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Institute
- Hasso-Plattner-Institut für Digital Engineering gGmbH (28) (remove)
Bridging the Gap
(2019)
The recent restructuring of the electricity grid (i.e., smart grid) introduces a number of challenges for today's large-scale computing systems. To operate reliable and efficient, computing systems must adhere not only to technical limits (i.e., thermal constraints) but they must also reduce operating costs, for example, by increasing their energy efficiency. Efforts to improve the energy efficiency, however, are often hampered by inflexible software components that hardly adapt to underlying hardware characteristics. In this paper, we propose an approach to bridge the gap between inflexible software and heterogeneous hardware architectures. Our proposal introduces adaptive software components that dynamically adapt to heterogeneous processing units (i.e., accelerators) during runtime to improve the energy efficiency of computing systems.
Mise-Unseen
(2019)
Creating or arranging objects at runtime is needed in many virtual reality applications, but such changes are noticed when they occur inside the user's field of view. We present Mise-Unseen, a software system that applies such scene changes covertly inside the user's field of view. Mise-Unseen leverages gaze tracking to create models of user attention, intention, and spatial memory to determine if and when to inject a change. We present seven applications of Mise-Unseen to unnoticeably modify the scene within view (i) to hide that task difficulty is adapted to the user, (ii) to adapt the experience to the user's preferences, (iii) to time the use of low fidelity effects, (iv) to detect user choice for passive haptics even when lacking physical props, (v) to sustain physical locomotion despite a lack of physical space, (vi) to reduce motion sickness during virtual locomotion, and (vii) to verify user understanding during story progression. We evaluated Mise-Unseen and our applications in a user study with 15 participants and find that while gaze data indeed supports obfuscating changes inside the field of view, a change is rendered unnoticeably by using gaze in combination with common masking techniques.
Editorial
(2019)
Ubiquitous computing has proven its relevance and efficiency in improving the user experience across a myriad of situations. It is now the ineluctable solution to keep pace with the ever-changing environments in which current systems operate. Despite the achievements of ubiquitous computing, this discipline is still overlooked in business process management. This is surprising, since many of today’s challenges, in this domain, can be addressed by methods and techniques from ubiquitous computing, for instance user context and dynamic aspects of resource locations. This paper takes a first step to integrate methods and techniques from ubiquitous computing in business process management. To do so, we propose discovering commute patterns via process mining. Through our proposition, we can deduce the users’ significant locations, routes, travel times and travel modes. This information can be a stepping-stone toward helping the business process management community embrace the latest achievements in ubiquitous computing, mainly in location-based service. To corroborate our claims, a user study was conducted. The significant places, routes, travel modes and commuting times of our test subjects were inferred with high accuracies. All in all, ubiquitous computing can enrich the processes with new capabilities that go beyond what has been established in business process management so far.
Interactive Close-Up Rendering for Detail plus Overview Visualization of 3D Digital Terrain Models
(2019)
This paper presents an interactive rendering technique for detail+overview visualization of 3D digital terrain models using interactive close-ups. A close-up is an alternative presentation of input data varying with respect to geometrical scale, mapping, appearance, as well as Level-of-Detail (LOD) and Level-of-Abstraction (LOA) used. The presented 3D close-up approach enables in-situ comparison of multiple Regionof-Interests (ROIs) simultaneously. We describe a GPU-based rendering technique for the image-synthesis of multiple close-ups in real-time.
The availability of detailed virtual 3D building models including representations of indoor elements, allows for a wide number of applications requiring effective exploration and navigation functionality. Depending on the application context, users should be enabled to focus on specific Objects-of-Interests (OOIs) or important building elements. This requires approaches to filtering building parts as well as techniques to visualize important building objects and their relations. For it, this paper explores the application and combination of interactive rendering techniques as well as their semanticallydriven configuration in the context of 3D indoor models.
A fundamental task in 3D geovisualization and GIS applications is the visualization of vector data that can represent features such as transportation networks or land use coverage. Mapping or draping vector data represented by geometric primitives (e.g., polylines or polygons) to 3D digital elevation or 3D digital terrain models is a challenging task. We present an interactive GPU-based approach that performs geometry-based draping of vector data on per-frame basis using an image-based representation of a 3D digital elevation or terrain model only.
Kyub
(2019)
We present an interactive editing system for laser cutting called kyub. Kyub allows users to create models efficiently in 3D, which it then unfolds into the 2D plates laser cutters expect. Unlike earlier systems, such as FlatFitFab, kyub affords construction based on closed box structures, which allows users to turn very thin material, such as 4mm plywood, into objects capable of withstanding large forces, such as chairs users can actually sit on. To afford such sturdy construction, every kyub project begins with a simple finger-joint "boxel"-a structure we found to be capable of withstanding over 500kg of load. Users then extend their model by attaching additional boxels. Boxels merge automatically, resulting in larger, yet equally strong structures. While the concept of stacking boxels allows kyub to offer the strong affordance and ease of use of a voxel-based editor, boxels are not confined to a grid and readily combine with kuyb's various geometry deformation tools. In our technical evaluation, objects built with kyub withstood hundreds of kilograms of loads. In our user study, non-engineers rated the learnability of kyub 6.1/7.
In this paper, we establish the underlying foundations of mechanisms that are composed of cell structures-known as metamaterial mechanisms. Such metamaterial mechanisms were previously shown to implement complete mechanisms in the cell structure of a 3D printed material, without the need for assembly. However, their design is highly challenging. A mechanism consists of many cells that are interconnected and impose constraints on each other. This leads to unobvious and non-linear behavior of the mechanism, which impedes user design. In this work, we investigate the underlying topological constraints of such cell structures and their influence on the resulting mechanism. Based on these findings, we contribute a computational design tool that automatically creates a metamaterial mechanism from user-defined motion paths. This tool is only feasible because our novel abstract representation of the global constraints highly reduces the search space of possible cell arrangements.
Currently, a transformation of our technical world into a networked technical world where besides the embedded systems with their interaction with the physical world the interconnection of these nodes in the cyber world becomes a reality can be observed. In parallel nowadays there is a strong trend to employ artificial intelligence techniques and in particular machine learning to make software behave smart. Often cyber-physical systems must be self-adaptive at the level of the individual systems to operate as elements in open, dynamic, and deviating overall structures and to adapt to open and dynamic contexts while being developed, operated, evolved, and governed independently.
In this presentation, we will first discuss the envisioned future scenarios for cyber-physical systems with an emphasis on the synergies networking can offer and then characterize which challenges for the design, production, and operation of these systems result. We will then discuss to what extent our current capabilities, in particular concerning software engineering match these challenges and where substantial improvements for the software engineering are crucial. In today's software engineering for embedded systems models are used to plan systems upfront to maximize envisioned properties on the one hand and minimize cost on the other hand. When applying the same ideas to software for smart cyber-physical systems, it soon turned out that for these systems often somehow more subtle links between the involved models and the requirements, users, and environment exist. Self-adaptation and runtime models have been advocated as concepts to covers the demands that result from these subtler links. Lately, both trends have been brought together more thoroughly by the notion of self-aware computing systems. We will review the underlying causes, discuss some our work in this direction, and outline related open challenges and potential for future approaches to software engineering for smart cyber-physical systems.