004 Datenverarbeitung; Informatik
Refine
Has Fulltext
- yes (125)
Is part of the Bibliography
- yes (125)
Year of publication
Document Type
- Journal article (125) (remove)
Keywords
- virtual reality (15)
- augmented reality (4)
- human-computer interaction (4)
- machine learning (4)
- crowdsensing (3)
- database (3)
- immersion (3)
- mHealth (3)
- neural networks (3)
- resistance (3)
- Deep learning (2)
- IoT (2)
- Quadrocopter (2)
- Quadrotor (2)
- XR (2)
- artificial intelligence (2)
- deep learning (2)
- design (2)
- education (2)
- engineering (2)
- exposure (2)
- framework (2)
- fully convolutional neural networks (2)
- genetics (2)
- historical document analysis (2)
- immersive technologies (2)
- metabolic modeling (2)
- natural variation (2)
- navigation (2)
- ontology (2)
- perception (2)
- prediction (2)
- scalability (2)
- segmentation (2)
- self-aware computing (2)
- smart speaker (2)
- spatial presence (2)
- tinnitus (2)
- virtual agent (2)
- virtual environments (2)
- 26S RDNA Data (1)
- 3D collation (1)
- 3D fluoroscopy (1)
- 3D viewer (1)
- 3D-reconstruction methods (1)
- 3DTK toolkit (1)
- 4D-GIS (1)
- ACKR4 (1)
- AI (1)
- AKT (1)
- AVA (1)
- Analysis (1)
- Aufwandsanalyse (1)
- Automatisierte Prüfungskorrektur (1)
- Autonomous UAV (1)
- BPM (1)
- BPMN (1)
- Barcodes (1)
- Biology (1)
- Boolean function (1)
- Boolean tree (1)
- Brüder Grimm Privatbibliothek (1)
- CD4+T cells (1)
- CD8+T cells (1)
- CD95 (1)
- CETCH cycle (1)
- CLIP (1)
- CO2-sequestration (1)
- COVID-19 (1)
- Caenorhabditis elegans (1)
- Charged aerosol detector (CAD) (1)
- Colonial volvocales chlorophyta (1)
- Computer software (1)
- Convolutional Neural Network (1)
- Cost Analysis (1)
- DNA (1)
- DNA storage (1)
- Dasycladales chlorophyta (1)
- EEG (1)
- EEG frequency band analysis (1)
- EEG preprocessing (1)
- EEG processing (1)
- EPM (1)
- Educational Measurement (I2.399) (1)
- Entscheidungsfindung (1)
- Erkennung handschriftlicher Artefakte (1)
- Ethik (1)
- FLIMbee (1)
- Fatty acids (1)
- Forces (1)
- GNSS/INS integrated navigation (1)
- Gradient boosted trees (GBT) (1)
- Grimm brothers personal library (1)
- HGPS (1)
- HHblits (1)
- HMD (Head-Mounted Display) (1)
- HTTP adaptive video streaming (1)
- High-performance liquid chromatography (HPLC) (1)
- Hittitology (1)
- I-tasser (1)
- ICEP (1)
- IGFBP2 (1)
- III secretion (1)
- INS/LIDAR integrated navigation (1)
- IT security (1)
- Image Aesthetic Assessment (1)
- ImageJ (1)
- Informatik (1)
- Intelligent Virtual Agents (1)
- InteractionSuitcase (1)
- Internet of Things (1)
- IoT-driven processes (1)
- IronChip Evaluation Package (1)
- Jacobian matrix (1)
- Java 3D (1)
- Kerneldensity estimation (1)
- Klima (1)
- Künstliche Intelligenz (1)
- LC-MS/MS (1)
- Land plants (1)
- Lifetime spectroscopy (1)
- LoRaWAN (1)
- MDR (1)
- Measurement (1)
- Microarray (1)
- Modell (1)
- Molecular systematics (1)
- Multiple-Choice Examination (1)
- Multiple-Choice Prüfungen (1)
- Mycoplasma (1)
- NP-hardness (1)
- Neuromuscular junctions (1)
- Neuronales Netz (1)
- Nuclear RDNA (1)
- Optical Flow (1)
- Poisson surface reconstruction (1)
- Positron annihilation spectroscopy (1)
- Profile distances (1)
- Programmierbare logische Anordnung (1)
- Quantitative structure-property relationship modeling (QSPR) (1)
- RBCL Gene-sequences (1)
- RGB-D (1)
- RNA sequencing (1)
- Robotics (1)
- SARS-CoV-2 (1)
- SMLM (1)
- SNP (1)
- Secondary structure (1)
- Self-Evaluation Programs (I2.399.780) (1)
- Septins (1)
- Simulation (1)
- Software product lines (1)
- Structure-from-Motion (1)
- Synapses (1)
- Synaptic vesicles (1)
- Terramechanics (1)
- Time resolved measurements (1)
- Torque (1)
- V-antigen (1)
- Variability (1)
- Vesicles (1)
- Visualisierung (1)
- WH2 domain (1)
- WNT (1)
- WebGL (1)
- WhatsApp (1)
- Wheel (1)
- XR-artificial intelligence combination (1)
- XR-artificial intelligence continuum (1)
- Yersinia enterocolitica (1)
- Yolk protein (1)
- YouTube (1)
- Zebrafish (1)
- acrophobia (1)
- actin nucleation (1)
- adaptation (1)
- adaptation models (1)
- adult learning (1)
- advertising effectiveness (1)
- aerodynamics (1)
- agents (1)
- aging (1)
- alignment (1)
- anamnesis tool (1)
- aneurysm (1)
- annotation (1)
- anomaly detection (1)
- anomaly prediction (1)
- ant-colony optimization (1)
- anthropomorphism (1)
- anxiety (1)
- apixaban (1)
- application design (1)
- approximation algorithm (1)
- arabidopsis thaliana (1)
- arabidpsis thaliana (1)
- architectural design (1)
- arithmetic calculations (1)
- artificial intelligence education (1)
- artificial intelligence literacy (1)
- augmentation (1)
- automation (1)
- autonomous (1)
- autonomous UAV (1)
- availability (1)
- avatar embodiment (1)
- avatars (1)
- background knowledge (1)
- baseline detection (1)
- behavior (1)
- behavior change (1)
- behavior perception (1)
- bibliometric analysis (1)
