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Situational influences on music selection behavior in daily life: An experience sampling study
(2018)
Small and large deformation analysis with the p- and B-spline versions of the Finite Cell Method
(2012)
With the virtual environment developed here, the characteristic
sound radiation patterns of musical instruments can be experienced
in real-time. The user may freely move around a musical instrument, thereby receiving acoustic and visual feedback in real-time. The perception of auditory and visual effects is intensified by the combination of acoustic and visual elements, as well as the option of user interaction. The simulation of characteristic sound radiation patterns is based on interpolating the intensities of a multichannel recording and offers a near-natural mapping of the sound radiation patterns. Additionally, a simple filter has been developed, enabling the qualitative simulation of an instrument’s characteristic sound radiation patterns to be easily implemented within real-time 3D applications. Both methods of simulating sound radiation patterns have been evaluated for a saxophone with respect to their functionality and validity by means of spectral analysis and an auditory experiment.
The Sound Spatialization Framework is a C++ toolkit and development environment for providing advanced sound spatialization for virtual reality and multimedia applications. The Sound Spatialization Framework provides many powerful display and user-interface features not found in other sound spatialization software packages. It provides facilities that go beyond simple sound source spatialization: visualization and editing of the soundscape, multiple sinks, clustering of sound sources, monitoring and controlling resource management, support for various spatialization backends, and classes for MIDI animation and handling.
The Sound Spatialization Framework is a C++ toolkit and development environment for providing advanced sound spatialization for virtual reality and multimedia applications. The Sound Spatialization Framework provides many powerful display and user-interface features not found in other sound spatialization software packages. It provides facilities that go beyond simple sound source spatialization: visualization and editing of the soundscape, multiple sinks, clustering of sound sources, monitoring and controlling resource management, support for various spatialization backends, and classes for MIDI animation and handling.
Keywords:
sound spatialization, resource management, virtual environments, spatial sound authoring, user interface design, human-machine interfaces
In a virtual reality environment users are immersed in a scene with objects which might produce sound. The responsibility of a VR environment is to present these objects, but a system has only limited resources, including spatialization channels (mixels), MIDI/audio channels, and processing power. The sound spatialization resource manager controls sound resources and optimizes fidelity (presence) under given conditions. For that a priority scheme based on human psychophysical hearing is needed. Parameters for spatialization priorities include intensity calculated from volume and distance, orientation in the case of non-uniform radiation patterns, occluding objects, frequency spectrum (low frequencies are harder to localize), expected activity, and others. Objects which are spatially close together (depending on distance and direction) can be mixed. Sources that can not be spatialized can be treated as a single ambient sound source. Important for resource management is the resource assignment, i.e., minimizing swap operations, which makes it desirable to look-ahead and predict upcoming events in a scene. Prediction is achieved by monitoring objects’ speed and past evaluation values. Fidelity is contrasted for Zifferent kind of resource restrictions and optimal resource assignment based upon unlimited dynamic scene look-ahead. To give standard and comparable results, the VRML 2.0 specification is used as an application programmer interface. Applicability is demonstrated with a helical keyboard, a polyphonic MIDI stream driven animation including user interaction (user moves around, playing together with programmed notes). The developed sound spatialization resource manager gives improved spatialization fidelity under runtime constraints. Application programmers and virtual reality scene designers are freed from the burden of assigning and predicting the sound sources.
Using spatial audio successfully for augmented reality (AR) applications is a challenge, but is awarded with an improved user experience. Thus, we have extended the AR/VR framework \sc Morgan with spatial audio to improve users orientation in an AR application. In this paper, we investigate the users’ capability to localize and memorize spatial sounds (registered with virtual or real objects). We discuss two scenarios. In the first scenario, the user localizes only sound sources and in the second scenario the user memorizes the location of audio-visual objects. Our results reflect spatial audio performance within the application domain and show which technology pitfalls still exist. Finally, we provide design recommendations for spatial audio AR environments.
