004 Datenverarbeitung; Informatik
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- Junior-Professur Augmented Reality (16)
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Schlagworte
The task-based view of web search implies that retrieval should take the user perspective into account. Going beyond merely retrieving the most relevant result set for the current query, the retrieval system should aim to surface results that are actually useful to the task that motivated the query.
This dissertation explores how retrieval systems can better understand and support their users’ tasks from three main angles: First, we study and quantify search engine user behavior during complex writing tasks, and how task success and behavior are associated in such settings. Second, we investigate search engine queries formulated as questions, and explore patterns in a large query log that may help search engines to better support this increasingly prevalent interaction pattern. Third, we propose a novel approach to reranking the search result lists produced by web search engines, taking into account retrieval axioms that formally specify properties of a good ranking.
This study demonstrates the application and combination of multiple imaging techniques [light microscopy, micro-X-ray computer tomography (μ-CT), scanning electron microscopy (SEM) and focussed ion beam – nano-tomography (FIB-nT)] to the analysis of the microstructure of hydrated alite across multiple scales. However, by comparing findings with mercury intrusion porosimetry (MIP), it becomes obvious that the imaged 3D volumes and 2D images do not sufficiently overlap at certain scales to allow a continuous quantification of the pore size distribution (PSD). This can be overcome by improving the resolution and increasing the measured volume. Furthermore, results show that the fibrous morphology of calcium-silicate-hydrates (C-S-H) phases is preserved during FIB-nT. This is a requirement for characterisation of nano-scale porosity. Finally, it was proven that the combination of FIB-nT with energy-dispersive X-ray spectroscopy (EDX) data facilitates the phase segmentation of a 11 × 11 × 7.7 μm3 volume of hydrated alite.
Recent radiometric compensation techniques make it possible to project images onto colored and textured surfaces. This is realized with projector-camera systems by scanning the projection surface on a per-pixel basis. With the captured information, a compensation image is calculated that neutralizes geometric distortions and color blending caused by the underlying surface. As a result, the brightness and the contrast of the input image is reduced compared to a conventional projection onto a white canvas. If the input image is not manipulated in its intensities, the compensation image can contain values that are outside the dynamic range of the projector. They will lead to clipping errors and to visible artifacts on the surface. In this article, we present a novel algorithm that dynamically adjusts the content of the input images before radiometric compensation is carried out. This reduces the perceived visual artifacts while simultaneously preserving a maximum of luminance and contrast. The algorithm is implemented entirely on the GPU and is the first of its kind to run in real-time.
Projector-based displays have been evolving tremendously in the last decade. Reduced costs and increasing capabilities have let to a widespread use for home entertainment and scientific visualization. The rapid development is continuing - techniques that allow seamless projection onto complex everyday environments such as textured walls, window curtains or bookshelfs have recently been proposed. Although cameras enable a completely automatic calibration of the systems, all previously described techniques rely on a precise mapping between projector and camera pixels. Global illumination effects such as reflections, refractions, scattering, dispersion etc. are completely ignored since only direct illumination is taken into account. We propose a novel method that applies the light transport matrix for performing an image-based radiometric compensation which accounts for all possible lighting effects. For practical application the matrix is decomposed into clusters of mutually influencing projector and camera pixels. The compensation is modeled as a linear equation system that can be solved separately for each cluster. For interactive compensation rates this model is adapted to enable an efficient implementation on programmable graphics hardware. Applying the light transport matrix's pseudo-inverse allows to separate the compensation into a computational expensive preprocessing step (computing the pseudo-inverse) and an on-line matrix-vector multiplication. The generalized mathematical foundation for radiometric compensation with projector-camera systems is validated with several experiments. We show that it is possible to project corrected imagery onto complex surfaces such as an inter-reflecting statuette and glass. The overall sharpness of defocused projections is increased as well. Using the proposed optimization for GPUs, real-time framerates are achieved.