- binary decision diagram (1)
- binary tanglegram (1)
- biofuel (1)
- biohybrid systems (1)
- bioinformatics (1)
- biological development (1)
- biomanufacturing (1)
- biosignals (1)
- brain (1)
- caenorhabditis elegans (1)
- camera orientation (1)
- carbon (1)
- carboxylation (1)
- cardiac magnetic resonance (1)
- caspase-3 (1)
- cell membranes (1)
- cerebral ischemia (1)
- certifying algorithm (1)
- chain cover (1)
- channel management (1)
- cisplatin (1)
- classification (1)
- climate (1)
- cloud-native (1)
- co-authorships (1)
- co-inventorships (1)
- coherence (1)
- collaboration (1)
- collision (1)
- colony-stimulating factor (1)
- combination therapy (1)
- communication models (1)
- communication networks (1)
- community detection (1)
- comparative sequence analysis (1)
- complex traits (1)
- compressed sensing (1)
- computational (1)
- computers as social actors (1)
- condition prediction (1)
- congruence (1)
- connector (1)
- content-based image retrieval (1)
- continuous-time SLAM (1)
- conversational agent (1)
- conversational agents (1)
- convex bipartite graph (1)
- convolutional neural network (1)
- corticotropin-releasing hormone (1)
- cost-sensitive learning (1)
- crossing minimization (1)
- crosstalk (1)
- crowdsourced measurements (1)
- cultural and media studies (1)
- culturally aware (1)
- cuneiform (1)
- cyber-physical systems (1)
- cybersickness (1)
- cytokine profiling (1)
- dSTORM (1)
- data stream processing (1)
- data warehouse (1)
- decision-making (1)
- deformation-based method (1)
- design cycle (1)
- detection time simulation (1)
- diagnostic accuracy (1)
- differentiation (1)
- dimensions of proximity (1)
- direct oral anticoagulants (1)
- direct thrombin inhibitor (1)
- disease (1)
- disruption project (1)
- distributed control (1)
- drug (1)
- drug-minded protein (1)
- dynamic programming (1)
- eHealth (1)
- eco-metabolomics (1)
- ecological momentary assessment (1)
- educational tool (1)
- electroencephalography (1)
- electrolytes (1)
- electronic health records (1)
- elementary mode analysis (1)
- elementary modes (1)
- elevated plus-maze (1)
- embedding techniques (1)
- emotions (1)
- empathy (1)
- encryption (1)
- endoscopy (1)
- endurance (1)
- environmental sound (1)
- enzyme (1)
- event detection (1)
- event-related potentials-ERP (1)
- evolution (1)
- exercise intensity (1)
- experience (1)
- experimental evaluation (1)
- expertise framing (Min5-Max 8) (1)
- expression (1)
- expression signature (1)
- extended reality (XR) (1)
- factor XA inhibitor (1)
- failure prediction (1)
- fault detection (1)
- feature matching (1)
- fixed-parameter tractability (1)
- flies (1)
- fluoroscopy (1)
- food quality (1)
- force dynamics (1)
- foreign language learning and teaching (1)
- formation flight (1)
- fruit temperature (1)
- functional analysis (1)
- games (1)
- gamification (1)
- gamma (1)
- gastroenterology (1)
- generative systems (1)
- genes (1)
- genetic algorithm (1)
- genetic regulatory network (1)
- geospatial data (1)
- graph algorithm (1)
- green systems biology (1)
- group-based communication (1)
- handwriting (1)
- handwritten artefact recognition (1)
- hepatotoxicity (1)
- hierarchy (1)
- histidine kinase (1)
- historical images (1)
- homology modeling (1)
- hospital data (1)
- human body weight (1)
- human computer interaction (HCI) (1)
- human-artificial intelligence interaction (1)
- human-artificial intelligence interface (1)
- human-centered design (1)
- human-centered, human-robot (1)
- humantechnology interaction (1)
- human–computer interaction (1)
- hypotonic (1)
- hypotonic solutions (1)
- illusion of self-motion (1)
- image processing (1)
- image schemas (1)
- imbalanced regression (1)
- immersive advertising (1)
- immersive classroom (1)
- immersive classroom management (1)
- immunity (1)
- implicit association test (1)
- in situ analysis (1)
- induced matching (1)
- informal education (1)
- information extraction (1)
- information systems and information technology (1)
- inhibitor (1)
- intelligent transportation systems (1)
- intelligent vehicles (1)
- intelligent virtual agents (1)
- intelligent voice assistant (1)
- intention-behavior-gap (1)
- inter-coder reliability (1)
- interaction (1)
- intercultural learning and teaching (1)
- interdisciplinary education (1)
- intermediate host (1)
- internal transcribed spacer 2 (1)
- internet traffic (1)
- interpolation (1)
- intervention design (1)
- intervention evaluation (1)
- intraoperative imaging (1)
- invasive vascular interventions (1)
- iowa gambling task (1)
- isotonic (1)
- key-insight extraction (1)
- kinect (1)
- language-image pre-training (1)
- layout recognition (1)
- learning environments (1)
- life-span regulation (1)
- lifetime spectroscopy (1)
- light-gated proteins (1)
- logistics (1)
- long-term analysis (1)
- lymphotoxicity (1)
- malaria (1)
- map projections (1)
