@phdthesis{Fischbach2017, author = {Fischbach, Martin Walter}, title = {Enhancing Software Quality of Multimodal Interactive Systems}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-152723}, school = {Universit{\"a}t W{\"u}rzburg}, year = {2017}, abstract = {Multimodal interfaces (MMIs) are a promising human-computer interaction paradigm. They are feasible for a wide rang of environments, yet they are especially suited if interactions are spatially and temporally grounded with an environment in which the user is (physically) situated. Real-time interactive systems (RISs) are technical realizations for situated interaction environments, originating from application areas like virtual reality, mixed reality, human-robot interaction, and computer games. RISs include various dedicated processing-, simulation-, and rendering subsystems which collectively maintain a real-time simulation of a coherent application state. They thus fulfil the complex functional requirements of their application areas. Two contradicting principles determine the architecture of RISs: coupling and cohesion. On the one hand, RIS subsystems commonly use specific data structures for multiple purposes to guarantee performance and rely on close semantic and temporal coupling between each other to maintain consistency. This coupling is exacerbated if the integration of artificial intelligence (AI) methods is necessary, such as for realizing MMIs. On the other hand, software qualities like reusability and modifiability call for a decoupling of subsystems and architectural elements with single well-defined purposes, i.e., high cohesion. Systems predominantly favour performance and consistency over reusability and modifiability to handle this contradiction. They thus accept low maintainability in general and hindered scientific progress in the long-term. This thesis presents six semantics-based techniques that extend the established entity-component system (ECS) pattern and pose a solution to this contradiction without sacrificing maintainability: semantic grounding, a semantic entity-component state, grounded actions, semantic queries, code from semantics, and decoupling by semantics. The extension solves the ECS pattern's runtime type deficit, improves component granularity, facilitates access to entity properties outside a subsystem's component association, incorporates a concept to semantically describe behavior as complement to the state representation, and enables compatibility even between RISs. The presented reference implementation Simulator X validates the feasibility of the six techniques and may be (re)used by other researchers due to its availability under an open-source licence. It includes a repertoire of common multimodal input processing steps that showcase the particular adequacy of the six techniques for such processing. The repertoire adds up to the integrated multimodal processing framework miPro, making Simulator X a RIS platform with explicit MMI support. The six semantics-based techniques as well as the reference implementation are validated by four expert reviews, multiple proof of concept prototypes, and two explorative studies. Informal insights gathered throughout the design and development supplement this assessment in the form of lessons learned meant to aid future development in the area.}, subject = {Echtzeitsystem}, language = {en} } @article{ZimmererFischbachLatoschik2018, author = {Zimmerer, Chris and Fischbach, Martin and Latoschik, Marc Erich}, title = {Semantic Fusion for Natural Multimodal Interfaces using Concurrent Augmented Transition Networks}, series = {Multimodal Technologies and Interaction}, volume = {2}, journal = {Multimodal Technologies and Interaction}, number = {4}, issn = {2414-4088}, doi = {10.3390/mti2040081}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-197573}, year = {2018}, abstract = {Semantic fusion is a central requirement of many multimodal interfaces. Procedural methods like finite-state transducers and augmented transition networks have proven to be beneficial to implement semantic fusion. They are compliant with rapid development cycles that are common for the development of user interfaces, in contrast to machine-learning approaches that require time-costly training and optimization. We identify seven fundamental requirements for the implementation of semantic fusion: Action derivation, continuous feedback, context-sensitivity, temporal relation support, access to the interaction context, as well as the support of chronologically unsorted and probabilistic input. A subsequent analysis reveals, however, that there is currently no solution for fulfilling the latter two requirements. As the main contribution of this article, we thus present the Concurrent Cursor concept to compensate these shortcomings. In addition, we showcase a reference implementation, the Concurrent Augmented Transition Network (cATN), that validates the concept's feasibility in a series of proof of concept demonstrations as well as through a comparative benchmark. The cATN fulfills all identified requirements and fills the lack amongst previous solutions. It supports the rapid prototyping of multimodal interfaces by means of five concrete traits: Its declarative nature, the recursiveness of the underlying transition network, the network abstraction constructs of its description language, the utilized semantic queries, and an abstraction layer for lexical information. Our reference implementation was and is used in various student projects, theses, as well as master-level courses. It is openly available and showcases that non-experts can effectively implement multimodal interfaces, even for non-trivial applications in mixed and virtual reality.}, language = {en} } @article{PalmisanoKullmannHanafietal.2022, author = {Palmisano, Chiara and Kullmann, Peter and Hanafi, Ibrahem and Verrecchia, Marta and Latoschik, Marc Erich and Canessa, Andrea and Fischbach, Martin and Isaias, Ioannis Ugo}, title = {A fully-immersive virtual reality setup to study gait modulation}, series = {Frontiers in Human Neuroscience}, volume = {16}, journal = {Frontiers in Human Neuroscience}, issn = {1662-5161}, doi = {10.3389/fnhum.2022.783452}, url = {http://nbn-resolving.de/urn:nbn:de:bvb:20-opus-267099}, year = {2022}, abstract = {Objective: Gait adaptation to environmental challenges is fundamental for independent and safe community ambulation. The possibility of precisely studying gait modulation using standardized protocols of gait analysis closely resembling everyday life scenarios is still an unmet need. Methods: We have developed a fully-immersive virtual reality (VR) environment where subjects have to adjust their walking pattern to avoid collision with a virtual agent (VA) crossing their gait trajectory. We collected kinematic data of 12 healthy young subjects walking in real world (RW) and in the VR environment, both with (VR/A+) and without (VR/A-) the VA perturbation. The VR environment closely resembled the RW scenario of the gait laboratory. To ensure standardization of the obstacle presentation the starting time speed and trajectory of the VA were defined using the kinematics of the participant as detected online during each walking trial. Results: We did not observe kinematic differences between walking in RW and VR/A-, suggesting that our VR environment per se might not induce significant changes in the locomotor pattern. When facing the VA all subjects consistently reduced stride length and velocity while increasing stride duration. Trunk inclination and mediolateral trajectory deviation also facilitated avoidance of the obstacle. Conclusions: This proof-of-concept study shows that our VR/A+ paradigm effectively induced a timely gait modulation in a standardized immersive and realistic scenario. This protocol could be a powerful research tool to study gait modulation and its derangements in relation to aging and clinical conditions.}, language = {en} }