13 Zentrale Universitätseinrichtungen

Permanent URI for this collectionhttps://elib.uni-stuttgart.de/handle/11682/14

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    A VR-based training system for an ankle surgery
    (2022) Nguyen, Duc Anh
    The supramalleolar osteotomy is a surgery, which aims to correct ankle osteoarthritis. Surgeons specializing in osteotomies regularly need to make accurate and precise cuts to a patient's bone with tools like an oscillating bone saw. In order to acquire the knowledge and skills to perform the real ankle surgery, they need to watch tutorials and practice on physical test models beforehand. In this work, we create a training system for the supramalleolar osteotomy in virtual reality. This includes the implementation of a bone cutting simulation and a post-analysis tool to evaluate the performance. A simple cut for this type of surgery requires the knowledge of its starting point, orientation, and current coverage. Furthermore, we design different concepts for visualizations, which aim to provide guidance, assistance, and feedback to the trainee surgeon during the operation. A preliminary study with a medical expert investigates the performance regarding the cut accuracy of each design. The study showed that the overall usage of those designed guidance visualizations improved the user's confidence during the operation. One key observation was that visualization directly positioned onto the cutting region performed better than the ones which were further away.
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    Affective Sonification
    (2023) Caycedo, Nicolas
    Die Definition von Gefühle ist immer noch ein heftig diskutiertes Thema, zu dem neue Herausfindungen ständig ans Licht gebracht werden. Externe Reize spielen oft eine wichtige Role in unseren Gefühlen und können unsere Stimmung schwanken in noch nicht ganz verstandenen Arten. Gefühle und Affekt haben auch auf unsere kognitive Leistung und Interpretation von anderen Reizen einen Einfluss. Umfangreichende Forschung über die Einwirkung der Musik und Klänge auf Emotion ist ausgeführt gewesen. Im Bereich der Sonifikation sind Daten oft abstrakt durch nicht sofort erkannbare Klänge dargestellt. Wir versuchen eine Benutzerstudie und die dazu gehörige Werkzeuge zu entwürfen, mit der man besser verstehen kann, wie der Gehöraspek einer audiovisuelle Datendarstellung den Enmpfänger beeinflusst. Im Lauf des Projekts entwickeln wir eine Softwareapplikation, die Elemente des partizipativen Designs einbindet, um Laien bei der Erstellung eines Daten representierenden Schalles zu helfen. Wir führen eine Pilotstudie und legen den Grundstein einer vollwertigen zukünftigen Benutzerstudie. Dieses Dokument beschreibt unser Entwurfprozess, Herausforderungen, und Überlegungen durch die Plannung der Benutzerstudie und dazu gehörige Software.
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    Investigating the design and usability of 360° image annotations in the context of campus accessibility
    (2024) König, Solveigh
    Mobility enables equal participation in social life and fulfils basic human needs. Students with mobility impairments face many problems when travelling to target locations at a university caused by the design of the physical environment. This often forces them to choose longer and partially more complex routes. Consequently, they have different travel behaviours and need to develop a more detailed plan in advance than students without disabilities. For developing a plan, reliable and current accessibility information, especially for buildings is crucial. Currently, the amount and level of detail of information, particularly about the interior of university buildings, is rarely provided online. This makes virtual reality technology a promising solution. In this thesis, we want to investigate the design and usability of a virtual 360° tour focusing on accessibility information for a university campus. Therefore a prototype for one building at the University of Stuttgart has been implemented, including visualizations with accessibility information. The requirements for the prototype were collected with a focus group, an online survey and literature research. The virtual tour allows users to individually assess the accessibility of the building by virtually walking around and receiving hints and navigations. The presented approach was evaluated in a user study and is considered a very helpful tool that should be extended to the whole university campus in the future. The results of this work show that visual information sources have great significance and that size data about doors, entrances and corridors is important when planning a campus visit.