Projector-Based Augmentation
(2006)
Projector-based augmentation approaches hold the potential of combining the advantages of well-establishes spatial virtual reality and spatial augmented reality. Immersive, semi-immersive and augmented visualizations can be realized in everyday environments – without the need for special projection screens and dedicated display configurations. Limitations of mobile devices, such as low resolution and small field of view, focus constrains, and ergonomic issues can be overcome in many cases by the utilization of projection technology. Thus, applications that do not require mobility can benefit from efficient spatial augmentations. Examples range from edutainment in museums (such as storytelling projections onto natural stone walls in historical buildings) to architectural visualizations (such as augmentations of complex illumination simulations or modified surface materials in real building structures). This chapter describes projector-camera methods and multi-projector techniques that aim at correcting geometric aberrations, compensating local and global radiometric effects, and improving focus properties of images projected onto everyday surfaces.
Presence, Privacy, and PRIMIFaces: Towards Selective Information Disclosure in Instant Messaging
(2008)
Efficient distant cooperation often requires spontaneous ad-hoc social interaction, which is only possible with adequate information on the prospective communication partner. This often requires disclosing and sharing personal information via tools such as instant messaging systems and can conflict with the users’ wishes for privacy. In this paper we present an initial study investigating this trade-off and discuss implications for the design of instant messaging systems. We present the functionality and design of the PRIMIFaces instant messaging prototype supporting flexible identity management and selective information disclosure.
Few studies have investigated how search behavior affects complex writing tasks. We analyze a dataset of 150 long essays whose authors searched the ClueWeb09 corpus for source material, while all querying, clicking, and writing activity was meticulously recorded. We model the effect of search and writing behavior on essay quality using path analysis. Since the boil-down and build-up writing strategies identified in previous research have been found to affect search behavior, we model each writing strategy separately. Our analysis shows that the search process contributes significantly to essay quality through both direct and mediated effects, while the author's writing strategy moderates this relationship. Our models explain 25–35% of the variation in essay quality through rather simple search and writing process characteristics alone, a fact that has implications on how search engines could personalize result pages for writing tasks. Authors' writing strategies and associated searching patterns differ, producing differences in essay quality. In a nutshell: essay quality improves if search and writing strategies harmonize—build-up writers benefit from focused, in-depth querying, while boil-down writers fare better with a broader and shallower querying strategy.
We present PhoneGuide – an enhanced museum guidance approach that uses camera-equipped mobile phones and on-device object recognition. Our main technical achievement is a simple and light-weight object recognition approach that is realized with single-layer perceptron neuronal networks. In contrast to related systems which perform computational intensive image processing tasks on remote servers, our intention is to carry out all computations directly on the phone. This ensures little or even no network traffic and consequently decreases cost for online times. Our laboratory experiments and field surveys have shown that photographed museum exhibits can be recognized with a probability of over 90%. We have evaluated different feature sets to optimize the recognition rate and performance. Our experiments revealed that normalized color features are most effective for our method. Choosing such a feature set allows recognizing an object below one second on up-to-date phones. The amount of data that is required for differentiating 50 objects from multiple perspectives is less than 6KBytes.
In this paper, we present a novel technique for adapting local image classifiers that are applied for object recognition on mobile phones through ad-hoc network communication between the devices. By continuously accumulating and exchanging collected user feedback among devices that are located within signal range, we show that our approach improves the overall classification rate and adapts to dynamic changes quickly. This technique is applied in the context of PhoneGuide – a mobile phone based museum guidance framework that combines pervasive tracking and local object recognition for identifying a large number of objects in uncontrolled museum environments.
Compiling and disseminating information about incidents and disasters are key to disaster management and relief. But due to inherent limitations of the acquisition process, the required information is often incomplete or missing altogether. To fill these gaps, citizen observations spread through social media are widely considered to be a promising source of relevant information, and many studies propose new methods to tap this resource. Yet, the overarching question of whether and under which circumstances social media can supply relevant information (both qualitatively and quantitatively) still remains unanswered. To shed some light on this question, we review 37 disaster and incident databases covering 27 incident types, compile a unified overview of the contained data and their collection processes, and identify the missing or incomplete information. The resulting data collection reveals six major use cases for social media analysis in incident data collection: (1) impact assessment and verification of model predictions, (2) narrative generation, (3) recruiting citizen volunteers, (4) supporting weakly institutionalized areas, (5) narrowing surveillance areas, and (6) reporting triggers for periodical surveillance. Furthermore, we discuss the benefits and shortcomings of using social media data for closing information gaps related to incidents and disasters.