- mapping (1)
- markers (1)
- mathematical model (1)
- measurement (1)
- measurements (1)
- media analysis (1)
- media equation (1)
- medical analytics (1)
- medical device regulation (1)
- medical device software (1)
- medical records (1)
- medieval manuscripts (1)
- meditation (1)
- membrane proteins (1)
- memory immune responses (1)
- metabolic flux (1)
- metabolism (1)
- metabolomics (1)
- metastasis (1)
- methylene blue (1)
- mice (1)
- microbes (1)
- mindfulness (1)
- misconceptions (1)
- mixed reality (1)
- mixed-cultural (1)
- mixed-cultural settings (1)
- mobile application (1)
- mobile instant messaging (1)
- mobile messaging application (1)
- mobile networks (1)
- mobile streaming (1)
- model following (1)
- model output statistics (1)
- model-based diagnosis (1)
- modules (1)
- molecular systematics (1)
- mouse (1)
- multimodal fusion (1)
- multimodal interface (1)
- multiple myeloma (1)
- multirotors (1)
- multiscale encoder (1)
- mutation (1)
- nano-satellite (1)
- nanocellulose (1)
- natural interfaces (1)
- natural language processing (1)
- networks (1)
- neume notation (1)
- neural architecture (1)
- noise measurement (1)
- non-native accent (1)
- nonhuman-primates (1)
- nonverbal behavior (1)
- object detection (1)
- octree (1)
- omics (1)
- optical music recognition (1)
- organogenesis (1)
- origin (1)
- oxidative stress (1)
- painful (1)
- pangolin (1)
- passage of time (1)
- passive haptic feedback (1)
- pathway (1)
- performance (1)
- performance analysis (1)
- performance liquid chromatography (1)
- performance prediction (1)
- permeability (1)
- pestis infection (1)
- photorespiration (1)
- phylogenetic tree (1)
- phylogeny (1)
- place-illusion (1)
- plausibility (1)
- plausibility-illusion (1)
- pneumonic plague (1)
- point cloud (1)
- point cloud compression (1)
- point-to-plane measure (1)
- point-to-point measure (1)
- pollution (1)
- positioning (1)
- precision horticulture (1)
- precision training (1)
- presence (1)
- private chat groups (1)
- procedural fusion methods (1)
- processing pipeline (1)
- progeria (1)
- promoter (1)
- prompt engineering (1)
- protein (1)
- protein chip (1)
- protein-interaction networks (1)
- pseudomas-syringae (1)
- psychophyisology (1)
- public speaking (1)
- pulse simulation (1)
- quadcopter (1)
- quadcopters (1)
- quality assurance (1)
- quality evaluation (1)
- quality of experience (1)
- quality of experience prediction (1)
- quantification (1)
- radiology (1)
- ransomware (1)
- real world evidence (1)
- real-world application (1)
- realism (1)
- receptor (1)
- recombinant protein rVE (1)
- recombination (1)
- recommender system (1)
- regelbasierte Nachbearbeitung (1)
- research methods (1)
- response regulator (1)
- ribosomal RNA (1)
- rich vehicle routing problem (1)
- richtersius coronifer (1)
- robustness (1)
- rotors (1)
- rule based post processing (1)
- sample weighting (1)
- satisfiability problems (1)
- scalable quadcopter (1)
- scheduling (1)
- science, technology and society (1)
- secondary structure (1)
- secure group communication (1)
- self-adaptive (1)
- self-adaptive systems (1)
- self-aware computing systems (1)
- self-managing systems (1)
- semantic fusion (1)
- sensitivity analysis (1)
- sensor (1)
- sensor fusion (1)
- sensor networks (1)
- sentinel (1)
- sequence alignment (1)
- serious games (1)
- serum (1)
- sesnsors (1)
- set (1)
- shootin-1 (1)
- signal processing (1)
- simulation system (1)
- single-electron transistors (1)
- sketching (1)
- social VR (1)
- social interaction (1)
- social relationship (1)
- social robot (1)
- social robotics (1)
- social role (1)
- socially interactive agents (1)
- spire (1)
- stability (1)
- stable state (1)
- statistical validity (1)
- statistics and numerical data (1)
- stereotypes (1)
- stream processing (1)
- stroke (1)
- student simulation (1)
- stylus (1)
- sun exposure (1)
- sunburn (1)
- superoxide-dismutase (1)
- supervised learning (1)
- surface model (1)
- survey (1)
- survival (1)
- switching navigation (1)
- synthetic biology (1)
- synthetic pathways (1)
- system architecture design (1)
- systematic literature review (1)
- systematic review (1)
- table extraction (1)
- table understanding (1)
- taxonomy (1)
- teacher education (1)
- technology-supported learning (1)
- temperature (1)
- text line detection (1)
- text supervision (1)
- theory (1)
- therapeutic application (1)
- thermal camera (1)
- thermal point cloud (1)
- time calibration (1)
- time perception (1)
- time series (1)
- tolerance (1)
- tonicity (1)
- tools (1)
- trait anxiety (1)
- transcription (1)
- transformations (1)
- translational neuroscience (1)
- transmission (1)
- transport microenvironments (1)
- transportation (1)
- trust (1)
- trustworthiness (1)
- unmanned aerial vehicle (1)
- unmanned aerial vehicles (1)
- usability evaluation (1)
- use cases (1)
- user experience (1)
