TY - THES A1 - Tzschichholz, Tristan T1 - Relative pose estimation of known rigid objects using a novel approach to high-level PMD-/CCD- sensor data fusion with regard to applications in space T1 - Relative Lagebestimmung bekannter fester Objekte unter Verwendung eines neuen Ansatzes zur anwendungsnahen Sensordatenfusion einer PMD- und CCD-Kamera hinsichtlich ihrer Anwendungen im Weltraum N2 - In this work, a novel method for estimating the relative pose of a known object is presented, which relies on an application-specific data fusion process. A PMD-sensor in conjunction with a CCD-sensor is used to perform the pose estimation. Furthermore, the work provides a method for extending the measurement range of the PMD sensor along with the necessary calibration methodology. Finally, extensive measurements on a very accurate Rendezvous and Docking testbed are made to evaluate the performance, what includes a detailed discussion of lighting conditions. N2 - In der Arbeit wird eine neuartige Methode zur Bestimmung der relativen Lage eines bekannten Objektes vorgestellt, welche auf einem anwendungsspezifischen Datenfusionsprozess basiert. Dabei wird ein PMD-Sensor zusammen mit einem CCD-Sensor benutzt, um die Lagebestimmung vorzunehmen. Darüber hinaus liefert die Arbeit eine Methode, den Messbereich des PMD-Sensors zu erhöhen zusammen mit der notwendigen Kalibrierungsmethoden. Schließlich werden detailierte und weitreichende Messungen aus einer sehr genauen Rendezvous und Docking-Testanlage gemacht, um die Leistungsfähigkeit des Algorithmus zu demonstrieren, was auch eine detaillierte Behandung der Beleuchtungsbedingungen einschließt. T3 - Forschungsberichte in der Robotik = Research Notes in Robotics - 8 KW - Bildverarbeitung KW - PMD KW - phase unwrapping KW - rendezvous and docking KW - data fusion KW - pose estimation KW - Sensor KW - Raumfahrt KW - Image Processing Y1 - 2014 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-103918 SN - 978-3-923959-95-2 SN - 1868-7474 ER - TY - THES A1 - Wiebusch, Dennis T1 - Reusability for Intelligent Realtime Interactive Systems T1 - Wiederverwendbarkeit für Intelligente Echtzeit-interaktive Systeme N2 - Software frameworks for Realtime Interactive Systems (RIS), e.g., in the areas of Virtual, Augmented, and Mixed Reality (VR, AR, and MR) or computer games, facilitate a multitude of functionalities by coupling diverse software modules. In this context, no uniform methodology for coupling these modules does exist; instead various purpose-built solutions have been proposed. As a consequence, important software qualities, such as maintainability, reusability, and adaptability, are impeded. Many modern systems provide additional support for the integration of Artificial Intelligence (AI) methods to create so called intelligent virtual environments. These methods exacerbate the above-mentioned problem of coupling software modules in the thus created Intelligent Realtime Interactive Systems (IRIS) even more. This, on the one hand, is due to the commonly applied specialized data structures and asynchronous execution schemes, and the requirement for high consistency regarding content-wise coupled but functionally decoupled forms of data representation on the other. This work proposes an approach to decoupling software modules in IRIS, which is based on the abstraction of architecture elements using a semantic Knowledge Representation Layer (KRL). The layer facilitates decoupling the required modules, provides a means for ensuring interface compatibility and consistency, and in the end constitutes an interface for symbolic AI methods. N2 - Software Frameworks zur Entwicklung Echtzeit-interaktiver Systeme (engl. Realtime Interactive Systems, RIS), z.B. mit Anwendungen in der Virtual, Augmented und Mixed Reality (VR, AR und MR) sowie in Computerspielen, integrieren vielfältige Funktionalitäten durch die Kopplung verschiedener Softwaremodule. Eine einheitliche Methodik einer Kopplung in diesen Systemen besteht dabei nicht, stattdessen existieren mannigfaltige individuelle Lösungen. Als Resultat sinken wichtige Softwarequalitätsfaktoren wie Wartbarkeit, Wiederverwendbarkeit und Anpassbarkeit. Viele moderne Systeme setzen zusätzlich unterschiedliche Methoden der Künstlichen Intelligenz (KI) ein, um so intelligente virtuelle Umgebungen zu generieren. Diese