Multi-Frame Rate Rendering
(2008)
Multi-frame rate rendering is a parallel rendering technique that renders interactive parts of a scene on one graphics card while the rest of the scene is rendered asynchronously on a second graphics card. The resulting color and depth images of both render processes are composited, by optical superposition or digital composition, and displayed. The results of a user study confirm that multi-frame rate rendering can significantly improve the interaction performance. Multi-frame rate rendering is naturally implemented on a graphics cluster. With the recent availability of multiple graphics cards in standalone systems the method can also be implemented on a single computer system where memory bandwidth is much higher compared to off-the-shelf networking technology. This decreases overall latency and further improves interactivity. Multi-frame rate rendering was also investigated on a single graphics processor by interleaving the rendering streams for the interactive elements and the rest of the scene. This approach enables the use of multi-frame rate rendering on low-end graphics systems such as laptops, mobile phones, and PDAs. Advanced multi-frame rate rendering techniques reduce the limitations of the basic approach. The interactive manipulation of light sources and their parameters affects the entire scene. A multi-GPU deferred shading method is presented that splits the rendering task into a rasterization and lighting pass and assigns the passes to the appropriate image generators such that light manipulations at high frame rates become possible. A parallel volume rendering technique allows the manipulation of objects inside a translucent volume at high frame rates. This approach is useful for example in medical applications, where small probes need to be positioned inside a computed-tomography image. Due to the asynchronous nature of multi-frame rate rendering artifacts may occur during migration of objects from the slow to the fast graphics card, and vice versa. Proper state management allows to almost completely avoid these artifacts. Multi-frame rate rendering significantly improves the interactive manipulation of objects and lighting effects. This leads to a considerable increase of the size for 3D scenes that can be manipulated compared to conventional methods.
We present a novel multi-step technique for imperceptible geometry and radiometry calibration of projector-camera systems. Our approach can be used to display geometry and color corrected images on non-optimized surfaces at interactive rates while simultaneously performing a series of invisible structured light projections during runtime. It supports disjoint projector-camera configurations, fast and progressive improvements, as well as real-time correction rates of arbitrary graphical content. The calibration is automatically triggered when mis-registrations between camera, projector and surface are detected.
Among all imaging techniques that have been invented throughout the last decades, computer graphics is one of the most successful tools today. Many areas in science, entertainment, education, and engineering would be unimaginable without the aid of 2D or 3D computer graphics. The reason for this success story might be its interactivity, which is an important property that is still not provided efficiently by competing technologies – such as holography. While optical holography and digital holography are limited to presenting a non-interactive content, electroholography or computer generated holograms (CGH) facilitate the computer-based generation and display of holograms at interactive rates [2,3,29,30]. Holographic fringes can be computed by either rendering multiple perspective images, then combining them into a stereogram [4], or simulating the optical interference and calculating the interference pattern [5]. Once computed, such a system dynamically visualizes the fringes with a holographic display. Since creating an electrohologram requires processing, transmitting, and storing a massive amount of data, today’s computer technology still sets the limits for electroholography. To overcome some of these performance issues, advanced reduction and compression methods have been developed that create truly interactive electroholograms. Unfortunately, most of these holograms are relatively small, low resolution, and cover only a small color spectrum. However, recent advances in consumer graphics hardware may reveal potential acceleration possibilities that can overcome these limitations [6]. In parallel to the development of computer graphics and despite their non-interactivity, optical and digital holography have created new fields, including interferometry, copy protection, data storage, holographic optical elements, and display holograms. Especially display holography has conquered several application domains. Museum exhibits often use optical holograms because they can present 3D objects with almost no loss in visual quality. In contrast to most stereoscopic or autostereoscopic graphics displays, holographic images can provide all depth cues—perspective, binocular disparity, motion parallax, convergence, and accommodation—and theoretically can be viewed simultaneously from an unlimited number of positions. Displaying artifacts virtually removes the need to build physical replicas of the original objects. In