- user interaction (1)
- user interfaces (1)
- user study (1)
- vaccine (1)
- validation (1)
- vection (1)
- vehicle dynamics (1)
- vehicular navigation (1)
- verbal behaviour (1)
- virtual agent interaction (1)
- virtual audience (1)
- virtual humans (1)
- virtual reality training (1)
- virtual stimuli (1)
- virtual tunnel (1)
- virtual-reality-continuum (1)
- visual analytics (1)
- vitellogenin (1)
- voice assistant (1)
- voice-based artificial intelligence (1)
- water stress (1)
- waypoint parameter (1)
- wearable (1)
Institute
- Institut für Informatik (76)
- Theodor-Boveri-Institut für Biowissenschaften (27)
- Institut Mensch - Computer - Medien (15)
- Institut für Klinische Epidemiologie und Biometrie (7)
- Center for Computational and Theoretical Biology (4)
- Institut für Funktionsmaterialien und Biofabrikation (2)
- Institut für Pharmazie und Lebensmittelchemie (2)
- Institut für Psychologie (2)
- Medizinische Klinik und Poliklinik II (2)
- Deutsches Zentrum für Herzinsuffizienz (DZHI) (1)
Sonstige beteiligte Institutionen
Global Navigation Satellite System (GNSS) provides accurate positioning data for vehicular navigation in open outdoor environment. In an indoor environment, Light Detection and Ranging (LIDAR) Simultaneous Localization and Mapping (SLAM) establishes a two-dimensional map and provides positioning data. However, LIDAR can only provide relative positioning data and it cannot directly provide the latitude and longitude of the current position. As a consequence, GNSS/Inertial Navigation System (INS) integrated navigation could be employed in outdoors, while the indoors part makes use of INS/LIDAR integrated navigation and the corresponding switching navigation will make the indoor and outdoor positioning consistent. In addition, when the vehicle enters the garage, the GNSS signal will be blurred for a while and then disappeared. Ambiguous GNSS satellite signals will lead to the continuous distortion or overall drift of the positioning trajectory in the indoor condition. Therefore, an INS/LIDAR seamless integrated navigation algorithm and a switching algorithm based on vehicle navigation system are designed. According to the experimental data, the positioning accuracy of the INS/LIDAR navigation algorithm in the simulated environmental experiment is 50% higher than that of the Dead Reckoning (DR) algorithm. Besides, the switching algorithm developed based on the INS/LIDAR integrated navigation algorithm can achieve 80% success rate in navigation mode switching.
To deliver the best user experience (UX), the human-centered design cycle (HCDC) serves as a well-established guideline to application developers. However, it does not yet cover network-specific requirements, which become increasingly crucial, as most applications deliver experience over the Internet. The missing network-centric view is provided by Quality of Experience (QoE), which could team up with UX towards an improved overall experience. By considering QoE aspects during the development process, it can be achieved that applications become network-aware by design. In this paper, the Quality of Experience Centered Design Cycle (QoE-CDC) is proposed, which provides guidelines on how to design applications with respect to network-specific requirements and QoE. Its practical value is showcased for popular application types and validated by outlining the design of a new smartphone application. We show that combining HCDC and QoE-CDC will result in an application design, which reaches a high UX and avoids QoE degradation.
Having a mixed-cultural membership becomes increasingly common in our modern society. It is thus beneficial in several ways to create Intelligent Virtual Agents (IVAs) that reflect a mixed-cultural background as well, e.g., for educational settings. For research with such IVAs, it is essential that they are classified as non-native by members of a target culture. In this paper, we focus on variations of IVAs’ speech to create the impression of non-native speakers that are identified as such by speakers of two different mother tongues. In particular, we investigate grammatical mistakes and identify thresholds beyond which the agents is clearly categorised as a non-native speaker. Therefore, we conducted two experiments: one for native speakers of German, and one for native speakers of English. Results of the German study indicate that beyond 10% of word order mistakes and 25% of infinitive mistakes German-speaking IVAs are perceived as non-native speakers. Results of the English study indicate that beyond 50% of omission mistakes and 50% of infinitive mistakes English-speaking IVAs are perceived as non-native speakers. We believe these thresholds constitute helpful guidelines for computational approaches of non-native speaker generation, simplifying research with IVAs in mixed-cultural settings.
