8 resultados para Intuitive

em Digital Peer Publishing


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The past few years, multimodal interaction has been gaining importance in virtual environments. Although multimodality renders interacting with an environment more natural and intuitive, the development cycle of such an application is often long and expensive. In our overall field of research, we investigate how modelbased design can facilitate the development process by designing environments through the use of highlevel diagrams. In this scope, we present ‘NiMMiT’, a graphical notation for expressing and evaluating multimodal user interaction; we elaborate on the NiMMiT primitives and demonstrate its use by means of a comprehensive example.

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The use of XML for representation of eLearning-content and for automatic generation of different kinds of teaching media from this material is with all its advantages nowadays stateof-the-art. In the last years there have been numerous projects that leveraged XML-based production environments. At the end of the financial advancement the created materials have to be maintained with limited (human) resources. In the majority of cases this is only possible, if the authors care for their teaching material without extensive IT-support. From our point of view there has so far been a lack of intuitive usable XML editors. The prototype of such an XML editor “aXess” is introduced with the intention to encourage a broad discussion about the required features to manage the content of eLearning-materials.

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Methods for optical motion capture often require timeconsuming manual processing before the data can be used for subsequent tasks such as retargeting or character animation. These processing steps restrict the applicability of motion capturing especially for dynamic VR-environments with real time requirements. To solve these problems, we present two additional, fast and automatic processing stages based on our motion capture pipeline presented in [HSK05]. A normalization step aligns the recorded coordinate systems with the skeleton structure to yield a common and intuitive data basis across different recording sessions. A second step computes a parameterization based on automatically extracted main movement axes to generate a compact motion description. Our method does not restrict the placement of marker bodies nor the recording setup, and only requires a short calibration phase.

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The anatomy of the human brain is organized as a complex arrangement of interrelated structures in three dimensional space. To facilitate the understanding of both structure and function, we have created a volume rendered brain atlas (VRBA) with an intuitive interface that allows real-time stereoscopic rendering of brain anatomy. The VRBA incorporates 2-dimensional and 3-dimensional texture mapping to display segmented brain anatomy co-registered with a T1 MRI. The interface allows the user to remove and add any of the 62 brain structures, as well as control the display of the MRI dataset. The atlas also contains brief verbal and written descriptions of the different anatomical regions to correlate structure with function. A variety of stereoscopic projection methods are supported by the VRBA and provide an abstract, yet simple, way of visualizing brain anatomy and 3-dimensional relationships between different nuclei.

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In recent years interactive media and tools, like scientific simulations and simulation environments or dynamic data visualizations, became established methods in the neural and cognitive sciences. Hence, university teachers of neural and cognitive sciences are faced with the challenge to integrate these media into the neuroscientific curriculum. Especially simulations and dynamic visualizations offer great opportunities for teachers and learners, since they are both illustrative and explorable. However, simulations bear instructional problems: they are abstract, demand some computer skills and conceptual knowledge about what simulations intend to explain. By following two central questions this article provides an overview on possible approaches to be applied in neuroscience education and opens perspectives for their curricular integration: (i) How can complex scientific media be transformed for educational use in an efficient and (for students on all levels) comprehensible manner and (ii) by what technical infrastructure can this transformation be supported? Exemplified by educational simulations for the neurosciences and their application in courses, answers to these questions are proposed a) by introducing a specific educational simulation approach for the neurosciences b) by introducing an e-learning environment for simulations, and c) by providing examples of curricular integration on different levels which might help academic teachers to integrate newly created or existing interactive educational resources in their courses.

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Complementary to automatic extraction processes, Virtual Reality technologies provide an adequate framework to integrate human perception in the exploration of large data sets. In such multisensory system, thanks to intuitive interactions, a user can take advantage of all his perceptual abilities in the exploration task. In this context the haptic perception, coupled to visual rendering, has been investigated for the last two decades, with significant achievements. In this paper, we present a survey related to exploitation of the haptic feedback in exploration of large data sets. For each haptic technique introduced, we describe its principles and its effectiveness.

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Opaque products enable service providers to hide specific characteristics of their service fulfillment from the customer until after purchase. Prominent examples include internet-based service providers selling airline tickets without defining details, such as departure time or operating airline, until the booking has been made. Owing to the resulting flexibility in resource utilization, the traditional revenue management process needs to be modified. In this paper, we extend dynamic programming decomposition techniques widely used for traditional revenue management to develop an intuitive capacity control approach that allows for the incorporation of opaque products. In a simulation study, we show that the developed approach significantly outperforms other well-known capacity control approaches adapted to the opaque product setting. Based on the approach, we also provide computational examples of how the share of opaque products as well as the degree of opacity can influence the results.

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Die Bestimmung der Leistungsverfügbarkeit als Maß für den Erfüllungsgrad logistischer Prozesse erfolgt gewöhnlich während des Betriebes einer logistischen Anlage. Wir haben ein Simulationssystem entwickelt, um die Leistungsverfügbarkeit einer zellularen intralogistischen Anlage schon im Vorfeld ermitteln zu können. Die detailgenaue Simulation erfasst dabei nicht nur Einflüsse statischer Parameter wie Dimensionierung der Anlage sondern auch dynamische Parameter, wie Fahrzeugverhalten oder Auftragszusammensetzung. Aufgrund der Echtzeit- und VR-Fähigkeit des vorgestellten Systems, ist eine Präsentation in einer VR-Umgebung möglich. Intuitive Interaktionsmechanismen und Visualisierungs-Metaphern bieten einen intuitiven Zugang zur Leistungsverfügbarkeit des Systems und den Größen, die sie beeinflussen.