addition, optical holograms can be used to make engineering, medical, dental, archaeological, and other recordings—for teaching, training, experimentation and documentation. Archaeologists, for example, use optical holograms to archive and investigate ancient artifacts [7,8]. Scientists can use hologram copies to perform their research without having access to the original artifacts or settling for inaccurate replicas. Optical holograms can store a massive amount of information on a thin holographic emulsion. This technology can record and reconstruct a 3D scene with almost no loss in quality. Natural color holographic silver halide emulsion with grain sizes of 8nm is today’s state-of-the-art [14]. Today, computer graphics and raster displays offer a megapixel resolution and the interactive rendering of megabytes of data. Optical holograms, however, provide a terapixel resolution and are able to present an information content in the range of terabytes in real-time. Both are dimensions that will not be reached by computer graphics and conventional displays within the next years – even if Moore’s law proves to hold in future. Obviously, one has to make a decision between interactivity and quality when choosing a display technology for a particular application. While some applications require high visual realism and real-time presentation (that cannot be provided by computer graphics), others depend on user interaction (which is not possible with optical and digital holograms). Consequently, holography and computer graphics are being used as tools to solve individual research, engineering, and presentation problems within several domains. Up until today, however, these tools have been applied separately. The intention of the project which is summarized in this chapter is to combine both technologies to create a powerful tool for science, industry and education. This has been referred to as HoloGraphics. Several possibilities have been investigated that allow merging computer generated graphics and holograms [1]. The goal is to combine the advantages of conventional holograms (i.e. extremely high visual quality and realism, support for all depth queues and for multiple observers at no computational cost, space efficiency, etc.) with the advantages of today’s computer graphics capabilities (i.e. interactivity, real-time rendering, simulation and animation, stereoscopic and autostereoscopic presentation, etc.). The results of these investigations are presented in this chapter.
With the growing importance of the World Wide Web, the major challenges our society faces are also increasingly affecting the digital areas of our lives. Some of the associated problems can be addressed by computer science, and some of these specifically by data-driven research. To do so, however, requires to solve open issues related to archive quality and the large volume and variety of the data contained.
This dissertation contributes data, algorithms, and concepts towards leveraging the big data and temporal provenance capabilities of web archives to tackle societal challenges. We selected three such challenges that highlight the central issues of archive quality, data volume, and data variety, respectively:
(1) For the preservation of digital culture, this thesis investigates and improves the automatic quality assurance of the web page archiving process, as well as the further processing of the resulting archive data for automatic analysis.
(2) For the critical assessment of information, this thesis examines large datasets of Wikipedia and news articles and presents new methods for automatically determining quality and bias.
(3) For digital security and privacy, this thesis exploits the variety of content on the web to quantify the security of mnemonic passwords and analyzes the privacy-aware re-finding of the various seen content through private web archives.
Multi-user virtual reality systems enable collocated as well as distributed users to perform collaborative activities in immersive virtual environments. A common activity in this context is to move from one location to the next as a group to explore the environment together. The simplest solution to realize these multi-user navigation processes is to provide each participant with a technique for individual navigation. However, this approach entails some potentially undesirable consequences such as the execution of a similar navigation sequence by each participant, a regular need for coordination within the group, and, related to this, the risk of losing each other during the navigation process.
To overcome these issues, this thesis performs research on group navigation techniques that move group members together through a virtual environment. The presented work was guided by four overarching research questions that address the quality requirements for group navigation techniques, the differences between collocated and distributed settings, the scalability of group navigation, and the suitability of individual and group navigation for various scenarios. This thesis approaches these questions by introducing a general conceptual framework as well as the specification of central requirements for the design of group navigation techniques. The design, implementation, and evaluation of corresponding group navigation techniques demonstrate the applicability of the proposed framework.