Proximity dimensions and the emergence of collaboration: a HypTrails study on German AI research
(2021)
Creation and exchange of knowledge depends on collaboration. Recent work has suggested that the emergence of collaboration frequently relies on geographic proximity. However, being co-located tends to be associated with other dimensions of proximity, such as social ties or a shared organizational environment. To account for such factors, multiple dimensions of proximity have been proposed, including cognitive, institutional, organizational, social and geographical proximity. Since they strongly interrelate, disentangling these dimensions and their respective impact on collaboration is challenging. To address this issue, we propose various methods for measuring different dimensions of proximity. We then present an approach to compare and rank them with respect to the extent to which they indicate co-publications and co-inventions. We adapt the HypTrails approach, which was originally developed to explain human navigation, to co-author and co-inventor graphs. We evaluate this approach on a subset of the German research community, specifically academic authors and inventors active in research on artificial intelligence (AI). We find that social proximity and cognitive proximity are more important for the emergence of collaboration than geographic proximity.
With the rise of immersive media, advertisers have started to use 360° commercials to engage and persuade consumers. Two experiments were conducted to address research gaps and to validate the positive impact of 360° commercials in realistic settings. The first study (N = 62) compared the effects of 360° commercials using either a mobile cardboard head-mounted display (HMD) or a laptop. This experiment was conducted in the participants’ living rooms and incorporated individual feelings of cybersickness as a moderator. The participants who experienced the 360° commercial with the HMD reported higher spatial presence and product evaluation, but their purchase intentions were only increased when their reported cybersickness was low. The second experiment (N = 197) was conducted online and analyzed the impact of 360° commercials that were experienced with mobile (smartphone/tablet) or static (laptop/desktop) devices instead of HMDs. The positive effects of omnidirectional videos were stronger when participants used mobile devices.
In many real world settings, imbalanced data impedes model performance of learning algorithms, like neural networks, mostly for rare cases. This is especially problematic for tasks focusing on these rare occurrences. For example, when estimating precipitation, extreme rainfall events are scarce but important considering their potential consequences. While there are numerous well studied solutions for classification settings, most of them cannot be applied to regression easily. Of the few solutions for regression tasks, barely any have explored cost-sensitive learning which is known to have advantages compared to sampling-based methods in classification tasks. In this work, we propose a sample weighting approach for imbalanced regression datasets called DenseWeight and a cost-sensitive learning approach for neural network regression with imbalanced data called DenseLoss based on our weighting scheme. DenseWeight weights data points according to their target value rarities through kernel density estimation (KDE). DenseLoss adjusts each data point’s influence on the loss according to DenseWeight, giving rare data points more influence on model training compared to common data points. We show on multiple differently distributed datasets that DenseLoss significantly improves model performance for rare data points through its density-based weighting scheme. Additionally, we compare DenseLoss to the state-of-the-art method SMOGN, finding that our method mostly yields better performance. Our approach provides more control over model training as it enables us to actively decide on the trade-off between focusing on common or rare cases through a single hyperparameter, allowing the training of better models for rare data points.
In the last decades, the classical Vehicle Routing Problem (VRP), i.e., assigning a set of orders to vehicles and planning their routes has been intensively researched. As only the assignment of order to vehicles and their routes is already an NP-complete problem, the application of these algorithms in practice often fails to take into account the constraints and restrictions that apply in real-world applications, the so called rich VRP (rVRP) and are limited to single aspects. In this work, we incorporate the main relevant real-world constraints and requirements. We propose a two-stage strategy and a Timeline algorithm for time windows and pause times, and apply a Genetic Algorithm (GA) and Ant Colony Optimization (ACO) individually to the problem to find optimal solutions. Our evaluation of eight different problem instances against four state-of-the-art algorithms shows that our approach handles all given constraints in a reasonable time.
Smart sensors and smartphones are becoming increasingly prevalent. Both can be used to gather environmental data (e.g., noise). Importantly, these devices can be connected to each other as well as to the Internet to collect large amounts of sensor data, which leads to many new opportunities. In particular, mobile crowdsensing techniques can be used to capture phenomena of common interest. Especially valuable insights can be gained if the collected data are additionally related to the time and place of the measurements. However, many technical solutions still use monolithic backends that are not capable of processing crowdsensing data in a flexible, efficient, and scalable manner. In this work, an architectural design was conceived with the goal to manage geospatial data in challenging crowdsensing healthcare scenarios. It will be shown how the proposed approach can be used to provide users with an interactive map of environmental noise, allowing tinnitus patients and other health-conscious people to avoid locations with harmful sound levels. Technically, the shown approach combines cloud-native applications with Big Data and stream processing concepts. In general, the presented architectural design shall serve as a foundation to implement practical and scalable crowdsensing platforms for various healthcare scenarios beyond the addressed use case.
