@book{AdrianoBleifussChengetal.2019, author = {Adriano, Christian and Bleifuß, Tobias and Cheng, Lung-Pan and Diba, Kiarash and Fricke, Andreas and Grapentin, Andreas and Jiang, Lan and Kovacs, Robert and Krejca, Martin Stefan and Mandal, Sankalita and Marwecki, Sebastian and Matthies, Christoph and Mattis, Toni and Niephaus, Fabio and Pirl, Lukas and Quinzan, Francesco and Ramson, Stefan and Rezaei, Mina and Risch, Julian and Rothenberger, Ralf and Roumen, Thijs and Stojanovic, Vladeta and Wolf, Johannes}, title = {Technical report}, number = {129}, editor = {Meinel, Christoph and Plattner, Hasso and D{\"o}llner, J{\"u}rgen Roland Friedrich and Weske, Mathias and Polze, Andreas and Hirschfeld, Robert and Naumann, Felix and Giese, Holger and Baudisch, Patrick and Friedrich, Tobias and B{\"o}ttinger, Erwin and Lippert, Christoph}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-465-4}, issn = {1613-5652}, doi = {10.25932/publishup-42753}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-427535}, publisher = {Universit{\"a}t Potsdam}, pages = {vi, 267}, year = {2019}, abstract = {Design and Implementation of service-oriented architectures imposes a huge number of research questions from the fields of software engineering, system analysis and modeling, adaptability, and application integration. Component orientation and web services are two approaches for design and realization of complex web-based system. Both approaches allow for dynamic application adaptation as well as integration of enterprise application. Commonly used technologies, such as J2EE and .NET, form de facto standards for the realization of complex distributed systems. Evolution of component systems has lead to web services and service-based architectures. This has been manifested in a multitude of industry standards and initiatives such as XML, WSDL UDDI, SOAP, etc. All these achievements lead to a new and promising paradigm in IT systems engineering which proposes to design complex software solutions as collaboration of contractually defined software services. Service-Oriented Systems Engineering represents a symbiosis of best practices in object-orientation, component-based development, distributed computing, and business process management. It provides integration of business and IT concerns. The annual Ph.D. Retreat of the Research School provides each member the opportunity to present his/her current state of their research and to give an outline of a prospective Ph.D. thesis. Due to the interdisciplinary structure of the research school, this technical report covers a wide range of topics. These include but are not limited to: Human Computer Interaction and Computer Vision as Service; Service-oriented Geovisualization Systems; Algorithm Engineering for Service-oriented Systems; Modeling and Verification of Self-adaptive Service-oriented Systems; Tools and Methods for Software Engineering in Service-oriented Systems; Security Engineering of Service-based IT Systems; Service-oriented Information Systems; Evolutionary Transition of Enterprise Applications to Service Orientation; Operating System Abstractions for Service-oriented Computing; and Services Specification, Composition, and Enactment.}, language = {en} } @phdthesis{Cheng2018, author = {Cheng, Lung-Pan}, title = {Human actuation}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus4-418371}, school = {Universit{\"a}t Potsdam}, pages = {xiv, 85}, year = {2018}, abstract = {Ever since the conception of the virtual reality headset in 1968, many researchers have argued that the next step in virtual reality is to allow users to not only see and hear, but also feel virtual worlds. One approach is to use mechanical equipment to provide haptic feedback, e.g., robotic arms, exoskeletons and motion platforms. However, the size and the weight of such mechanical equipment tends to be proportional to its target's size and weight, i.e., providing human-scale haptic feedback requires human-scale equipment, often restricting them to arcades and lab environments. The key idea behind this dissertation is to bypass mechanical equipment by instead leveraging human muscle power. We thus create software systems that orchestrate humans in doing such mechanical labor—this is what we call human actuation. A potential benefit of such systems is that humans are more generic, flexible, and versatile than machines. This brings a wide range of haptic feedback to modern virtual reality systems. We start with a proof-of-concept system—Haptic Turk, focusing on delivering motion experiences just like a motion platform. All Haptic Turk setups consist of a user who is supported by one or more human actuators. The user enjoys an interactive motion simulation such as a hang glider experience, but the motion is generated by those human actuators who manually lift, tilt, and push the user's limbs or torso. To get the timing and force right, timed motion instructions in a format familiar from rhythm games are generated by the system. Next, we extend the concept of human actuation from 3-DoF to 6-DoF virtual reality where users have the freedom to walk around. TurkDeck tackles this problem by orchestrating a group of human actuators to reconfigure a set of passive props on the fly while the user is progressing in the virtual environment. TurkDeck schedules human actuators by their distances from the user, and instructs them to reconfigure the props to the right place on the right time using laser projection and voice output. Our studies in Haptic Turk and TurkDeck showed that human actuators enjoyed the experience but not as much as users. To eliminate the need of dedicated human actuators, Mutual Turk makes everyone a user by exchanging mechanical actuation between two or more users. Mutual Turk's main functionality is that it orchestrates the users so as to actuate props at just the right moment and with just the right force to produce the correct feedback in each other's experience. Finally, we further eliminate the need of another user, making human actuation applicable to single-user experiences. iTurk makes the user constantly reconfigure and animate otherwise passive props. This allows iTurk to provide virtual worlds with constantly varying or even animated haptic effects, even though the only animate entity present in the system is the user. Our demo experience features one example each of iTurk's two main types of props, i.e., reconfigurable props (the foldable board from TurkDeck) and animated props (the pendulum). We conclude this dissertation by summarizing the findings of our explorations and pointing out future directions. We discuss the development of human actuation compare to traditional machine actuation, the possibility of combining human and machine actuators and interaction models that involve more human actuators.}, language = {en} }