As a first step, this thesis presents ideas for the extension of the short-range teleportation metaphor, also termed jumping, for multiple users. It derives general quality requirements for the comprehensibility of the group jumping process and introduces a corresponding technique for two collocated users. The results of two user studies indicate that sickness symptoms are not affected by user roles during group jumping and confirm improved planning accuracy for the navigator, increased spatial awareness for the passenger, and reduced cognitive load for both user roles.
Next, this thesis explores the design space of group navigation techniques in distributed virtual environments. It presents a conceptual framework to systematize the design decisions for group navigation techniques based on Tuckman's model of small-group development and introduces the idea of virtual formation adjustments as part of the navigation process. A quantitative user study demonstrates that the corresponding extension of Multi-Ray Jumping for distributed dyads leads to more efficient travel sequences and reduced workload. The results of a qualitative expert review confirm these findings and provide further insights regarding the complementarity of individual and group navigation in distributed virtual environments.
Then, this thesis investigates the navigation of larger groups of distributed users in the context of guided museum tours and establishes three central requirements for (scalable) group navigation techniques. These should foster the awareness of ongoing navigation activities as well as facilitate the predictability of their consequences for all group members (Comprehensibility), assist the group with avoiding collisions in the virtual environment (Obstacle Avoidance), and support placing the group in a meaningful spatial formation for the joint observation and discussion of objects (View Optimization). The work suggests a new technique to address these requirements and reports on its evaluation in an initial usability study with groups of five to ten (partially simulated) users. The results indicate easy learnability for navigators and high comprehensibility for passengers. Moreover, they also provide valuable insights for the development of group navigation techniques for even larger groups.
Finally, this thesis embeds the previous contributions in a comprehensive literature overview and emphasizes the need to study larger, more heterogeneous, and more diverse group compositions including the related social factors that affect group dynamics.
In summary, the four major research contributions of this thesis are as follows:
- the framing of group navigation as a specific instance of Tuckman's model of small-group development
- the derivation of central requirements for effective group navigation techniques beyond common quality factors known from single-user navigation
- the introduction of virtual formation adjustments during group navigation and their integration into concrete group navigation techniques
- evidence that appropriate pre-travel information and virtual formation adjustments lead to more efficient travel sequences for groups and lower workloads for both navigators and passengers
Overall, the research of this thesis confirms that group navigation techniques are a valuable addition to the portfolio of interaction techniques in multi-user virtual reality systems. The conceptual framework, the derived quality requirements, and the development of novel group navigation techniques provide effective guidance for application developers and inform future research in this area.
Im Rahmen der Arbeit wird untersucht, welche Awarenessinformationen in kooperativen Situation benötigt werden. Herangezogen wird dazu das Denver Modell von Salvador et al., das fünf Dimensionen bereit stellt, anhand derer jedwede kooperative Situation klassifiziert werden kann: Abhängigkeit, Zeit, Gruppengröße, Ort und Timing. Bei der untersuchten Situation handelt es sich um eine eng gekoppelte, synchrone, örtlich verteilte geplante Kooperationen in einer Kleingruppe. Als konkrete Ausprägung der so bezeichneten Modellinstanz wird das Chat-basierte Rollenspiel betrachtet. In der Arbeit wird untersucht, welche Awarenessinformationen in einer so charakterisierten Situation benötigt werden und wie diese Awarenessinformationen benutzerfreundlich dargestellt werden können, so dass sie den Benutzer dabei unterstützen, sein kooperatives Ziel bzw. seine Teilziele zu erreichen. Dazu wurde eine Analyse des situativen Bedarfs durchgeführt und tragende Awarenessinformationssäulen