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Die Zukunft der Medizin
(2019)
Die Medizin im 21. Jahrhundert wird sich so schnell verändern wie nie zuvor – und mit ihr das Gesundheitswesen. Bahnbrechende Entwicklungen in Forschung und Digitalisierung werden die Auswertung und Nutzung riesiger Datenmengen in kurzer Zeit ermöglichen. Das wird unsere Kenntnisse über Gesundheit und gesund sein, sowie über die Entstehung, Prävention und Heilung von Krankheiten vollkommen verändern. Gleichzeitig wird sich die Art und Weise, wie Medizin praktiziert wird, fundamental verändern. Das Selbstverständnis nahezu aller Akteure wird sich rasch weiterentwickeln müssen. Das Gesundheitssystem wird in allen Bereichen umgebaut und teilweise neu erfunden werden. Digitale Transformation, Personalisierung und Prävention sind die Treiber der neuen Medizin.
Deutschland darf den Anschluss nicht verpassen. Im Vergleich mit anderen Ländern ist das deutsche Gesundheitswesen in vielen Punkten bedrohlich rückständig und fragmentiert. Um die Medizin und das Gesundheitswesen in Deutschland langfristig zukunftsfest zu machen, bedarf es vieler Anstrengungen – vor allem aber Offenheit gegenüber Veränderungen, sowie einen regulatorischen Rahmen, der ermöglicht, dass die medizinischen und digitalen Innovationen beim Patienten ankommen.
DIE ZUKUNFT DER MEDIZIN beschreibt Entwicklungen und Technologien, die die Medizin und das Gesundheitswesen im 21. Jahrhundert prägen werden. Das Buch informiert über die zum Teil dramatischen, disruptiven Innovationen in der Forschung, die durch Big Data, Künstliche Intelligenz und Robotik möglich werden.
Die Autoren sind führende Vordenker ihres Fachs und beschreiben aus langjähriger Erfahrung im In- und Ausland zukünftige Entwicklungen, die jetzt bereits greifbar sind.
Wendepunkt für Gesundheit
(2019)
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.
Mobile sensing technology allows us to investigate human behaviour on a daily basis. In the study, we examined temporal orientation, which refers to the capacity of thinking or talking about personal events in the past and future. We utilise the mksense platform that allows us to use the experience-sampling method. Individual's thoughts and their relationship with smartphone's Bluetooth data is analysed to understand in which contexts people are influenced by social environments, such as the people they spend the most time with. As an exploratory study, we analyse social condition influence through a collection of Bluetooth data and survey information from participant's smartphones. Preliminary results show that people are likely to focus on past events when interacting with close-related people, and focus on future planning when interacting with strangers. Similarly, people experience present temporal orientation when accompanied by known people. We believe that these findings are linked to emotions since, in its most basic state, emotion is a state of physiological arousal combined with an appropriated cognition. In this contribution, we envision a smartphone application for automatically inferring human emotions based on user's temporal orientation by using Bluetooth sensors, we briefly elaborate on the influential factor of temporal orientation episodes and conclude with a discussion and lessons learned.
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.
Selfish Network Creation focuses on modeling real world networks from a game-theoretic point of view. One of the classic models by Fabrikant et al. (2003) is the network creation game, where agents correspond to nodes in a network which buy incident edges for the price of alpha per edge to minimize their total distance to all other nodes. The model is well-studied but still has intriguing open problems. The most famous conjectures state that the price of anarchy is constant for all alpha and that for alpha >= n all equilibrium networks are trees. We introduce a novel technique for analyzing stable networks for high edge-price alpha and employ it to improve on the best known bound for the latter conjecture. In particular we show that for alpha > 4n - 13 all equilibrium networks must be trees, which implies a constant price of anarchy for this range of alpha. Moreover, we also improve the constant upper bound on the price of anarchy for equilibrium trees.
