TY - THES A1 - Kunert, André T1 - 3D Interaction Techniques in Multi-User Virtual Reality : towards scalable templates and implementation patterns for cooperative interfaces N2 - Multi-user projection systems provide a coherent 3D interaction space for multiple co-located users that facilitates mutual awareness, full-body interaction, and the coordination of activities. The users perceive the shared scene from their respective viewpoints and can directly interact with the 3D content. This thesis reports on novel interaction patterns for collaborative 3D interaction for local and distributed user groups based on such multi-user projection environments. A particular focus of our developments lies in the provision of multiple independent interaction territories in our workspaces and their tight integration into collaborative workflows. The motivation for such multi-focus workspaces is grounded in research on social cooperation patterns, specifically in the requirement for supporting phases of loose and tight collaboration and the emergence of dedicated orking territories for private usage and public exchange. We realized independent interaction territories in the form of handheld virtual viewing windows and multiple co-located hardware displays in a joint workspace. They provide independent views of a shared virtual environment and serve as access points for the exploration and manipulation of the 3D content. Their tight integration into our workspace supports fluent transitions between individual work and joint user engagement. The different affordances of various displays in an exemplary workspace consisting of a large 3D wall, a 3D tabletop, and handheld virtual viewing windows, promote different usage scenarios, for instance for views from an egocentric perspective, miniature scene representations, close-up views, or storage and transfer areas. This work shows that this versatile workspace can make the cooperation of multiple people in joint tasks more effective, e.g. by parallelizing activities, distributing subtasks, and providing mutual support. In order to create, manage, and share virtual viewing windows, this thesis presents the interaction technique of Photoportals, a tangible interface based on the metaphor of digital photography. They serve as configurable viewing territories and enable the individual examination of scene details as well as the immediate sharing of the prepared views. Photoportals are specifically designed to complement other interface facets and provide extended functionality for scene navigation, object manipulation, and for the creation of temporal recordings of activities in the virtual scene. A further objective of this work is the realization of a coherent interaction space for direct 3D input across the independent interaction territories in multi-display setups. This requires the simultaneous consideration of user input in several potential interaction windows as well as configurable disambiguation schemes for the implicit selection of distinct interaction contexts. We generalized the required implementation structures into a high-level software pattern and demonstrated its versatility by means of various multi-context 3D interaction tools. Additionally, this work tackles specific problems related to group navigation in multiuser projection systems. Joint navigation of a collocated group of users can lead to unintentional collisions when passing narrow scene sections. In this context, we suggest various solutions that prevent individual collisions during group navigation and discuss their effect on the perceived integrity of the travel group and the 3D scene. For collaboration scenarios involving distributed user groups, we furthermore explored different configurations for joint and individual travel. Last but not least, this thesis provides detailed information and implementation templates for the realization of the proposed interaction techniques and collaborative workspaces in scenegraph-based VR systems. These contributions to the abstraction of specific interaction patterns, such as group navigation and multi-window interaction, facilitate their reuse in other virtual reality systems and their adaptation to further collaborative scenarios. N2 - Stereoskopische Mehrbenutzer-Projektionssysteme ermöglichen die perspektivisch korrekte Darstellung einer 3D-Szene für mehrere Nutzer. Dadurch erschaffen sie einen kohärenten Interaktionsraum, welcher sowohl die direkte Interaktion mit den 3D-Inhalten als auch die gegenseitige Wahrnehmung von Aktivitäten einzelner Personen und deren Koordination unterstützt. Diese Arbeit berichtet über neuartige Interaktionstechniken für kollaborative 3D Arbeitsplätze für lokale und verteilte Benutzergruppen auf der Basis solcher