identifiziert. Um zu Richtlinien zur Darstellung dieser benötigten Awarenessinformationen zu gelangen, wurden Annahmen aufgestellt, zur Überprüfung eine Studie konzipiert und mit drei Designvarianten durchgeführt. Aus der Datenanalyse wurden Schlussfolgerungen gezogen. Für den erstellten Katalog mit Gestaltungsrichtlinien wurden neben diesen Schlussfolgerungen auch Normen und andere Empirie (Vorerfahrung, Literatur) berücksichtigt. Die eingesetzte Evaluationsform hat sich in der Studie bewährt und sie kann für zukünftige Studien verwendet werden. Auch die Anpassung klassischer Usability-Kriterien für die Präsentation von Awarenessinformationen hat sich bewährt. Durch die Analyse des spezifischen Bedarfs in einer kooperativen Situation wird gewährleistet, dass die Benutzer die Unterstützung erhalten, die erforderlich ist, um die Aufgabe effektiv und effizient bearbeiten zu können, ohne dabei mit unnötigen Informationen überlastet zu werden. Durch Bereitstellung empirisch belegter und theoretisch fundierter Gestaltungsrichtlinien schafft diese Arbeit eine Basis für die zukünftige Entwicklung von Groupwareanwendungen, insbesondere solcher, die Werkzeuge für die Computer-vermittelte, synchrone, eng gekoppelte, geplante Kooperationen in Kleingruppen bereitstellen. Die Arbeit liefert wichtige Erkenntnisse, wie Awarenessinformationen dargestellt werden sollen, d.h. in welcher Platzierung bzw. Gruppierung und in welcher Form, so dass der Benutzer alle wesentlichen Awarenessinformationen schnell entdecken und interpretieren kann, ohne dabei überfordert oder von der Primäraufgabe abgelenkt zu werden.
CAMShift is a well-established and fundamental algorithm for kernel-based visual object tracking. While it performs well with objects that have a simple and constant appearance, it is not robust in more complex cases. As it solely relies on back projected probabilities it can fail in cases when the object's appearance changes (e.g. due to object or camera movement, or due to lighting changes), when similarly colored objects have to be re-detected or when they cross their trajectories. We propose extensions to CAMShift that address and resolve all of these problems. They allow the accumulation of multiple histograms to model more complex object appearance and the continuous monitoring of object identi- ties to handle ambiguous cases of partial or full occlusion. Most steps of our method are carried out on the GPU for achieving real-time tracking of multiple targets simultaneously. We explain an ecient GPU implementations of histogram generation, probability back projection, im- age moments computations, and histogram intersection. All of these techniques make full use of a GPU's high parallelization.
Die heute erhältlichen Web-Content Management-Systeme (WCMS) verfügen über ein umfangreiches und breit gefächertes Angebot an Funktionen, die weit über die, zur Redaktion und zum Management von Internetpräsentationen, not-wendigen Grundanforderungen hinausgehen. Das macht diese Systeme in ih-ren Einsatz sehr flexibel und deckt vielfältige Anforderungen der Endanwender ab. Andererseits steigt durch die dadurch bedingte Komplexität der Arbeitsauf-wand erheblich und die Bedien- und Benutzerfreundlichkeit sinkt. Gerade für kleinere Internetpräsentationen, die ohne aufwendige Interaktionsmöglichkeiten aber auf häufig wechselndem Informationsangeboten aufwarten, wäre dies in seiner Grundfunktionalität reduziertes System vorteilhaft. Ein solches reduziertes Web-Content Management-System soll während der Diplomarbeit entworfen und beispielhaft implementiert werden. Als Ausgangs- und Orientierungspunkt soll hierzu die Internetpräsentation der Professur Informations- und Wissensverarbeitung dienen. Zur softwaretechnischen Umsetzung sind PHP und MySQL in Verbindung mit regulären HTML und CSS zu be-nutzen. Für das weitere Vorgehen müssen zunächst die Struktur und der Aufbau der Internetpräsentation der Professur analysiert, strukturiert und formalisiert werden. Anschließend sind die am häufigsten professionell genutzten Webcontent-Managementsysteme (TYPO3 und weitere siehe www.opensourcecms.com) hinsichtlich der durch sie angebotenen Grundfunktionalitäten und der verwen-deten Templates und Vorlagen zu untersuchen. Die aus dieser Analyse resultierenden Ergebnisse sind Ausgangspunkt für die Anforderungsdefinition des zu erstellenden Mini-WCMS. Anschließend ist eine prototypische Implementierung des theoretisch entstan-denen Systems, zugeschnitten auf die speziellen Bedürfnisse der Professur, vorzunehmen und hinsichtlich seiner Eignung zu diskutieren.