A bipartite graph G=(U,V,E) is convex if the vertices in V can be linearly ordered such that for each vertex u∈U, the neighbors of u are consecutive in the ordering of V. An induced matching H of G is a matching for which no edge of E connects endpoints of two different edges of H. We show that in a convex bipartite graph with n vertices and m weighted edges, an induced matching of maximum total weight can be computed in O(n+m) time. An unweighted convex bipartite graph has a representation of size O(n) that records for each vertex u∈U the first and last neighbor in the ordering of V. Given such a compact representation, we compute an induced matching of maximum cardinality in O(n) time. In convex bipartite graphs, maximum-cardinality induced matchings are dual to minimum chain covers. A chain cover is a covering of the edge set by chain subgraphs, that is, subgraphs that do not contain induced matchings of more than one edge. Given a compact representation, we compute a representation of a minimum chain cover in O(n) time. If no compact representation is given, the cover can be computed in O(n+m) time. All of our algorithms achieve optimal linear running time for the respective problem and model, and they improve and generalize the previous results in several ways: The best algorithms for the unweighted problem versions had a running time of O(n\(^{2}\)) (Brandstädt et al. in Theor. Comput. Sci. 381(1–3):260–265, 2007. https://doi.org/10.1016/j.tcs.2007.04.006). The weighted case has not been considered before.
The joint 1st Workshop on Evaluations and Measurements in Self-Aware Computing Systems (EMSAC 2019) and Workshop on Self-Aware Computing (SeAC) was held as part of the FAS* conference alliance in conjunction with the 16th IEEE International Conference on Autonomic Computing (ICAC) and the 13th IEEE International Conference on Self-Adaptive and Self-Organizing Systems (SASO) in Umeå, Sweden on 20 June 2019. The goal of this one-day workshop was to bring together researchers and practitioners from academic environments and from the industry to share their solutions, ideas, visions, and doubts in self-aware computing systems in general and in the evaluation and measurements of such systems in particular. The workshop aimed to enable discussions, partnerships, and collaborations among the participants. This special issue follows the theme of the workshop. It contains extended versions of workshop presentations as well as additional contributions.
Even today, the automatic digitisation of scanned documents in general, but especially the automatic optical music recognition (OMR) of historical manuscripts, still remains an enormous challenge, since both handwritten musical symbols and text have to be identified. This paper focuses on the Medieval so-called square notation developed in the 11th–12th century, which is already composed of staff lines, staves, clefs, accidentals, and neumes that are roughly spoken connected single notes. The aim is to develop an algorithm that captures both the neumes, and in particular its melody, which can be used to reconstruct the original writing. Our pipeline is similar to the standard OMR approach and comprises a novel staff line and symbol detection algorithm based on deep Fully Convolutional Networks (FCN), which perform pixel-based predictions for either staff lines or symbols and their respective types. Then, the staff line detection combines the extracted lines to staves and yields an F\(_1\) -score of over 99% for both detecting lines and complete staves. For the music symbol detection, we choose a novel approach that skips the step to identify neumes and instead directly predicts note components (NCs) and their respective affiliation to a neume. Furthermore, the algorithm detects clefs and accidentals. Our algorithm predicts the symbol sequence of a staff with a diplomatic symbol accuracy rate (dSAR) of about 87%, which includes symbol type and location. If only the NCs without their respective connection to a neume, all clefs and accidentals are of interest, the algorithm reaches an harmonic symbol accuracy rate (hSAR) of approximately 90%. In general, the algorithm recognises a symbol in the manuscript with an F\(_1\) -score of over 96%.
Mobile 3D fluoroscopes have become increasingly available in neurosurgical operating rooms. We recently reported its use for imaging cerebral vascular malformations and aneurysms. This study was conducted to evaluate various radiation settings for the imaging of cerebral aneurysms before and after surgical occlusion. Eighteen patients with cerebral aneurysms with the indication for surgical clipping were included in this prospective analysis. Before surgery the patients were randomized into one of three different scan protocols according (default settings of the 3D fluoroscope): Group 1: 110 kV, 80 mA (enhanced cranial mode), group 2: 120 kV, 64 mA (lumbar spine mode), group 3: 120 kV, 25 mA (head/neck settings). Prior to surgery, a rotational fluoroscopy scan (duration 24 s) was performed without contrast agent followed by another scan with 50 ml of intravenous iodine contrast agent. The image files of both scans were transferred to an Apple PowerMac(R) workstation, subtracted and reconstructed using OsiriX(R) MD 10.0 software. The procedure was repeated after clip placement. The image quality regarding preoperative aneurysm configuration and postoperative assessment of aneurysm occlusion and vessel patency was analyzed by 2 independent reviewers using a 6-grade scale. This technique quickly supplies images of adequate quality to depict intracranial aneurysms and distal vessel patency after aneurysm clipping. Regarding these features, a further optimization to our previous protocol seems possible lowering the voltage and increasing tube current. For quick intraoperative assessment, image subtraction seems not necessary. Thus, a native scan without a contrast agent is not necessary. Further optimization may be possible using a different contrast injection protocol.
This study provides a systematic literature review of research (2001–2020) in the field of teaching and learning a foreign language and intercultural learning using immersive technologies. Based on 2507 sources, 54 articles were selected according to a predefined selection criteria. The review is aimed at providing information about which immersive interventions are being used for foreign language learning and teaching and where potential research gaps exist. The papers were analyzed and coded according to the following categories: (1) investigation form and education level, (2) degree of immersion, and technology used, (3) predictors, and (4) criterions. The review identified key research findings relating the use of immersive technologies for learning and teaching a foreign language and intercultural learning at cognitive, affective, and conative levels. The findings revealed research gaps in the area of teachers as a target group, and virtual reality (VR) as a fully immersive intervention form. Furthermore, the studies reviewed rarely examined behavior, and implicit measurements related to inter- and trans-cultural learning and teaching. Inter- and transcultural learning and teaching especially is an underrepresented investigation subject. Finally, concrete suggestions for future research are given. The systematic review contributes to the challenge of interdisciplinary cooperation between pedagogy, foreign language didactics, and Human-Computer Interaction to achieve innovative teaching-learning formats and a successful digital transformation.