Mehrbenutzer-Projektionsdisplays. Ein besonderer Schwerpunkt unserer Entwicklungen liegt in der Bereitstellung mehrerer unabhängiger Interaktionsterritorien in einem gemeinsamen Arbeitsraum und deren enger Integration in kollaborative Arbeitsprozesse. Wissenschaftliche Untersuchungen über soziale Kooperationsmuster haben gezeigt, dass kollaborative Arbeitsprozesse sowohl auf Phasen enger Zusammenarbeit als auch auf individuellen Aktivitäten beruhen. Damit einhergehend findet üblicherweise eine räumliche Aufteilung in gemeinschaftlich oder privat genutzte Arbeitsbereiche statt. In unseren kollaborativen Arbeitsumgebungen haben wir solche unabhängigen, flexibel nutzbaren Interaktionsterritorien zum einen durch mobile virtuelle Interaktionsfenster und zum anderen durch mehrere festinstallierte Mehrbenutzerdisplays (3D-Projektionswand und 3D-Projektionstisch) realisiert. Jedes dieser Interaktionsfenster ermöglicht unabhängige Ansichten auf die virtuelle Szene, welche für die Exploration und Manipulation der 3D-Inhalte genutzt werden können. Durch ihre Einbindung in eine zusammenhängende Arbeitsumgebung unterstützen sie fließende Übergänge zwischen individueller und gemeinschaftlicher Arbeit. Die unterschiedlichen Charakteristika der integrierten Displays begünstigen unterschiedliche Anwendungsszenarien. Szenenansichten in Originalgröße können z.B. auf der großen 3D-Projektionswand ideal dargestellt werden, während der 3D Tisch sich eher für Miniaturansichten auf die Szene eignet. Die portablen virtuellen Interaktionsfenster können auf vielfältige Weise genutzt werden, z.B. für Detailansichten, als Bildergalerie und zum Austausch von Perspektiven zwischen den beiden festinstallierten Displays. Im Rahmen diese Arbeit wird gezeigt, dass diese vielseitigen Interaktionsterritorien kollaborative Arbeitsprozesse durch Parallelisierung von Aktivitäten, Aufteilung von Teilaufgaben und Möglichkeiten zur gegenseitigen Unterstützung effektiver gestalten können. Als neuartige Benutzungsschnittstelle für virtuelle Interaktionsfenster stellen wir die Interaktionstechnik der „Fotoportale“ vor. Diese beruht auf den Bedienungsmustern digitaler Fotoapparate und ermöglicht die unkomplizierte Erstellung, Bearbeitung und Weitergabe von separaten Szenenansichten. Fotoportale sind speziell dazu entworfen, alternative Schnittstellen zu anderen Interaktionsaspekten anzubieten. In diesem Kontext bieten sie erweiterte Funktionalitäten zur Szenennavigation, Objektmanipulation und zur Aufzeichnung zeitlicher Abläufe in der virtuellen Szene an. Ein weiteres Ziel dieser Arbeit ist die Realisierung eines kohärenten Interaktionsraums für direkte 3D-Interaktion, der sich über mehrere separate Interaktionsfenster hinweg erstreckt. Dies erfordert die gleichzeitige Berücksichtigung von Benutzereingaben in mehreren Interaktionsfenstern sowie konfigurierbare Auswahlschemata zur impliziten Disambiguierung dieser Interaktionskontexte. Wir haben die dafür erforderlichen Mechanismen verallgemeinert und in ein Software-Pattern überführt. Die Vielseitigkeit dieser Abstraktion wird anhand unterschiedlicher 3D-Interaktionswerkzeuge demonstriert. Darüber hinaus befasst sich diese Arbeit mit spezifischen Problemen im Zusammenhang mit der Gruppennavigation in Mehrbenutzer-Projektionssystemen. Die gemeinschaftliche Navigation der vor der 3D-Projektionswand verteilten Nutzer kann bei der Passage beengter Szenenabschnitte zu unbeabsichtigten Kollisionen führen. In diesem Kontext schlagen wir verschiedene Lösungen vor, die individuelle Kollisionen einzelner Nutzer mit Hindernissen während des Navigationsprozesses verhindern. Die Auswirkungen dieser Lösungsansätze auf die wahrgenommene Integrität der Nutzergruppe beziehungsweise die der 3D Welt werden hierbei ausführlich diskutiert. Für Kollaborationsszenarien mit sich an verschiedenen Orten befindenden Nutzergruppen stellen wir außerdem eine Reihe von Optionen für gemeinsame und unabhängige Navigation vor, die kontinuierlich Informationen zur aktuellen Position der jeweils anderen Gruppe zur Verfügung stellen. Nicht zuletzt liefert diese Arbeit detaillierte Informationen und Implementierungsmuster für die Realisierung der vorgeschlagenen Interaktionstechniken und der kollaborativen Arbeitsräume in Szenengraph-basierten VR Systemen. Diese Beiträge zur Abstraktion spezifischer Interaktionsmuster, wie z.B. Gruppennavigation und Mehrfensterinteraktion, können als Vorlage für deren Reimplementierung in anderen VR-Systemen beziehungsweise für ihre Anpassung auf weitere kollaborative Szenarien dienen. KW - Virtuelle Realität KW - Mensch-Maschine-Kommunikation KW - 3D Interaction Techniques KW - Human-Computer Interaction KW - Multi-User Virtual Reality Y1 - 2020 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20201204-42962 ER - TY - THES