KI-Methoden verschärfen in solchen Intelligenten Echtzeit-interaktiven Systemen (engl. Intelligent Realtime Interactive Systems, IRIS) das eingangs genannte Kopplungsproblem signifikant durch ihre spezialisierten Datenstrukturen und häufig asynchronen Prozessflüssen bei gleichzeitig hohen Konsistenzanforderungen bzgl. inhaltlich assoziierter, aber funktional entkoppelter Datenrepräsentationen in anderen Modulen. Die vorliegende Arbeit beschreibt einen Lösungsansatz für das Entkopplungsproblem mittels Abstraktion maßgeblicher Softwarearchitekturelemente basierend auf einer erweiterbaren semantischen Wissensrepräsentationsschicht. Diese semantische Abstraktionsschicht erlaubt die Entkopplung benötigter Module, ermöglicht eine automatische Überprüfung von Schnittstellenkompatibiltät und Konsistenz und stellt darüber hinaus eine generische Schnittstelle zu symbolischen KI-Methoden bereit. KW - Virtuelle Realität KW - Ontologie KW - Wissensrepräsentation KW - Echtzeitsystem KW - Framework KW - Intelligent Realtime Interactive System KW - Virtual Reality KW - Knowledge Representation Layer KW - Intelligent Virtual Environment KW - Semantic Entity Model KW - Erweiterte Realität KW - Softwarewiederverwendung KW - Modul KW - Software Engineering Y1 - 2016 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-121869 SN - 978-3-95826-040-5 (print) SN - 978-3-95826-041-2 (online) N1 - Parallel erschienen als Druckausg. in Würzburg University Press, ISBN 978-3-95826-040-5, 34,90 EUR PB - Würzburg University Press CY - Würzburg ER - TY - CHAP ED - Neumann, Isabel ED - Gado, Sabrina ED - Käthner, Ivo ED - Hildebrandt, Lea ED - Andreatta, Marta T1 - Abstracts of the Wuertual Reality XR Meeting 2023 T1 - Abstracts des Wuertual Reality XR Meeting 2023 N2 - The Wuertual Reality XR Meeting 2023 was initiated to bring together researchers from many fields who use VR/AR/XR. There was a focus on applied XR and social VR. In this conference band, you can find the abstracts of the two keynotes, the 34 posters and poster pitches, the 29 talks and the four workshops. KW - Virtuelle Realität KW - Virtual Reality KW - Augmented Reality KW - Extended Reality KW - Social VR Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-317203 ET - korrigierte Auflage ER - TY - CHAP ED - Neumann, Isabel ED - Gado, Sabrina ED - Käthner, Ivo ED - Hildebrandt, Lea ED - Andreatta, Marta T1 - Abstracts of the Wuertual Reality XR Meeting 2023 T1 - Abstracts des Wuertual Reality XR Meeting 2023 N2 - The Wuertual Reality XR Meeting 2023 was initiated to bring together researchers from many fields who use VR/AR/XR. There was a focus on applied XR and social VR. In this conference band, you can find the abstracts of the two keynotes, the 34 posters and poster pitches, the 29 talks and the four workshops. KW - Virtuelle Realität KW - Virtual Reality KW - Augmented Reality KW - Extended Reality KW - Social VR Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-315285 N1 - Der Zugriff auf dieses Dokument wurde aus urheberrechtlichen Gründen gesperrt. Eine neue Fassung finden Sie unter https://doi.org/10.25972/OPUS-31720. ER - TY - CHAP A1 - Klemke, Roland A1 - Sanusi, Khaleel Asyraaf Mat A1 - Rose, Melina T1 - Immersive Game Technologies for Innovative Education - A Method for Experimental Interdisciplinary Technology Transfer T2 - Proceedings of the 1st Games Technology Summit N2 - Immersive, sensor-enabled technologies such as augmented and virtual reality expand the way human beings interact with computers significantly. While these technologies are widely explored in entertainment games, they also offer possibilities for educational use. However,their uptake in education is so far very limited. Within the ImTech4Ed project, we aim at systematically exploring the power of interdisciplinary, international hackathons as a novel method to create immersive educational game prototypes and as a means to transfer these innovative technical prototypes into educational use. To achieve this, we bring together game design and development, where immersive and interactive solutions are designed and developed; computer science, where the technological foundations for immersive technologies and for scalable architectures for these are created; and teacher education, where future teachers are educated. This article reports on the concept and