The charged aerosol detector (CAD) is the latest representative of aerosol-based detectors that generate a response independent of the analytes' chemical structure. This study was aimed at accurately predicting the CAD response of homologous fatty acids under varying experimental conditions. Fatty acids from C12 to C18 were used as model substances due to semivolatile characterics that caused non-uniform CAD behaviour. Considering both experimental conditions and molecular descriptors, a mixed quantitative structure-property relationship (QSPR) modeling was performed using Gradient Boosted Trees (GBT). The ensemble of 10 decisions trees (learning rate set at 0.55, the maximal depth set at 5, and the sample rate set at 1.0) was able to explain approximately 99% (Q\(^2\): 0.987, RMSE: 0.051) of the observed variance in CAD responses. Validation using an external test compound confirmed the high predictive ability of the model established (R-2: 0.990, RMSEP: 0.050). With respect to the intrinsic attribute selection strategy, GBT used almost all independent variables during model building. Finally, it attributed the highest importance to the power function value, the flow rate of the mobile phase, evaporation temperature, the content of the organic solvent in the mobile phase and the molecular descriptors such as molecular weight (MW), Radial Distribution Function-080/weighted by mass (RDF080m) and average coefficient of the last eigenvector from distance/detour matrix (Ve2_D/Dt). The identification of the factors most relevant to the CAD responsiveness has contributed to a better understanding of the underlying mechanisms of signal generation. An increased CAD response that was obtained for acetone as organic modifier demonstrated its potential to replace the more expensive and environmentally harmful acetonitrile.
Measurements of physiological parameters provide an objective, often non-intrusive, and (at least semi-)automatic evaluation and utilization of user behavior. In addition, specific hardware devices of Virtual Reality (VR) often ship with built-in sensors, i.e. eye-tracking and movements sensors. Hence, the combination of physiological measurements and VR applications seems promising. Several approaches have investigated the applicability and benefits of this combination for various fields of applications. However, the range of possible application fields, coupled with potentially useful and beneficial physiological parameters, types of sensor, target variables and factors, and analysis approaches and techniques is manifold. This article provides a systematic overview and an extensive state-of-the-art review of the usage of physiological measurements in VR. We identified 1,119 works that make use of physiological measurements in VR. Within these, we identified 32 approaches that focus on the classification of characteristics of experience, common in VR applications. The first part of this review categorizes the 1,119 works by field of application, i.e. therapy, training, entertainment, and communication and interaction, as well as by the specific target factors and variables measured by the physiological parameters. An additional category summarizes general VR approaches applicable to all specific fields of application since they target typical VR qualities. In the second part of this review, we analyze the target factors and variables regarding the respective methods used for an automatic analysis and, potentially, classification. For example, we highlight which measurement setups have been proven to be sensitive enough to distinguish different levels of arousal, valence, anxiety, stress, or cognitive workload in the virtual realm. This work may prove useful for all researchers wanting to use physiological data in VR and who want to have a good overview of prior approaches taken, their benefits and potential drawbacks.
Realistic and lifelike 3D-reconstruction of virtual humans has various exciting and important use cases. Our and others’ appearances have notable effects on ourselves and our interaction partners in virtual environments, e.g., on acceptance, preference, trust, believability, behavior (the Proteus effect), and more. Today, multiple approaches for the 3D-reconstruction of virtual humans exist. They significantly vary in terms of the degree of achievable realism, the technical complexities, and finally, the overall reconstruction costs involved. This article compares two 3D-reconstruction approaches with very different hardware requirements. The high-cost solution uses a typical complex and elaborated camera rig consisting of 94 digital single-lens reflex (DSLR) cameras. The recently developed low-cost solution uses a smartphone camera to create videos that capture multiple views of a person. Both methods use photogrammetric reconstruction and template fitting with the same template model and differ in their adaptation to the method-specific input material. Each method generates high-quality virtual humans ready to be processed, animated, and rendered by standard XR simulation and game engines such as Unreal or Unity. We compare the results of the two 3D-reconstruction methods in an immersive virtual environment against each other in a user study. Our results indicate that the virtual humans from the low-cost approach are perceived similarly to those from the high-cost approach regarding the perceived similarity to the original, human-likeness, beauty, and uncanniness, despite significant differences in the objectively measured quality. The perceived feeling of change of the own body was higher for the low-cost virtual humans. Quality differences were perceived more strongly for one’s own body than for other virtual humans.