Duplicate detection algorithms produce clusters of database records, each cluster representing a single real-world entity. As most of these algorithms use pairwise comparisons, the resulting (transitive) clusters can be inconsistent: Not all records within a cluster are sufficiently similar to be classified as duplicate. Thus, one of many subsequent clustering algorithms can further improve the result. <br /> We explain in detail, compare, and evaluate many of these algorithms and introduce three new clustering algorithms in the specific context of duplicate detection. Two of our three new algorithms use the structure of the input graph to create consistent clusters. Our third algorithm, and many other clustering algorithms, focus on the edge weights, instead. For evaluation, in contrast to related work, we experiment on true real-world datasets, and in addition examine in great detail various pair-selection strategies used in practice. While no overall winner emerges, we are able to identify best approaches for different situations. In scenarios with larger clusters, our proposed algorithm, Extended Maximum Clique Clustering (EMCC), and Markov Clustering show the best results. EMCC especially outperforms Markov Clustering regarding the precision of the results and additionally has the advantage that it can also be used in scenarios where edge weights are not available.
3D point cloud technology facilitates the automated and highly detailed acquisition of real-world environments such as assets, sites, and countries. We present a web-based system for the interactive exploration and inspection of arbitrary large 3D point clouds. Our approach is able to render 3D point clouds with billions of points using spatial data structures and level-of-detail representations. Point-based rendering techniques and post-processing effects are provided to enable task-specific and data-specific filtering, e.g., based on semantics. A set of interaction techniques allows users to collaboratively work with the data (e.g., measuring distances and annotating). Additional value is provided by the system’s ability to display additional, context-providing geodata alongside 3D point clouds and to integrate processing and analysis operations. We have evaluated the presented techniques and in case studies and with different data sets from aerial, mobile, and terrestrial acquisition with up to 120 billion points to show their practicality and feasibility.
High-throughput RNA sequencing produces large gene expression datasets whose analysis leads to a better understanding of diseases like cancer. The nature of RNA-Seq data poses challenges to its analysis in terms of its high dimensionality, noise, and complexity of the underlying biological processes. Researchers apply traditional machine learning approaches, e. g. hierarchical clustering, to analyze this data. Until it comes to validation of the results, the analysis is based on the provided data only and completely misses the biological context. However, gene expression data follows particular patterns - the underlying biological processes. In our research, we aim to integrate the available biological knowledge earlier in the analysis process. We want to adapt state-of-the-art data mining algorithms to consider the biological context in their computations and deliver meaningful results for researchers.
SpringFit
(2019)
Joints are crucial to laser cutting as they allow making three-dimensional objects; mounts are crucial because they allow embedding technical components, such as motors. Unfortunately, mounts and joints tend to fail when trying to fabricate a model on a different laser cutter or from a different material. The reason for this lies in the way mounts and joints hold objects in place, which is by forcing them into slightly smaller openings. Such "press fit" mechanisms unfortunately are susceptible to the small changes in diameter that occur when switching to a machine that removes more or less material ("kerf"), as well as to changes in stiffness, as they occur when switching to a different material. We present a software tool called springFit that resolves this problem by replacing the problematic press fit-based mounts and joints with what we call cantilever-based mounts and joints. A cantilever spring is simply a long thin piece of material that pushes against the object to be held. Unlike press fits, cantilever springs are robust against variations in kerf and material; they can even handle very high variations, simply by using longer springs. SpringFit converts models in the form of 2D cutting plans by replacing all contained mounts, notch joints, finger joints, and t-joints. In our technical evaluation, we used springFit to convert 14 models downloaded from the web.
Using Hidden Markov Models for the accurate linguistic analysis of process model activity labels
(2019)
Many process model analysis techniques rely on the accurate analysis of the natural language contents captured in the models’ activity labels. Since these labels are typically short and diverse in terms of their grammatical style, standard natural language processing tools are not suitable to analyze them. While a dedicated technique for the analysis of process model activity labels was proposed in the past, it suffers from considerable limitations. First of all, its performance varies greatly among data sets with different characteristics and it cannot handle uncommon grammatical styles. What is more, adapting the technique requires in-depth domain knowledge. We use this paper to propose a machine learning-based technique for activity label analysis that overcomes the issues associated with this rule-based state of the art. Our technique conceptualizes activity label analysis as a tagging task based on a Hidden Markov Model. By doing so, the analysis of activity labels no longer requires the manual specification of rules. An evaluation using a collection of 15,000 activity labels demonstrates that our machine learning-based technique outperforms the state of the art in all aspects.