Spatial precision and recall indices to assess the performance of instance segmentation algorithms
(2022)
We present a novel metric Spatial Recall Index to assess the performance of machine-learning (ML) algorithms for automotive applications, focusing on where in the image which performance occurs. Typical metrics like intersection-over-union (IoU), precisionrecallcurves or average precision (AP) quantify the performance over a whole database of images, neglecting spatial performance variations. But as the optics of camera systems are spatially variable over the field of view, the performance of ML-based algorithms is also a function of space, which we show in simulation: A realistic objective lens based on a Cooke-triplet that exhibits typical optical aberrations like astigmatism and chromatic aberration, all variable over field, is modeled. The model is then applied to a subset of the BDD100k dataset with spatially-varying kernels. We then quantify local changes in the performance of the pre-trained Mask R-CNN algorithm. Our examples demonstrate the spatial dependence of the performance of ML-based algorithms from the optical quality over field, highlighting the need to take the spatial dimension into account when training ML-based algorithms, especially when looking forward to autonomous driving applications.
Spec2Vec: Improved mass spectral similarity scoring through learning of structural relationships
(2021)
Spectral similarity is used as a proxy for structural similarity in many tandem mass spectrometry (MS/MS) based metabolomics analyses such as library matching and molecular networking. Although weaknesses in the relationship between spectral similarity scores and the true structural similarities have been described, little development of alternative scores has been undertaken. Here, we introduce Spec2Vec, a novel spectral similarity score inspired by a natural language processing algorithm-Word2Vec. Spec2Vec learns fragmental relationships within a large set of spectral data to derive abstract spectral embeddings that can be used to assess spectral similarities. Using data derived from GNPS MS/MS libraries including spectra for nearly 13,000 unique molecules, we show how Spec2Vec scores correlate better with structural similarity than cosine-based scores. We demonstrate the advantages of Spec2Vec in library matching and molecular networking. Spec2Vec is computationally more scalable allowing structural analogue searches in large databases within seconds.
Texturen können als Oberflächenstrukturen realer Objekt aufgefasst werden und sind Variationen in Farbe, Geometrie, Transparenz, usw.. Im Gegensatz zu Algorithmen für die künstliche Generierung von Texturen gibt es nur wenige Ansätze zu Textur-Synthese-Sprachen oder zu Hilfsmittel für die Textur-Beschreibung. Die bekannten Werkzeuge decken zudem jeweils nur Teilgebiete der Generierung ab. Mit HiLDTe (Hierachical Language for the Description of Textures) ist nun eine Sprache entwickelt worden, mit der möglichst alle bekannten Texturtypen beschrieben werden können. HiLDTe basiert auf einem am Fachgebiet GRIS entwickelten Texturmodell, in dem Texturen generische, eventuell komplex zusammengesetzte Objekte repräsentieren. Aufgabe dieser Arbeit war es nun, Konzepte für die Sprache HiLDTe zu entwickeln, eine entsprechende Grammatik aufzubauen und mit Hilfe der UNIX-Werkzeuge LEX und YACC einen Compiler zu implementieren, mit dem ein ausführbarer Zwischen-Code für die in HiLDTe spezifizierten Texturen erstellt wird.
A visual and spatial feedback system for orientation in virtual sets of virtual TV studios was developed and evaluated. It is based on a green proxy object, which moves around in the acting space by way of four transparent wires. A separate unit controls four winches and is connected to an engine, which renders the virtual set. A new developed plugin registers a virtual object’s position with the proxy object which imitates the virtual object’s movement on stage. This will allow actors to establish important eye contact with a virtual object and feel more comfortable in a virtual set. Furthermore, interaction with the virtual object and its proxy can be realised through a markerless actor tracking system. Several possible scenarios for user application were recorded and presented to experts in the broadcast industry, who evaluated the potential of SpiderFeedback in interviews and by questionnaires.
Sporting Aces and the Military: Performance, Discipline, and Nationalism in the Fields of Honor
(2009)
Live video streaming is becoming increasingly popular as a form of interaction in social applications. One of its main advantages is an ability to immediately create and connect a community of remote users on the spot. In this paper we discuss how this feature can be used for crowdsourced completion of simple visual search tasks (such as finding specific objects in libraries and stores, or navigating around live events) and social interactions through mobile mixed reality telepresence interfaces. We present a prototype application that allows users to create a mixed reality space with a photospherical imagery as a background and interact with other connected users through viewpoint, audio, and video sharing, as well as realtime annotations in mixed reality space. Believing in the novelty of our system, we conducted a short series of interviews with industry professionals on the possible applications of our system. We discuss proposed use-cases for user evaluation, as well as outline future extensions of our system.