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    Exploring the need for inclusive avatar design
    (2022) Halach, Tim
    This thesis performs an initial exploration of the topic of avatars with disability. Therefore some related topics are explored, namely VR, avatars and the concepts of immersion, presence and embodiment. Further a survey is conducted to gauge peoples opinion on and thoughts about avatars with disability. Finally a study is conceptualised which aims to find how comfortable disabled people are with using avatars with disability and which reactions they get from others. The survey shows that participants were not opposed to the idea of providing avatars with disability for those who want them however they were more hesitant when asked if they themselves would use such avatars.
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    Improving instruction conveyance in human-to-human collaboration tasks using Augmented Reality
    (2023) Aygün, Elif Dilara
    Displaying instructions using Augmented Reality (AR) is a widely explored field, especially in the industry. AR applications have been shown to decrease the time required to complete a given task and the number of errors per employee. However, the potential of collaboration for this scenario has not been exhaustively researched yet. There is already research on task conveyance interfaces for collaborative scenarios by employing head-mounted displays (HMDs). To utilize AR, HMDs are an option but there are also mobile devices like smartphones and tablets, which have the advantage of being cheaper and more familiar to users. We extended the previous work with HMDs by developing a mobile interface for human craft use case where two people work together in collaboration. We developed a mobile application for hand-held displays (HHDs) which receives instructions together with the already developed HMD application. The interface furthermore includes features to support collaboration, such as progress bars visualizing the partners and the users own progress. We followed with a user study, mainly comparing the usability and mental demand of the HMD and HHD user interface. Additionally, we derived some future research topics, making the study partially exploratory. The results showed that the HMD condition outperformed the HHD, by scoring slightly higher in usability. Participants favored HMDs for their hands-free operation and more stable tracking, though downsides such as a limited Field of View (FOV) and high learning curve were noted. The qualitative insights further revealed that the HHD interface was preferred for its familiarity. We suggest clearer collaboration roles and addressing tracking limitations for further studies. Despite the HMD interface's higher performance, participants expressed interest in using mobile systems such as ours for home furniture assembly, suggesting avenues for further exploration in AR interfaces.
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    Immersive visual analysis of cello bow movements
    (2022) Kohler, Yannik
    To support cellists in analyzing their interpretation of a musical piece and comparing it to others, this work presents and explores possibilities to visualize musical data and motion-captured bow movements in virtual reality. The presented prototype utilizes consumer VR technology and, optionally, the OptiTrack motion capture system to record a cellist’s playing, providing different visualizations that can be viewed in real time as well as played back from recorded data. In this thesis, we propose a one-by-one mapping of the 3D path of the bow, supported by various synchronized 2D line charts that are placed in virtual reality. We map motion features, audio features, and computed metrics to the color and width of the respective segments of the 2D and 3D lines. To evaluate the proposed design a user study with two domain experts was conducted, showing potential use of the design and providing us with ideas for future improvements, such as an extension to augmented reality.
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    Visual analysis of injection processes
    (2022) Heller, Alex
    The injection of fluid into a vacuum can be simulated with different simulation architectures. This thesis tries to establish a link between particle and grid-based simulations based on the fluid droplets formed in such simulations. For this, a shared data representation is introduced, which enables the use of the same analysis and visualization methods for either particle or grid-based data. As such, techniques were implemented to extract droplets and their corresponding descriptions from the simulation data. Moreover, these droplets are also tracked over time to capture their evolution throughout the simulation. The resulting droplets and their trajectories are then visualized in a way that showcases their behavior across the entire simulation time. These methods were implemented as generalized MegaMol modules and are available for further use as open source software. Furthermore, the droplet trajectories and the interactions between them were analyzed for a sample particle simulation. This is done once in a standalone manner and once in a comparison between grid and particle based data. The comparison was performed by creating grid data from particle data and applying the tracking and analysis techniques to both, to test if the results are comparable. It was found that the comparison between two different simulation architectures is possible, but still poses some challenges when trying to relate the extracted droplet behavior.