A1 - Theiler, Michael T1 - Interaktive Visualisierung von Qualitätsdefiziten komplexer Bauwerksinformationsmodelle auf Basis der Industry Foundation Classes (IFC) in einer webbasierten Umgebung N2 - Der inhaltlichen Qualitätssicherung von Bauwerksinformationsmodellen (BIM) kommt im Zuge einer stetig wachsenden Nutzung der verwendeten BIM für unterschiedliche Anwen-dungsfälle eine große Bedeutung zu. Diese ist für jede am Datenaustausch beteiligte Software dem Projektziel entsprechend durchzuführen. Mit den Industry Foundation Classes (IFC) steht ein etabliertes Format für die Beschreibung und den Austausch eines solchen Modells zur Verfügung. Für den Prozess der Qualitätssicherung wird eine serverbasierte Testumgebung Bestandteil des neuen Zertifizierungsverfahrens der IFC sein. Zu diesem Zweck wurde durch das „iabi - Institut für angewandte Bauinformatik” in Zusammenarbeit mit „buildingSMART e.V.“ (http://www.buildingsmart.de) ein Global Testing Documentation Server (GTDS) implementiert. Der GTDS ist eine, auf einer Datenbank basierte, Web-Applikation, die folgende Intentionen verfolgt: • Bereitstellung eines Werkzeugs für das qualitative Testen IFC-basierter Modelle • Unterstützung der Kommunikation zwischen IFC Entwicklern und Anwendern • Dokumentation der Qualität von IFC-basierten Softwareanwendungen • Bereitstellung einer Plattform für die Zertifizierung von IFC Anwendungen Gegenstand der Arbeit ist die Planung und exemplarische Umsetzung eines Werkzeugs zur interaktiven Visualisierung von Qualitätsdefiziten, die vom GTDS im Modell erkannt wurden. Die exemplarische Umsetzung soll dabei aufbauend auf den OPEN IFC TOOLS (http://www.openifctools.org) erfolgen. KW - BIM KW - IFC KW - GTDS KW - Visualisierung KW - BIM KW - IFC KW - GTDS KW - Visualisierung Y1 - 2010 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20121214-17869 ER - TY - INPR A1 - Steiner, Maria A1 - Bourinet, Jean-Marc A1 - Lahmer, Tom T1 - An adaptive sampling method for global sensitivity analysis based on least-squares support vector regression N2 - In the field of engineering, surrogate models are commonly used for approximating the behavior of a physical phenomenon in order to reduce the computational costs. Generally, a surrogate model is created based on a set of training data, where a typical method for the statistical design is the Latin hypercube sampling (LHS). Even though a space filling distribution of the training data is reached, the sampling process takes no information on the underlying behavior of the physical phenomenon into account and new data cannot be sampled in the same distribution if the approximation quality is not sufficient. Therefore, in this study we present a novel adaptive sampling method based on a specific surrogate model, the least-squares support vector regresson. The adaptive sampling method generates training data based on the uncertainty in local prognosis capabilities of the surrogate model - areas of higher uncertainty require more sample data. The approach offers a cost efficient calculation due to the properties of the least-squares support vector regression. The opportunities of the adaptive sampling method are proven in comparison with the LHS on different analytical examples. Furthermore, the adaptive sampling method is applied to the calculation of global sensitivity values according to Sobol, where it shows faster convergence than the LHS method. With the applications in this paper it is shown that the presented adaptive sampling method improves the estimation of global sensitivity values, hence reducing the overall computational costs visibly. KW - Approximation KW - Sensitivitätsanalyse KW - Abtastung KW - Surrogate models KW - Least-squares support vector regression KW - Adaptive sampling method KW - Global sensitivity analysis KW - Sampling Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20181218-38320 N1 - This is the pre-peer reviewed version of the following article: https://www.sciencedirect.com/science/article/pii/S0951832017311808, which has been published in final form at https://doi.org/10.1016/j.ress.2018.11.015. SP - 1 EP - 33 ER - TY - INPR A1 - Rezakazemi, Mashallah A1 - Mosavi, Amir A1 - Shirazian, Saeed T1 - ANFIS pattern for molecular membranes separation optimization N2 - In this work, molecular separation of aqueous-organic was simulated by using combined soft computing-mechanistic approaches. The considered separation system was a microporous membrane contactor for separation of benzoic acid from water by contacting with an organic phase containing extractor molecules. Indeed, extractive separation is carried out using membrane technology where complex of solute-organic is formed at the interface. The main focus was to develop a simulation methodology for prediction