The optimization of full-scale biogas plant operation is of great importance to make biomass a competitive source of renewable energy. The implementation of innovative control and optimization algorithms, such as Nonlinear Model Predictive Control, requires an online estimation of operating states of biogas plants. This state estimation allows for optimal control and operating decisions according to the actual state of a plant. In this paper such a state estimator is developed using a calibrated simulation model of a full-scale biogas plant, which is based on the Anaerobic Digestion Model No.1. The use of advanced pattern recognition methods shows that model states can be predicted from basic online measurements such as biogas production, CH4 and CO2 content in the biogas, pH value and substrate feed volume of known substrates. The machine learning methods used are trained and evaluated using synthetic data created with the biogas plant model simulating over a wide range of possible plant operating regions. Results show that the operating state vector of the modelled anaerobic digestion process can be predicted with an overall accuracy of about 90%. This facilitates the application of state-based optimization and control algorithms on full-scale biogas plants and therefore fosters the production of eco-friendly energy from biomass.
In the present contribution, the utilization of steel-mill gases for an industrial methanol synthesis process is described. The focus of this work is on the influence of syngas compositions derived from steel-mill gases on an industrial Cu/ZnO/Al2O3 catalyst. Elevated CO2 and H2O concentrations seem to have an irreversible impact on the activity of the catalyst. In order to obtain realistic gas composition for the catalyst tests, a process simulation of the methanol synthesis was conducted. The calculated gas compositions at the reactor inlet were applied in a practical test in order to evaluate the catalyst stability under steel mill gas conditions. No noticeable deactivation was observed.
Actors in virtual studio productions are faced with the challenge that they have to interact with invisible virtual objects because these elements are rendered separately and combined with the real image later in the production process. Virtual sets typically use static virtual elements or animated objects with predefined behavior so that actors can practice their performance and errors can be corrected in the post production. With the demand for inexpensive live recording and interactive TV productions, virtual objects will be dynamically rendered at arbitrary positions that cannot be predicted by the actor. Perceptive aids have to be employed to support a natural interaction with these objects. In our work we study the effect of haptic feedback for a simple form of interaction. Actors are equipped with a custom built haptic belt and get vibrotactile feedback during a small navigational task (path following). We present a prototype of a wireless vibrotactile feedback device and a small framework for evaluating haptic feedback in a virtual set environment. Results from an initial pilot study indicate that vibrotactile feedback is a suitable non-visual aid for interaction that is at least comparable to audio-visual alternatives used in virtual set productions.
We present a system that exploits mobile rotational tracking and photospherical imagery to allow users to share their environment with remotely connected peers “on the go.” We surveyed related interfaces and developed a unique groupware application that shares a mixed reality space with spatially-oriented live video feeds. Users can collaborate through realtime audio, video, and drawings in a virtual space. The developed system was tested in a preliminary user study, which confirmed an increase in spatial and situational awareness among viewers as well as reduction in cognitive workload. Believing that our system provides a novel style of collaboration in mixed reality environments, we discuss future applications and extensions of our prototype.
Markerless talent tracking is widely used for interactions and animations within virtual environments. In a virtual (tv) studio talents could be overburden by interaction tasks because camera and text require extensive attention. We take a look into animations and inter- actions within a studio, which do not require any special attention or learning. We show the generation of an artificial shadow from a talent, which ease the keying process, where separation of real shadows from the background is a difficult task. We also demonstrate animations of footsteps and dust. Furthermore, capturing talents’ height can also be used to adjust the parameters of elements in the virtual environment, like the position and scaling of a virtual display. In addition to the talents, a rigid body was tracked as placeholder for graphics, easing the interaction tasks for a talent. Two test productions show the possibilities, which subtle animations offer. In the second production, the rendering was improved (shadows, filtering, normal maps, ...) and instead of using the rigid body to move an object (a flag), the animation was only controlled by the hand’s position.
