13 Zentrale Universitätseinrichtungen
Permanent URI for this collectionhttps://elib.uni-stuttgart.de/handle/11682/14
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Item Open Access Development of a hybrid user interface for skill-based robot programming(2024) Kolberg, JanRobot programming is a well-known and time-consuming task.\enspace Various methods have been developed over the years to simplify this process. However, most of these methods focus on a singular device for programming. This thesis applies the concept of Hybrid User Interfaces (HUI) to skill-based robot programming and tests the potential advantage of combining multiple devices to form a user interface. The developed system consists of a Head Mounted Display (HMD), a desktop application, and a smartphone application. It allows the creation and parameterization of skills to form applications, the definition of 3D positions, the simulation with a virtual robot, and the execution on a real robot. An exploratory user study was conducted to show the benefits of such HUIs for online robot programming for assembly tasks. The results show that users mostly prefer the traditional desktop interface to create the main program flow. However, the HMD and smartphone applications were still used for specific sub-tasks, like creating new positions in the 3D space, visualization of a virtual robot, or finetuning parameter values. Based on the results gathered, research questions for future research were formulated.Item Open Access User-centric approach of visual cues to enhance VR orientation for people with visual impairments(2024) Baric̆ová, KatarinaFor successful navigation through the world, a good orientation is needed. Our orientation is directly influenced by how well we can build and use a cognitive map of the environment around us. Cognitive maps are mental representations of spatial information of an environment. A lack of visual information can impede the successful acquisition of a cognitive map. As such, people with impaired vision can struggle with tasks requiring spatial orientation. With a goal to facilitate orientation, we created a set of visual cues designed to compensate for the lack of information needed for cognitive mapping. To meet the needs of different visual impairment, we followed a user-centric approach for the visual cue design. For this, we first conducted a formative interview with visually impaired people, investigating what information should be highlighted and how. With these insights, we created six different visual cue categories providing information about Obstacles, Points of Interest (POI), Entrances, and Shape Information. The visual cues in each category come in different forms, tailored to different needs. In a subsequent user study, we let participants with impaired vision explore a city scene in Virtual Reality using our visual cues. To evaluate the cues’ efficacy for orientation, our study investigated the participants’ cognitive mapping process. Our study results indicate that four out of five participants were able to successfully build and use a cognitive map of the virtual city. Given a remaining vision of 10%-15% combined with a Field of View of less than 5°, the visual cues could not provide sufficient aid. Nonetheless, all visual cue categories were reported as helpful, with the Shape Information cues being deemed as most important for exploration.Item Open Access Eyetracking für das Zusammenspiel von Text und Visualisierung(2024) Awad-Mohammed, MiriamInmitten einer digitalen Welt, überflutet von Informationen, stellt das Lesen eine herausfordernde kognitive Aktivität dar. Der Einzug digitaler Technologien hat die Art und Weise, wie wir Informationen aufnehmen, drastisch verändert. Dies wird besonders beim Lesen von Zeitungen und Online-Nachrichtenportalen deutlich, wo Texte von auffälligen Grafiken begleitet werden und Markierungen die Wichtigkeit von Worten oder Sätzen betonen. Das Zusammenspiel von Text und Visualisierung gewinnt an Bedeutung, nicht nur für ein tieferes Verständnis, sondern auch für die Bewältigung der Informationsflut. Diese Masterthesis widmet sich der zentralen Frage: Wie beeinflussen Visualisierungstechniken unser Leseverhalten? Mit dem Einsatz von Eyetracking werden Blickbewegungen analysiert, um den Einfluss von Visualisierungstechniken auf den Leseprozess zu erforschen. Zwei Experimente stehen im Fokus, die zum einen markierte Texte, Texte mit Icons und normale Texte miteinander vergleichen und zum anderen Datenvisualisierungen in Texten und normale Texte gegenüberstellen. Die Untersuchungen kombinieren qualitative (persönliche Einschätzung und Präferenz) und quantitative Ansätze (Metriken zu Augenbewegungen, Zeit und Performance). Zusammenfassend zeigt die Arbeit, dass Visualisierungstechniken, insbesondere im ersten Experiment, vielversprechende Trends für verbessertes Leseverhalten aufweisen. Die Erkenntnisse führen zu einem angepassten Studiendesign, das in zukünftigen Projekten vertieft werden kann. Auch zeigen sie die Notwendigkeit weiterer Forschung, um das Lesen in der digitalen Ära effektiver zu gestalten.Item Open Access AR driving assistant for wheelchairs(2024) Halach, TimWheelchairs are an important mobility aid for many people, but our built environment presents them with many challenges. To help those people better navigate our cities, we explore the viability of an informational driving assistant for wheelchairs. Driving assistants have already become commonplace in cars to help drivers control their cars. In this thesis, we present a prototype of a driving assistant for wheelchairs and evaluate it in a user study. To find what information the driving assistant should show to its users, we performed a requirements analysis on what information wheelchair and other mobility aid users might need from such a system and based our prototype on those findings. The results of our user study are inconclusive, because we had too few participants, but the concept itself seems promising.Item Open Access Visual analytics for rock band practice sessions(2024) Diaz Mendoza, Alejandro GabinoWhen preparing for a performance, practice sessions are when the bands get to improve. However, these are only transitory and not usually recorded, as opposed to live performances, which are recorded and analyzed by the band. This reduces the space for improvement and decreases the resources to get feedback from. Thus, we propose a solution in which bands can store the recordings of their instruments, process them, and display visual analytics from different aspects such as tempo, pitch, and entries. We carried out a design study with a newcomer rock band for over six months by recording their practices and a live performance. We showed them how they kept track of the tempo, the entries and pauses of the songs they practiced, and the vocalist’s pitch while receiving constant feedback from them to improve the visualizations. After a final evaluation with them, we conclude that our solution helped the band improve individually and as a group, by being more conscious about their playing while having available a valuable tool to get feedback.