of concentration distribution of solute (benzoic acid) in the feed side of the membrane system, as the removal efficiency of the system is determined by concentration distribution of the solute in the feed channel. The pattern of Adaptive Neuro-Fuzzy Inference System (ANFIS) was optimized by finding the optimum membership function, learning percentage, and a number of rules. The ANFIS was trained using the extracted data from the CFD simulation of the membrane system. The comparisons between the predicted concentration distribution by ANFIS and CFD data revealed that the optimized ANFIS pattern can be used as a predictive tool for simulation of the process. The R2 of higher than 0.99 was obtained for the optimized ANFIS model. The main privilege of the developed methodology is its very low computational time for simulation of the system and can be used as a rigorous simulation tool for understanding and design of membrane-based systems. Highlights are, Molecular separation using microporous membranes. Developing hybrid model based on ANFIS-CFD for the separation process, Optimization of ANFIS structure for prediction of separation process KW - Fluid KW - Simulation KW - Molecular Liquids KW - optimization KW - machine learning KW - Membrane contactors KW - CFD Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20181122-38212 N1 - This is the pre-peer reviewed version of the following article: https://www.sciencedirect.com/science/article/pii/S0167732218345008, which has been published in final form at https://doi.org/10.1016/j.molliq.2018.11.017. VL - 2018 SP - 1 EP - 20 ER - TY - INPR A1 - Mosavi, Amir A1 - Torabi, Mehrnoosh A1 - Hashemi, Sattar A1 - Saybani, Mahmoud Reza A1 - Shamshirband, Shahaboddin T1 - A Hybrid Clustering and Classification Technique for Forecasting Short-Term Energy Consumption N2 - Electrical energy distributor companies in Iran have to announce their energy demand at least three 3-day ahead of the market opening. Therefore, an accurate load estimation is highly crucial. This research invoked methodology based on CRISP data mining and used SVM, ANN, and CBA-ANN-SVM (a novel hybrid model of clustering with both widely used ANN and SVM) to predict short-term electrical energy demand of Bandarabbas. In previous studies, researchers introduced few effective parameters with no reasonable error about Bandarabbas power consumption. In this research we tried to recognize all efficient parameters and with the use of CBA-ANN-SVM model, the rate of error has been minimized. After consulting with experts in the field of power consumption and plotting daily power consumption for each week, this research showed that official holidays and weekends have impact on the power consumption. When the weather gets warmer, the consumption of electrical energy increases due to turning on electrical air conditioner. Also, con-sumption patterns in warm and cold months are different. Analyzing power consumption of the same month for different years had shown high similarity in power consumption patterns. Factors with high impact on power consumption were identified and statistical methods were utilized to prove their impacts. Using SVM, ANN and CBA-ANN-SVM, the model was built. Sine the proposed method (CBA-ANN-SVM) has low MAPE 5 1.474 (4 clusters) and MAPE 5 1.297 (3 clusters) in comparison with SVM (MAPE 5 2.015) and ANN (MAPE 5 1.790), this model was selected as the final model. The final model has the benefits from both models and the benefits of clustering. Clustering algorithm with discovering data structure, divides data into several clusters based on similarities and differences between them. Because data inside each cluster are more similar than entire data, modeling in each cluster will present better results. For future research, we suggest using fuzzy methods and genetic algorithm or a hybrid of both to forecast each cluster. It is also possible to use fuzzy methods or genetic algorithms or a hybrid of both without using clustering. It is issued that such models will produce better and more accurate results. This paper presents a hybrid approach to predict the electric energy usage of weather-sensitive loads. The presented methodutilizes the clustering paradigm along with ANN and SVMapproaches for accurate short-term prediction of electric energyusage, using weather data. Since the methodology beinginvoked in this research is based on CRISP data mining, datapreparation has received a gr eat deal of attention in thisresear ch. Once data pre-processing was done, the underlyingpattern of electric energy consumption was extracted by themeans of machine learning methods to precisely forecast short-term energy consumption. The proposed approach (CBA-ANN-SVM) was applied to real load data and resulting higher accu-racy comparing to the existing models. 