13 Zentrale Universitätseinrichtungen
Permanent URI for this collectionhttps://elib.uni-stuttgart.de/handle/11682/14
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Item Open Access Investigating the design and usability of 360° image annotations in the context of campus accessibility(2024) König, SolveighMobility 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.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 Einfluss der Kugelanzahl auf die visuelle Hervorhebungstechnik HiveFive(2024) Schoger, JannikUm in der Virtuellen Realität (VR) Objekte mittels eines diegetischen Schwarms hervorzuheben, haben Lange et al. die HiveFive Methode entwickelt. Unser Ziel war es zu untersuchen, welche Auswirkungen eine Änderung der Anzahl der Kugeln aus denen der Schwarm besteht, nach sich ziehen würde. Dafür haben wir in Unity einen Versuchsaufbau entwickelt und anschließend eine Studie über die Crowdsourcing-Plattform Prolific durchgeführt. Wir haben dabei gefunden, dass die Zeit bis die Hervorhebung erkannt wird nur bis maximal zehn Kugeln signifikant sinkt und danach keine signifikanten Unterschiede aufweist, oder, im Fall von 13 Kugeln, wieder signifikant ansteigt. Die Anzahl an falsch erkannten Objekten ist von 3 auf 7 Kugeln signifikant gefallen, sonst haben wir keine signifikanten Unterschiede gefunden.Item Open Access Every thing can be a hero! : narrative visualization of person, object, and other biographies(2024) Kusnick, Jakob; Mayr, Eva; Seirafi, Kasra; Beck, Samuel; Liem, Johannes; Windhager, FlorianKnowledge communication in cultural heritage and digital humanities currently faces two challenges, which this paper addresses: On the one hand, data-driven storytelling in these fields has mainly focused on human protagonists, while other essential entities (such as artworks and artifacts, institutions, or places) have been neglected. On the other hand, storytelling tools rarely support the larger chains of data practices, which are required to generate and shape the data and visualizations needed for such stories. This paper introduces the InTaVia platform, which has been developed to bridge these gaps. It supports the practices of data retrieval, creation, curation, analysis, and communication with coherent visualization support for multiple types of entities. We illustrate the added value of this open platform for storytelling with four case studies, focusing on (a) the life of Albrecht Dürer (person biography), (b) the Saliera salt cellar by Benvenuto Cellini (object biography), (c) the artist community of Lake Tuusula (group biography), and (d) the history of the Hofburg building complex in Vienna (place biography). Numerous suggestions for future research arise from this undertaking.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.Item Open Access Interagieren mit der Spiegelwelt(2024) Avdic, Seval; Özver, Muhammed EnesDiese Bachelorarbeit beschreibt die Entwicklung und Evaluation eines Prototyps für einen Smart Mirror, der drei verschiedene Interaktionsmethoden untersucht: Touch-, Spiegelbild- und Holografie-Interaktion. Die Touch-Interaktion nutzt den Ultraleap-Handtracker und das TouchFree-Plugin, um direkte Berührungen der Benutzeroberfläche zu ermöglichen. Die Spiegelbild-Interaktion verwendet ebenfalls den Ultraleap-Handtracker, jedoch wird die Interaktionsebene so verschoben, dass der Benutzer mit dem Spiegelbild interagiert, unterstützt durch visuelles Feedback in Form eines Schattens. Die Holografieinteraktion wird durch die Microsoft HoloLens 2 realisiert, wobei die Benutzeroberfläche holografisch vor dem Spiegel erscheint, während der Spiegel selbst nicht-interaktive Elemente darstellt. Die Evaluation mit zwölf Teilnehmern zeigte, dass die Touch- und Spiegelbild-Interaktionen bezüglich Benutzerfreundlichkeit, Präzision und Eingabeerkennung bessere Ergebnisse erzielten als die Holografieinteraktion. Insbesondere die Touchinteraktion wurde als intuitiv empfunden, während die Spiegelbildinteraktion aufgrund der berührungslosen Handhabung als hygienisch und alltagstauglich bewertet wurde. Die Holografieinteraktion wies Herausforderungen hinsichtlich der räumlichen Tiefe und Synchronisation auf und wurde von den Teilnehmern als weniger präzise empfunden. Die Studie identifizierte außerdem Limitierungen des Prototyps, darunter die Genauigkeit des Handtrackings und die ergonomische Belastung bei längerer Nutzung. Für die zukünftige Forschung wird eine Verbesserung der Hand- und Fingererkennung und die Entwicklung ergonomischerer Bedienmethoden vorgeschlagen. Zudem wäre eine größere Studie mit einer umfangreicheren Stichprobe wünschenswert, um die Ergebnisse zu validieren.Item Open Access Unobtrusive movement in XR(2025) Arab, MetinBoth virtual and augmented interfaces are classic depictions of our technical advancement in futuristic movies. For good reasons, because there is an exponential rise of them in our modern day life. These interfaces could be beneficial for fighting the issues of sedentary lifestyles, in environments like the workplace. One way of achieving this is by moving users unobtrusively. This includes making them turn, reach their hand out, lean backward, etc. In this study, I explored, compared and discussed, at which speeds/offsets, different movements in XR (VR and AR), become unobtrusive. For that I made participants read, slowly moving, XR-displays, for which they had to guess the direction of movement. Afterwards, I plotted the results, for every participant. It turns out that VR and AR brought forward similar results with no major differences.