design of these hackathons. KW - immersive technologies KW - educational games KW - hackathons Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-245843 ER - TY - JOUR A1 - Reul, Christian A1 - Christ, Dennis A1 - Hartelt, Alexander A1 - Balbach, Nico A1 - Wehner, Maximilian A1 - Springmann, Uwe A1 - Wick, Christoph A1 - Grundig, Christine A1 - Büttner, Andreas A1 - Puppe, Frank T1 - OCR4all—An open-source tool providing a (semi-)automatic OCR workflow for historical printings JF - Applied Sciences N2 - Optical Character Recognition (OCR) on historical printings is a challenging task mainly due to the complexity of the layout and the highly variant typography. Nevertheless, in the last few years, great progress has been made in the area of historical OCR, resulting in several powerful open-source tools for preprocessing, layout analysis and segmentation, character recognition, and post-processing. The drawback of these tools often is their limited applicability by non-technical users like humanist scholars and in particular the combined use of several tools in a workflow. In this paper, we present an open-source OCR software called OCR4all, which combines state-of-the-art OCR components and continuous model training into a comprehensive workflow. While a variety of materials can already be processed fully automatically, books with more complex layouts require manual intervention by the users. This is mostly due to the fact that the required ground truth for training stronger mixed models (for segmentation, as well as text recognition) is not available, yet, neither in the desired quantity nor quality. To deal with this issue in the short run, OCR4all offers a comfortable GUI that allows error corrections not only in the final output, but already in early stages to minimize error propagations. In the long run, this constant manual correction produces large quantities of valuable, high quality training material, which can be used to improve fully automatic approaches. Further on, extensive configuration capabilities are provided to set the degree of automation of the workflow and to make adaptations to the carefully selected default parameters for specific printings, if necessary. During experiments, the fully automated application on 19th Century novels showed that OCR4all can considerably outperform the commercial state-of-the-art tool ABBYY Finereader on moderate layouts if suitably pretrained mixed OCR models are available. Furthermore, on very complex early printed books, even users with minimal or no experience were able to capture the text with manageable effort and great quality, achieving excellent Character Error Rates (CERs) below 0.5%. The architecture of OCR4all allows the easy integration (or substitution) of newly developed tools for its main components by standardized interfaces like PageXML, thus aiming at continual higher automation for historical printings. KW - optical character recognition KW - document analysis KW - historical printings Y1 - 2019 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-193103 SN - 2076-3417 VL - 9 IS - 22 ER - TY - JOUR A1 - Oberdörfer, Sebastian A1 - Schraudt, David A1 - Latoschik, Marc Erich T1 - Embodied gambling — investigating the influence of level of embodiment, avatar appearance, and virtual environment design on an online VR slot machine JF - Frontiers in Virtual Reality N2 - Slot machines are one of the most played games by players suffering from gambling disorder. New technologies like immersive Virtual Reality (VR) offer more possibilities to exploit erroneous beliefs in the context of gambling. Recent research indicates a higher risk potential when playing a slot machine in VR than on desktop. To continue this investigation, we evaluate the effects of providing different degrees of embodiment, i.e., minimal and full embodiment. The avatars used for the full embodiment further differ in their appearance, i.e., they elicit a high or a low socio-economic status. The virtual environment (VE) design can cause a potential influence on the overall gambling behavior. Thus, we also embed the slot machine in two different VEs that differ in their emotional design: a colorful underwater playground environment and a virtual counterpart of our lab. These design considerations resulted in four different versions of the same VR