Plenty of theories, models, measures, and investigations target the understanding of virtual presence, i.e., the sense of presence in immersive Virtual Reality (VR). Other varieties of the so-called eXtended Realities (XR), e.g., Augmented and Mixed Reality (AR and MR) incorporate immersive features to a lesser degree and continuously combine spatial cues from the real physical space and the simulated virtual space. This blurred separation questions the applicability of the accumulated knowledge about the similarities of virtual presence and presence occurring in other varieties of XR, and corresponding outcomes. The present work bridges this gap by analyzing the construct of presence in mixed realities (MR). To achieve this, the following presents (1) a short review of definitions, dimensions, and measurements of presence in VR, and (2) the state of the art views on MR. Additionally, we (3) derived a working definition of MR, extending the Milgram continuum. This definition is based on entities reaching from real to virtual manifestations at one time point. Entities possess different degrees of referential power, determining the selection of the frame of reference. Furthermore, we (4) identified three research desiderata, including research questions about the frame of reference, the corresponding dimension of transportation, and the dimension of realism in MR. Mainly the relationship between the main aspects of virtual presence of immersive VR, i.e., the place-illusion, and the plausibility-illusion, and of the referential power of MR entities are discussed regarding the concept, measures, and design of presence in MR. Finally, (5) we suggested an experimental setup to reveal the research heuristic behind experiments investigating presence in MR. The present work contributes to the theories and the meaning of and approaches to simulate and measure presence in MR. We hypothesize that research about essential underlying factors determining user experience (UX) in MR simulations and experiences is still in its infancy and hopes this article provides an encouraging starting point to tackle related questions.
Artificial Intelligence (AI) covers a broad spectrum of computational problems and use cases. Many of those implicate profound and sometimes intricate questions of how humans interact or should interact with AIs. Moreover, many users or future users do have abstract ideas of what AI is, significantly depending on the specific embodiment of AI applications. Human-centered-design approaches would suggest evaluating the impact of different embodiments on human perception of and interaction with AI. An approach that is difficult to realize due to the sheer complexity of application fields and embodiments in reality. However, here XR opens new possibilities to research human-AI interactions. The article’s contribution is twofold: First, it provides a theoretical treatment and model of human-AI interaction based on an XR-AI continuum as a framework for and a perspective of different approaches of XR-AI combinations. It motivates XR-AI combinations as a method to learn about the effects of prospective human-AI interfaces and shows why the combination of XR and AI fruitfully contributes to a valid and systematic investigation of human-AI interactions and interfaces. Second, the article provides two exemplary experiments investigating the aforementioned approach for two distinct AI-systems. The first experiment reveals an interesting gender effect in human-robot interaction, while the second experiment reveals an Eliza effect of a recommender system. Here the article introduces two paradigmatic implementations of the proposed XR testbed for human-AI interactions and interfaces and shows how a valid and systematic investigation can be conducted. In sum, the article opens new perspectives on how XR benefits human-centered AI design and development.
This article introduces the Off-The-Shelf Stylus (OTSS), a framework for 2D interaction (in 3D) as well as for handwriting and sketching with digital pen, ink, and paper on physically aligned virtual surfaces in Virtual, Augmented, and Mixed Reality (VR, AR, MR: XR for short). OTSS supports self-made XR styluses based on consumer-grade six-degrees-of-freedom XR controllers and commercially available styluses. The framework provides separate modules for three basic but vital features: 1) The stylus module provides stylus construction and calibration features. 2) The surface module provides surface calibration and visual feedback features for virtual-physical 2D surface alignment using our so-called 3ViSuAl procedure, and surface interaction features. 3) The evaluation suite provides a comprehensive test bed combining technical measurements for precision, accuracy, and latency with extensive usability evaluations including handwriting and sketching tasks based on established visuomotor, graphomotor, and handwriting research. The framework’s development is accompanied by an extensive open source reference implementation targeting the Unity game engine using an Oculus Rift S headset and Oculus Touch controllers. The development compares three low-cost and low-tech options to equip controllers with a tip and includes a web browser-based surface providing support for interacting, handwriting, and sketching. The evaluation of the reference implementation based on the OTSS framework identified an average stylus precision of 0.98 mm (SD = 0.54 mm) and an average surface accuracy of 0.60 mm (SD = 0.32 mm) in a seated VR environment. The time for displaying the stylus movement as digital ink on the web browser surface in VR was 79.40 ms on average (SD = 23.26 ms), including the physical controller’s motion-to-photon latency visualized by its virtual representation (M = 42.57 ms, SD = 15.70 ms). The usability evaluation (N = 10) revealed a low task load, high usability, and high user experience. Participants successfully reproduced given shapes and created legible handwriting, indicating that the OTSS and it’s reference implementation is ready for everyday use. We provide source code access to our implementation, including stylus and surface calibration and surface interaction features, making it easy to reuse, extend, adapt and/or replicate previous results (https://go.uniwue.de/hci-otss).
As an emerging market for voice assistants (VA), the healthcare sector imposes increasing requirements on the users’ trust in the technological system. To encourage patients to reveal sensitive data requires patients to trust in the technological counterpart. In an experimental laboratory study, participants were presented a VA, which was introduced as either a “specialist” or a “generalist” tool for sexual health. In both conditions, the VA asked the exact same health-related questions. Afterwards, participants assessed the trustworthiness of the tool and further source layers (provider, platform provider, automatic speech recognition in general, data receiver) and reported individual characteristics (disposition to trust and disclose sexual information). Results revealed that perceiving the VA as a specialist resulted in higher trustworthiness of the VA and of the provider, the platform provider and automatic speech recognition in general. Furthermore, the provider’s trustworthiness affected the perceived trustworthiness of the VA. Presenting both a theoretical line of reasoning and empirical data, the study points out the importance of the users’ perspective on the assistant. In sum, this paper argues for further analyses of trustworthiness in voice-based systems and its effects on the usage behavior as well as the impact on responsible design of future technology.