2018 American Institute of Chemical Engineers Environ Prog, 2018 https://doi.org/10.1002/ep.12934 KW - Data Mining KW - support vector machine (SVM) KW - Machine Learning KW - forecasting KW - Prediction KW - Electric Energy Consumption KW - clustering KW - artificial neural networks (ANN) Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20180907-37550 N1 - This is the pre-peer reviewed version of the following article: https://onlinelibrary.wiley.com/doi/10.1002/ep.12934, which has been published in final form at https://doi.org/10.1002/ep.12934. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Use of Self-Archived Versions. ER - TY - THES A1 - Genc, Emir T1 - Decoding Public Life in Urban Soundscape: The Case of Weimar N2 - INTRODUCTION The research field of sound landscape and public life, initially drew my attention during the master class of ‘Media of the Urban’, originally ‘Medien des Urbanen, which was given by Prof. Dr. Gabriele Schabacher in the 2015 summer semester. For the relevant class, I conducted an conceptual case study in Istanbul, Beyoglu District, with the intention of analysing the perception of the space by urban sound. During the summer 2015 I recorded various sounds of different spatial settings and developed the analysis by comparing the situations. By that time, I realized the inherent property of the sound as a medium for our perception in urban context. In the 2015-2016 winter semester, I participated in the master class of the architectural project, named ‘Build Allegory’, which was given by Prof. Dipl.-Ing. Heike Büttner. The project was situated in Berlin Westkreuz, AVUS north curve, on the highway and was originally a race track from 1921. In this context, the aim of my project was to answer various questions, main of which was, how does the architectural form shape the sound of the place? And, how does the sound of the place shape the architectural from? Since the place is still serving mainly to the vehicles, although the function has differed, the sound objects and the context have remained. Through the existence of contextual references, I started with creating a computational tool for analysing the acoustic characteristics of this urban setting, which is fundamentally providing results as the sound cloud, driven from the sound ray tracing method. Regarding to this soundscape analysis method, which I developed, this computational tool assisted me to find an optimum reciprocal relation between architecture and sound. Since I have been working on soundscape in the context of architecture, urban situations, public life and public space, I was determined to produce a comprehensive research in this field and propound the hypothesis; the existence of the reciprocity between the social behaviours in public space and the sound landscape. In which extent does this reciprocity exist? What are the effects of the public life on the sonic configurations of the space and the other way around? KW - soundscape KW - social behaviour KW - weimar KW - sound landscape KW - urban case study KW - perceptual sound localization KW - public life KW - public space KW - Öffentlicher Raum Y1 - 2017 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20170213-27438 ER - TY - THES A1 - Lang, Kevin T1 - Argument Search with Voice Assistants N2 - The need for finding persuasive arguments can arise in a variety of domains such as politics, finance, marketing or personal entertainment. In these domains, there is a demand to make decisions by oneself or to convince somebody about a specific topic. To obtain a conclusion, one has to search thoroughly different sources in literature and on the web to compare various arguments. Voice interfaces, in form of smartphone applications or smart speakers, present the user with natural conversations in a comfortable way to make search requests in contrast to a traditional search interface with keyboard and display. Benefits and obstacles of such a new interface are analyzed by conducting two studies. The first one consists of a survey for analyzing the target group with questions about situations, motivations, and possible demanding features. The latter one is a wizard-of-oz experiment to investigate possible queries on how a user formulates requests to such a novel system. The results indicate that a search interface with conversational abilities can build a helpful assistant, but to satisfy the demands of a broader audience some additional information retrieval and visualization features need to be implemented. KW - Amazon Alexa KW - Argument KW - Suche KW - Stimme KW - Assistent KW - alexa KW - voice KW - assistant KW - arguments KW - search Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20190617-39353 ER -