Die zu beobachtenden kürzeren Produktlebenszyklen und eine schnellere Marktdurchdringung von Produkttechnologien erfordern adaptive und leistungsfähige Produktionsanlagen. Die Adaptivität ermöglicht eine Anpassung der Produktionsanlage an neue Produkte, und die Leistungsfähigkeit der Anlage stellt sicher, dass ausreichend Produkte in kurzer Zeit und zu geringen Kosten hergestellt werden können. Durch eine Modularisierung der Produktionsanlage kann die Adaptivität erreicht werden. Jedoch erfordert heutzutage jede Adaption manuellen Aufwand, z.B. zur Anpassung von proprietären Signalen oder zur Anpassung übergeordneter Funktionen. Dadurch sinkt die Leistungsfähigkeit der Anlage.
Das Ziel dieser Arbeit ist es, die Interoperabilität in Bezug auf die Informationsverwendung in modularen Produktionsanlagen zu gewährleisten. Dazu werden Informationen durch semantische Modelle beschrieben. Damit wird ein einheitlicher Informationszugriff ermöglicht, und übergeordnete Funktionen erhalten Zugriff auf alle Informationen der Produktionsmodule, unabhängig von dem Typ, dem Hersteller und dem Alter des Moduls. Dadurch entfällt der manuelle Aufwand bei Anpassungen des modularen Produktionssystems, wodurch die Leistungsfähigkeit der Anlage gesteigert und Stillstandszeiten reduziert werden.
Nach dem Ermitteln der Anforderungen an einen Modellierungsformalismus wurden potentielle Formalismen mit den Anforderungen abgeglichen. OWL DL stellte sich als geeigneter Formalismus heraus und wurde für die Erstellung des semantischen Modells in dieser Arbeit verwendet. Es wurde exemplarisch ein semantisches Modell für die drei Anwendungsfälle Interaktion, Orchestrierung und Diagnose erstellt. Durch einen Vergleich der Modellierungselemente von unterschiedlichen Anwendungsfällen wurde die Allgemeingültigkeit des Modells bewertet. Dabei wurde gezeigt, dass die Erreichung eines allgemeinen Modells für technische Anwendungsfälle möglich ist und lediglich einige Hundert Begriffe benötigt.
Zur Evaluierung der erstellten Modelle wurde ein wandlungsfähiges Produktionssystem der SmartFactoryOWL verwendet, an dem die Anwendungsfälle umgesetzt wurden. Dazu wurde eine Laufzeitumgebung erstellt, die die semantischen Modelle der einzelnen Module zu einem Gesamtmodell vereint, Daten aus der Anlage in das Modell überträgt und eine Schnittstelle für die Services bereitstellt. Die Services realisieren übergeordnete Funktionen und verwenden die Informationen des semantischen Modells. In allen drei Anwendungsfällen wurden die semantischen Modelle korrekt zusammengefügt und mit den darin enthaltenen Informationen konnte die Aufgabe des jeweiligen Anwendungsfalles ohne zusätzlichen manuellen Aufwand gelöst werden.
Die Arbeit beschäftigt sich mit der komplexen Aufgabe Stadtstrukturen mit einem Simulationsmodell im Rechner erzeugen zu können. Dafür wird ein Vierebenenmodell als Untermodellebene eingeführt, um mit allgemeinen Informationen, Parzellierung, Gebäuden und Optimierung der Struktur arbeiten zu können.