slot machine: 1) full embodiment with high socio-economic status, 2) full embodiment with low socio-economic status, 3) minimal embodiment playground VE, and 4) minimal embodiment laboratory VE. Both full embodiment versions also used the playground VE. We determine the risk potential by logging gambling frequency as well as stake size, and measuring harm-inducing factors, i.e., dissociation, urge to gamble, dark flow, and illusion of control, using questionnaires. Following a between groups experimental design, 82 participants played for 20 game rounds one of the four versions. We recruited our sample from the students enrolled at the University of Würzburg. Our safety protocol ensured that only participants without any recent gambling activity took part in the experiment. In this comparative user study, we found no effect of the embodiment nor VE design on neither the gambling frequency, stake sizes, nor risk potential. However, our results provide further support for the hypothesis of the higher visual angle on gambling stimuli and hence the increased emotional response being the true cause for the higher risk potential. KW - virtual reality KW - virtual environments KW - immersion KW - gambling KW - risks KW - embodiment KW - avatars Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-284662 SN - 2673-4192 VL - 3 ER - TY - JOUR A1 - Halbig , Andreas A1 - Babu , Sooraj K. A1 - Gatter , Shirin A1 - Latoschik , Marc Erich A1 - Brukamp, Kirsten A1 - von Mammen , Sebastian T1 - Opportunities and challenges of Virtual Reality in healthcare – a domain experts inquiry JF - Frontiers in Virtual Reality N2 - In recent years, the applications and accessibility of Virtual Reality (VR) for the healthcare sector have continued to grow. However, so far, most VR applications are only relevant in research settings. Information about what healthcare professionals would need to independently integrate VR applications into their daily working routines is missing. The actual needs and concerns of the people who work in the healthcare sector are often disregarded in the development of VR applications, even though they are the ones who are supposed to use them in practice. By means of this study, we systematically involve health professionals in the development process of VR applications. In particular, we conducted an online survey with 102 healthcare professionals based on a video prototype which demonstrates a software platform that allows them to create and utilise VR experiences on their own. For this study, we adapted and extended the Technology Acceptance Model (TAM). The survey focused on the perceived usefulness and the ease of use of such a platform, as well as the attitude and ethical concerns the users might have. The results show a generally positive attitude toward such a software platform. The users can imagine various use cases in different health domains. However, the perceived usefulness is tied to the actual ease of use of the platform and sufficient support for learning and working with the platform. In the discussion, we explain how these results can be generalized to facilitate the integration of VR in healthcare practice. KW - virtual reality KW - healthcare KW - therapy KW - rehabilitation KW - ethics KW - technology acceptance KW - authoring platform KW - healthcare professionals Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-284752 SN - 2673-4192 VL - 3 ER - TY - THES A1 - Sauer, Christian T1 - Development, Simulation and Evaluation of Mobile Wireless Networks in Industrial Applications T1 - Entwicklung, Simulation und Bewertung von Mobilen Kabellosen Netzwerken in Industriellen Anwendungen N2 - Manyindustrialautomationsolutionsusewirelesscommunicationandrelyontheavail- ability and quality of the wireless channel. At the same time the wireless medium is highly congested and guaranteeing the availability of wireless channels is becoming increasingly difficult. In this work we show, that ad-hoc networking solutions can be used to provide new communication channels and improve the performance of mobile automation systems. These ad-hoc networking solutions describe different communi- cation strategies, but avoid relying on network infrastructure by utilizing the Peer-to- Peer (P2P) channel between communicating entities. This work is a step towards the effective