Coming out of the labs, the first robots are currently appearing on the consumer market. Initially they target rather simple application scenarios ranging from entertainment to home convenience. However, one can expect, that they will capture more complex areas soon. These robots will have a higher and higher level and a broad range of functional competence, and will collaborate and interactively communicate with their human users. All this requires considerable cognitive abilities on the robot’s side and appropriate man-machine interaction technologies. Apart from further development of individual functions and technologies it is crucial to build and evaluate fully integrated systems. This paper describes our approach to construct a robotic assistance system. We present experience with an integrated technology demonstration and the exposure of the integrated system to the public.
The first robots are currently appearing on the consumer market. Initially they are targeted at rather simple applications such as entertainment and home convenience. For more complex areas, these robots will need to collaborate and interactively communicate with their human users, which requires appropriate man-machine interaction technologies and considerable cognitive abilities on the robot's side. Consumer acceptance will strongly depend on the integrated system. Thus, system integration and evaluation of the integrated system is becoming increasingly important. This paper describes our approach to construct a robotic assistance system. We present experience with an integrated technology demonstration and exposure of the integrated system to the public.
Technologie die beflügelt
(2016)
Systeme zur automatisierten Bildanalyse sind vielfältig einsetzbar und gewinnen aufgrund technologischer Weiterentwicklungen und gesellschaftlicher Akzeptanz zunehmend an Bedeutung. Schwerpunkt im Bereich der "Technischen Bildverarbeitung dynamischer Szenen" ist die Entwicklung von Methoden, die bei der Interpretation von Bildern aus verschiedenen Sensordaten Verwendung finden. Dies sind neben den herkömmlichen Kamerabildern im wesentlichen Röntgen- und Radarbilder. Unter geeigneter Berücksichtigung der durch die jeweiligen Anwendungen vorgegebenen Randbedingungen werden daraus entsprechende Verfahren abgeleitet. Derzeitige Projekte beschäftigen sich mit der Analyse von Straßenverkehrsszenen, der Detektion von Sprengstoffzündern bei der Durchleuchtung von Fluggepäck, sowie mit der Bestimmung von Art und Ausdehnung von Ölverschmutzungen bei der Meeresüberwachung.
Technical Report
(2016)
This internal report discusses the theoretical and practical aspects of the cluster management framework SimpleHydra, which was developed in order to allow researchers the quick setup of classical small to mid-scale computation clusters while being as lightweight and platform independent as possible. We motivate crucial design choices with a theoretical analysis in the aspect of time and space complexity, furthermore we give a comprehensive introduction regarding the frameworks usage (which includes examples and detailed description of fundamental concepts as well as data structures). In addition to that we illustrate application scenarios with complete source code examples. Furthermore we hope that this document proves valuable not only as a development report but also as a practical manual for SimpleHydra.
RELEVANCE & RESEARCH QUESTION: Currently the effectiveness of Virtual Reality (VR) and Augmented Reality (AR) systems as practice teaching methods are virtually uncharted. The proof that these systems can provide the same or better learning outcomes than a text instructed practical task could represent a significant benefit for educational activities. METHODS & DATA: To fathom the effectiveness, an experimental study with the three conditions (VR, AR and a real setup) were used to teach participant how to assemble a standard computer. Each condition was divided into two parts: part one in which participants were confronted with their specific scenario, part two in which participants had to go through a real practice after one week. The learning outcome was determined by the designation of hardware parts, a quiz that queried their function and the correct assembling of the components in addition to needed time. Apart from the mere performance, the acceptance of such application in academic context and difference in evaluation by men and women were of interest. RESULTS: Results concerning the Learning Outcome showed that participants from the VR condition outperformed those learned from the real setup ((M=10.0, SD=0.0) [virtual reality] vs. (M=8.95, SD=1.27) [control]). Furthermore, results from the assembling duration assessment demonstrated that VR Group Participants completed their tasks 6.62% faster than the control group. Regarding the identification of Hardware Parts, both groups scored a significant improvement during the post condition compared to the first test run, indicating a learning progress. However, due to the VR group achieving a better outcome in average answers and a more significant difference between the trials, the results indicate a better performance by participants assigned to the VR condition. ADDED VALUE: The results revealed that VR and AR systems could exceed text-based approach in terms of learning outcome performance. The effectiveness of the systems implicates a major benefit for the educational landscape, as learning content that is not realizable in terms of cost, distance or logistics could be designed as an immersive and engaging experience.
The scene interpretation and the behavior planning of a vehicle in real world traffic is a difficult problem to be solved. If different hierarchies of tasks and purposes are built to structure the behavior of a driver, complex systems can be designed. But finally behavior planning in vehicles can only influence the controlled variables: steering, angle and velocity. In this paper a scene interpretation and a behavior planning for a driver assistance system aiming on cruise control is proposed. In this system the controlled variables are determined by an evaluation of the dynamics of a two-dimensional neural field for scene interpretation and two one-dimensional neural fields controlling steering angle and velocity. The stimuli of the fields are determined according to the sensor information.
To reduce the number of traffic accidents and to increase the drivers comfort, the thought of designing driver assistance systems arose in the past years. Fully or partly autonomously guided vehicles, particularly for road traffic, pose high demands on the development of reliable algorithms. Principal problems are caused by having a moving observer in predominantly natural environments. At the Institut fur Neuroinformatik methods for analyzing driving relevant scenes by computer vision are developed in cooperation with several partners from the automobile industry. We present a solution for a driver assistance system. We concentrate on the aspects of video-based scene analysis and organization of behavior.
Relax yourself - Using Virtual Reality to enhance employees mental health and work performance
(2019)
This paper presents work-in-progress aiming to develop an actively adapting virtual reality (VR) relaxation application. Due to the immersive nature of VR technologies, people can escape from their real environment and get into a relaxing state. Goal of the application is to adapt to the users' physiological signals to foster the positive effect. Until now, a first version of the VR application was constructed and is currently evaluated in an experiment. Preliminary results of this study demonstrate that people appreciate the immersion into the virtual environment and escape from reality. Moreover, participants highlighted the option to adapt users' needs and preferences. Based on the final study data, the constructed application will be enhanced with regard to adoption and surrounding factors.
Es ist eine alltägliche Erfahrung, daß wir Urteile über gut oder schlecht, bzw. qualitativ hochwertig oder minderwertig eines Gegenstandes mit der Wahrnehmung des emittierten Geräuschschalls in Verbindung bringen. Der Geräuschlaut ist deshalb ein wichtiges Entscheidungskriterium bei der Auswahl eines Produktes, welches wahrnehmbaren Schall erzeugt. Die Fragestellung hinsichtlich der Geräuschqualität und des Geräuschdesigns stellt daher hohe Anforderungen an den Akustik-Ingenieur. Zum heutigen Zeitpunkt ist es jedoch nicht möglich, mit einer instrumentellen Meßtechnik Aussagen über die Eignung eines Geräuschschalls für ein Produkt zu machen. Es ist nicht möglich, kognitive Faktoren über eine instrumentelle Meßtechnik zu messen. Es reicht nicht aus, eine Geräuschgüte mit Bewertungsschemata wie dem A-bewerteten Schalldruckpegel
oder Lautheitsmodellen zu definieren. Diese lassen allein keine eindeutigen Aussagen über die Wahrnehmung von Geräuschen zu. Der vorliegende Beitrag ist als Ansatz für das Soundengineering von Fahrzeuginnengeräuschen zu sehen. Es wird anhand von Hörversuchen mit Fahrzeuginnengeräuschen ein objektiver Beschreibungskatalog ermittelt, der eine Aussage über die jeweilige Hörempfindung zuläßt.