Synthesis and Analysis of a Novel Linkage Mechanism with the Helical Motion of the End-Effector
(2020)
Synthesis and release of the bacterial compatible solute 5-hydroxyectoine in Hansenula polymorpha
(2013)
Ectoine and 5-hydroxyectoine belong to the family of compatible solutes which are known to mainly contribute to the adaptation of the cell to osmotic stress by mediation of a constant turgor. In addition the cell's essential functions are maintained under stress conditions like high salinity, heat or aridity stress. Hansenula polymorpha was engineered to catalyze the transformation of monomeric substrates to 5-hydroxyectoine. For this purpose four genes encoding the enzymes of the 5-hydroxyectoine biosynthesis pathway of Halomonas elongata, EctA, EctB, EctC, and EctD, were inserted into the genome of H. polymorpha. Subsequently the syntheses of ectoine and 5-hydroxyectoine were analyzed and optimized. We showed that H. polymorpha is a suitable system for recombinant 5-hydroxyectoine synthesis in gram per liter scale (2.8 g L⁻¹ culture supernatant, 365 μmol/g dcw) in which almost 100% conversion of ectoine to 5-hydroxyectoine without necessity of high salinity were achieved.
The organic Rankine cycle (ORC) is an established thermodynamic process that converts waste heat to electric energy. Due to the wide range of organic working fluids available the fluid selection adds an additional degree of freedom to the early design phase of an ORC process. Despite thermodynamic aspects such as the temperature level of the heat source, other technical, economic and safety aspects have to be considered. For the fluid selection process in this paper, 22 criteria were identified in six main categories while distinguishing between elimination and tolerance criteria. For an ORC design, the suggested method follows a practical engineering approach and can be used as a structured way to limit the number of interesting working fluids before starting a detailed performance analysis of the most promising candidates. For the first time the selection process is applied to a two-stage reference cycle which uses the waste heat of a large reciprocating engine for cogeneration power plants. It consists of a high temperature and a low temperature cycle in which the condensation heat of the high temperature (HT) cycle provides the heat input of the low temperature (LT) cycle. After the fluid selection process the detailed thermodynamic cycle design is carried out with a thermodynamic design tool that also includes a database for organic working fluids. The investigated ORC cycle shows a net thermal efficiency of about 17,4% in the high temperature cycle with Toluene as the working fluid and 6,2% in low temperature cycle with iso-Butane as the working fluid. The electric efficiency of the cogeneration plant increases from 40,4% to 46,97% with the both stages of the two-stage ORC in operation.
The organic Rankine cycle (ORC) is an established thermodynamic process that converts waste heat to electric energy. Due to the wide range of organic working fluids available the fluid selection adds an additional degree-of-freedom to the early design phase of an ORC process. Despite thermodynamic aspects such as the temperature level of the heat source, other technical, economic, and safety aspects have to be considered. For the fluid selection process in this paper, 22 criteria were identified in six main categories while distinguishing between elimination (EC) and tolerance criteria (TC). For an ORC design, the suggested method follows a practical engineering approach and can be used as a structured way to limit the number of interesting working fluids before starting a detailed performance analysis of the most promising candidates. For the first time, the selection process is applied to a two-stage reference cycle, which uses the waste heat of a large reciprocating engine for cogeneration power plants. It consists of a high temperature (HT) and a low temperature (LT) cycle in which the condensation heat of the HT cycle provides the heat input of the LT cycle. After the fluid selection process, the detailed thermodynamic cycle design is carried out with a thermodynamic design tool that also includes a database for organic working fluids. The investigated ORC cycle shows a net thermal efficiency of about 17.4% in the HT cycle with toluene as the working fluid and 6.2% in LT cycle with isobutane as the working fluid. The electric efficiency of the cogeneration plant increases from 40.4% to 46.97% with the both stages of the two-stage ORC in operation.
Heterogeneous catalysts usually consist of porous, inorganic materials. Especially in the mobile application, e.g., in exhaust gas catalysis as a part of the gas line of an engine, there are loads due to vibrations and high gas velocities. It can be assumed that physical stress will lead to a loss of the catalytically active coating. The present contribution describes experimental setups and methods for a systematic and reproducible investigation of the main influences to the mass loss due to vibrational and fluid‐mechanical stress caused by particle‐free gas flows.