implementation of low-range communication technologies(e.g. VisibleLightCommunication(VLC), radarcommunication, mmWave communication) to the industrial application. Implementing infrastructure networks with these technologies is unrealistic, since the low communication range would neces- sitate a high number of Access Points (APs) to yield full coverage. However, ad-hoc networks do not require any network infrastructure. In this work different ad-hoc net- working solutions for the industrial use case are presented and tools and models for their examination are proposed. The main use case investigated in this work are Automated Guided Vehicles (AGVs) for industrial applications. These mobile devices drive throughout the factory trans- porting crates, goods or tools or assisting workers. In most implementations they must exchange data with a Central Control Unit (CCU) and between one another. Predicting if a certain communication technology is suitable for an application is very challenging since the applications and the resulting requirements are very heterogeneous. The proposed models and simulation tools enable the simulation of the complex inter- action of mobile robotic clients and a wireless communication network. The goal is to predict the characteristics of a networked AGV fleet. Theproposedtoolswereusedtoimplement, testandexaminedifferentad-hocnetwork- ing solutions for industrial applications using AGVs. These communication solutions handle time-critical and delay-tolerant communication. Additionally a control method for the AGVs is proposed, which optimizes the communication and in turn increases the transport performance of the AGV fleet. Therefore, this work provides not only tools for the further research of industrial ad-hoc system, but also first implementations of ad-hoc systems which address many of the most pressing issues in industrial applica- tions. N2 - Viele industrielle Automatisierungslösungen verwenden drahtlose Kommunikations- systeme und sind daher auf die Verfügbarkeit und Qualität des drahtlosen Kanals an- gewiesen. Gleichzeitig ist das drahtlose Medium stark belastet und die Gewährleis- tung der Verfügbarkeit der drahtlosen Kanäle wird zunehmends herrausfordernder. In dieser Arbeit wird gezeigt, dass Ad-hoc-Netzwerklösungen genutzt werden können, um neue Kommunikationskanäle bereitzustellen und die Leistung von mobilen Au- tomatisierungssystemen zu verbessern. Diese Ad-hoc-Netzwerklösungen können un- terschiedliche Kommunikationsstrategien bezeichnen. In all diesen Strategien wird der Peer-to-Peer (P2P)-Kanal zwischen zwei kommunizierenden Systemen verwendet statt Netzwerk-Infrastruktur. Diese Arbeit ist ein Schritt hin zur effektiven Implementierung von Kommunikations- technologien mit geringer Reichweite (z.B. Visible Light Communication (VLC), Radar- kommunikation, mmWave-Kommunikation) in der industriellen Anwendung. Die Im- plementierung von Infrastrukturnetzen mit diesen Technologien ist unrealistisch, da die geringe Kommunikationsreichweite eine hohe Anzahl von Access Points (APs) er- fordern würde um eine flächendeckende Bereitstellung von Kommunikationskanälen zu gewährleisten. Ad-hoc-Netzwerke hingegen benötigen keine Netzwerkinfrastruk- tur. In dieser Arbeit werden verschiedene Ad-hoc-Netzwerklösungen für den industri- ellenAnwendungsfallvorgestelltundWerkzeugeundModellefürderenUntersuchung vorgeschlagen. Der Hauptanwendungsfall, der in dieser Arbeit untersucht wird, sind Fahrerlose Trans- portSysteme (FTS) (fortführend als Automated Guided Vehicles (AGVs)) für industri- elle Anwendungen. Diese FTS fahren durch die Produktionsanlage um Kisten, Waren oder Werkzeuge zu transportieren oder um Mitarbeitern zu assistieren. In den meisten Implementierungen müssen sie Daten mit einer Central Control Unit (CCU) und unter- einander austauschen. Die Vorhersage, ob eine bestimmte Kommunikationstechnologie für eine Anwendung geeignet ist, ist sehr anspruchsvoll, da sowohl Anwendungen als auch Anforderungen sehr heterogen sind. Die präsentierten Modelle und Simulationswerkzeuge ermöglichen die Simulation der komplexen Interaktion von mobilen Robotern und drahtlosen Kommunikationsnetz- werken. Das Ziel ist die Vorhersage der Eigenschaften einer vernetzten FTS-Flotte. Mit den vorgestellten Werkzeugen wurden verschiedene Ad-hoc-Netzwerklösungen für industrielle