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The term "Augmented Reality (AR)" denotes the superposition of additional virtual objects and supplementary information over real images. The joint project Enhanced Reality (ER)1 aims at a generic AR-system. The ER-project is a cooperation of six different research groups of the Department of Computer Science at the University of Koblenz-Landau. According to Ronald Azuma an AR-system combines real and virtual environments, where the real and virtual objects are registered in 3-D, and it provides interactivity in real time [Azu97]. Enhanced Reality extends Augmented Reality by requiring the virtual objects to be seamlessly embedded into the real world as photo-realistic objects according to the exact lighting conditions. Furthermore, additional information supplying value-added services may be displayed and interaction of the user may even be immersive. The short-term goal of the ER-project is the exploration of ER-fundamentals using some specific research scenarios; the long-term goal is the development of a component-based ER-framework for the creation of ER-applications for arbitrary application areas. ER-applications are developed as single-user applications for users who are moving in a real environment and are wearing some kind of visual output device like see-through glasses and some mobile end device. By these devices the user is able to see reality as it is, but he can also see the virtual objects and the additional information about some value-added service. Furthermore he might have additional devices whereby he can interact with the available virtual objects. The development of a generic framework for ER-applications requires the definition of generic components which are customizable and composable to build concrete applications and it requires a homogeneous data model which supports all components equally well. The workgroup "Software Technology"2 is responsible for this subproject. This report gives some preliminary results concerning the derivation of a component-based view of ER. There are several augmented reality frameworks like ARVIKA, AMIRE, DWARF, MORGAN, Studierstube and others which offer some support for the development of AR-applications. All of them ease the use of existing subsystems like AR-Toolkit, OpenGL and others and leverage the generation process for realistic systems by making efficient use of those subsystems. Consequently, they highly rely on them.
Robotics research today is primarily about enabling autonomous, mobile robots to seamlessly interact with arbitrary, previously unknown environments. One of the most basic problems to be solved in this context is the question of where the robot is, and what the world around it, and in previously visited places looks like " the so-called simultaneous localization and mapping (SLAM) problem. We present a GraphSLAM system, which is a graph-based approach to this problem. This system consists of a frontend and a backend: The frontend- task is to incrementally construct a graph from the sensor data that models the spatial relationship between measurements. These measurements may be contradicting and therefore the graph is inconsistent in general. The backend is responsible for optimizing this graph, i. e. finding a configuration of the nodes that is least contradicting. The nodes represent poses, which do not form a regular vector space due to the contained rotations. We respect this fact by treating them as what they really are mathematically: manifolds. This leads to a very efficient and elegant optimization algorithm.
The lack of a formal event model hinders interoperability in distributed event-based systems. Consequently, we present in this paper a formal model of events, called F. The model bases on an upper-level ontology and pro-vides comprehensive support for all aspects of events such as time and space, objects and persons involved, as well as the structural aspects, namely mereological, causal, and correlational relationships. The event model provides a flexible means for event composition, modeling of event causality and correlation, and allows for representing different interpretations of the same event. The foundational event model F is developed in a pattern-oriented approach, modularized in different ontologies, and can be easily extended by domain specifific ontologies.
Conventional security infrastructures in the Internet cannot be directly adopted to ambient systems, especially if based on short-range communication channels: Personal, mobile devices are used and the participants are present during communication, so privacy protection is a crucial issue. As ambient systems cannot rely on an uninterrupted connection to a Trust Center, certiffed data has to be veriffed locally. Security techniques have to be adjusted to the special environment. This paper introduces a public key infrastructure (PKI) to provide secure communication channels with respect to privacy, confidentiality, data integrity, non-repudiability, and user or device authentication. It supports three certiffcate levels with a different balance between authenticity and anonymity. This PKI is currently under implementation as part of the iCity project.
Semantic descriptions of non-textual media available on the web can be used to facilitate retrieval and presentation of media assets and documents containing them. While technologies for multimedia semantic descriptions already exist, there is as yet no formal description of a high quality multimedia ontology that is compatible with existing (semantic) web technologies. We explain the complexity of the problem using an annotation scenario. We then derive a number of requirements for specifying a formal multimedia ontology, including: compatibility with MPEG-7, embedding in foundational ontologies, and modularisation including separation of document structure from domain knowledge. We then present the developed ontology and discuss it with respect to our requirements.
As Enterprise 2.0 (E2.0) initiatives are gradually moving out of the early experimentation phase it is time to focus greater attention on examining the structures, processes and operations surrounding E2.0 projects. In this paper we present the findings of an empirical study to investigate and understand the reasons for initiating E2.0 projects and the benefits being derived from them. Our study comprises seven in-depth case studies of E2.0 implementations. We develop a classification and means of visualising the scope of E2.0 initiatives and use these methods to analyse and compare projects.
Our findings indicate a wide range of motivations and combinations of technology in use and show a strong emphasis towards the content management functionality of E2.0 technologies.
An empirical study to evaluate the location of advertisement panels by using a mobile marketing tool
(2009)
The efficiency of marketing campaigns is a precondition for business success. This paper discusses a technique to transfer advertisement content vie Bluetooth technology and collects market research information at the same time. Conventional advertisement media were enhanced by devices to automatically measure the number, distance, frequency and exposure time of passersby, making information available to evaluate both the wireless media as well as the location in general. This paper presents a study analyzing these data. A cryptographic one-way function protects privacy during data acquisition.
This paper offers an informal overview and discussion on first order predicate logic reasoning systems together with a description of applications which are carried out in the Artificial Intelligence Research Group of the University in Koblenz. Furthermore the technique of knowledge compilation is shortly introduced.