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    Animated scatter plot transitions
    (2022) Brandt, Vincent
    In this thesis we present a model for transitions between different 2D scatter plots of the same underlying multivariate data. We examine three types of transitions: linear interpolation, rotation, and spline paths. These are implemented in a TypeScript library for web-based applications. In the library, we also provide user interface components, and utilize them for an example application for interactive use of our model. To evaluate the different transitions, we conducted an online user study with 25 participants. We compared the effectiveness of each method for tracing points or clusters through the animation. Using a questionnaire, we also surveyed the perceived difficulty of the tasks, as well as the appeal of each method. In the study, we found most transitions perform similarly. When tracing points through an animation, users generally preferred flatter transitions similar to linear interpolation and achieved worse performance especially in a 3-stage 3D rotation transition. We also found two view changes to be the longest transition for comfortably tracking points. When tracing clusters through an animation, all transitions were similar, though in questionnaires the same three-stage rotation performed worse again.
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    Eye-tracking study: which experimental design is better suited for cognitive tasks?
    (2023) Amer, Rama
    Die Gestaltung eines Eye-Tracking-Experiments kann das Verhalten des Nutzers gegenüber den Stimuli beeinflussen. Daher ist das Design einer nicht-intrusiven Eye-Tracking-Studie wichtig, um die Interaktion des Nutzers mit den Stimuli zu verstehen, insbesondere bei kognitiv anspruchsvollen Aufgaben. In dieser Arbeit wurden verschiedene Alternativen des Studiendesigns und ihre Auswirkungen auf die kognitive Belastung der Teilnehmer untersucht. Es wurden fünf verschiedene Designs vorgestellt, vier davon präsentierten die Fragen in Textform, wobei die Reihenfolge der Präsentation von Bild und Frage variierte, und ein Design präsentierte die Fragen auditiv. Es wurde eine Studie durchgeführt, bei der die Teilnehmer für jedes Design die Aufgabe des Visual Question Answering (visuelle Frage Beantwortung) durchführten und die kognitive Last für jedes Design einzeln gemessen wurde. Die Studie ergab, dass die Reihenfolge der Präsentation von Bild und Frage einen signifikanten Einfluss auf die kognitive Belastung hatte, während das Medium, mit dem die Fragen präsentiert wurden, keinen hatte.
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    Virtuelle Vervollständigung einer Ruine mithilfe von Augmented Reality
    (2023) Ganter, Lukas
    Durch Alterungsprozesse oder menschengemachte Zerstörung verkommen viele wichtige und interessante Orte der Geschichte zunehmend zu Ruinen. Moderne Technologien bieten dabei Möglichkeiten, diese Orte auf verschiedene Art und Weise virtuell zu rekonstruieren. Diese Arbeit beschäftigt sich mit der virtuellen Rekonstruktion von Ruinen mithilfe einer Augmented Reality (AR) Anwendung. Das Ziel ist eine Darstellung des originalen Zustandes eines Gebäudes, ohne vorhandene Elemente der Ruine zu überdecken. Hierfür werden in dieser Arbeit verschiedene Technologien eingesetzt. Diese umfassen einen Laserscanner für das virtuelle Abbild der Ruine, Software zum Erstellen von 3D Grafiken, eine Spieleengine zum Aufbau des virtuellen Teils der Rekonstruktion und die AR Brille HoloLens 2, mit welcher die echten und die virtuellen Teile der Arbeit verbunden werden. Zusätzlich werden andere Arbeiten dieses Themenfeldes betrachtet und in verschiedenen Gesichts- punkten mit dem Ergebnis dieser Arbeit verglichen. Die Rekonstruktion mit dieser Technik bietet eine neue Möglichkeit, dem Benutzer originale Gegebenheiten vor Ort darzustellen. Das exakte Kombinieren der realen und virtuellen Komponenten stellt eine der größten Herausforderungen dar. Für aktuell nicht gelöste Probleme werden mögliche weiterführende Verbesserungen aufgezeigt und diskutiert. Außerdem werden Möglichkeiten vorgestellt, welche den Informationsgehalt der Rekonstruktion noch weiter verbessern können.