Anwendungen mit FTS implementiert, getestet und untersucht. Die- se Kommunikationssysteme übertragen zeitkritische und verzögerungstolerante Nach- richten. Zusätzlich wird eine Steuerungsmethode für die FTS vorgeschlagen, die die KommunikationoptimiertunddamiteinhergehenddieTransportleistungderFTS-Flotte erhöht. Dieses Werk führt also nicht nur neue Werkzeuge ein um die Entwicklung in- dustrieller Ad-hoc Systeme zu ermöglichen, sondern schlägt auch einige Systeme für die kritischsten Kommunikationsprobleme industrieller Anwendungen vor. KW - Industrie KW - Routing KW - Funknetz KW - Autonomer Roboter KW - Drahtloses vermaschtes Netzwerk KW - Industrie-Roboter KW - Kabellose Netzwerke KW - Simulation Y1 - 2023 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-299238 ER - TY - JOUR A1 - Vollmer, Andreas A1 - Vollmer, Michael A1 - Lang, Gernot A1 - Straub, Anton A1 - Kübler, Alexander A1 - Gubik, Sebastian A1 - Brands, Roman C. A1 - Hartmann, Stefan A1 - Saravi, Babak T1 - Performance analysis of supervised machine learning algorithms for automatized radiographical classification of maxillary third molar impaction JF - Applied Sciences N2 - Background: Oro-antral communication (OAC) is a common complication following the extraction of upper molar teeth. The Archer and the Root Sinus (RS) systems can be used to classify impacted teeth in panoramic radiographs. The Archer classes B-D and the Root Sinus classes III, IV have been associated with an increased risk of OAC following tooth extraction in the upper molar region. In our previous study, we found that panoramic radiographs are not reliable for predicting OAC. This study aimed to (1) determine the feasibility of automating the classification (Archer/RS classes) of impacted teeth from panoramic radiographs, (2) determine the distribution of OAC stratified by classification system classes for the purposes of decision tree construction, and (3) determine the feasibility of automating the prediction of OAC utilizing the mentioned classification systems. Methods: We utilized multiple supervised pre-trained machine learning models (VGG16, ResNet50, Inceptionv3, EfficientNet, MobileNetV2), one custom-made convolutional neural network (CNN) model, and a Bag of Visual Words (BoVW) technique to evaluate the performance to predict the clinical classification systems RS and Archer from panoramic radiographs (Aim 1). We then used Chi-square Automatic Interaction Detectors (CHAID) to determine the distribution of OAC stratified by the Archer/RS classes to introduce a decision tree for simple use in clinics (Aim 2). Lastly, we tested the ability of a multilayer perceptron artificial neural network (MLP) and a radial basis function neural network (RBNN) to predict OAC based on the high-risk classes RS III, IV, and Archer B-D (Aim 3). Results: We achieved accuracies of up to 0.771 for EfficientNet and MobileNetV2 when examining the Archer classification. For the AUC, we obtained values of up to 0.902 for our custom-made CNN. In comparison, the detection of the RS classification achieved accuracies of up to 0.792 for the BoVW and an AUC of up to 0.716 for our custom-made CNN. Overall, the Archer classification was detected more reliably than the RS classification when considering all algorithms. CHAID predicted 77.4% correctness for the Archer classification and 81.4% for the RS classification. MLP (AUC: 0.590) and RBNN (AUC: 0.590) for the Archer classification as well as MLP 0.638) and RBNN (0.630) for the RS classification did not show sufficient predictive capability for OAC. Conclusions: The results reveal that impacted teeth can be classified using panoramic radiographs (best AUC: 0.902), and the classification systems can be stratified according to their relationship to OAC (81.4% correct for RS classification). However, the Archer and RS classes did not achieve satisfactory AUCs for predicting OAC (best AUC: 0.638). Additional research is needed to validate the results externally and to develop a reliable risk stratification tool based on the present findings. KW - oro-antral communication KW - oro-antral fistula KW - prediction KW - machine learning KW - teeth extraction KW - complications KW - classification KW - artificial intelligence Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-281662 SN - 2076-3417 VL - 12 IS - 13 ER -