Hochschule für Wirtschaft FHNW

Dauerhafte URI für den Bereichhttps://irf.fhnw.ch/handle/11654/60

Listen

Bereich: Suchergebnisse

Gerade angezeigt 1 - 10 von 13
  • Publikation
    Intuitive hand gestures for the interaction with information visualizations in virtual reality
    (Springer, 2019) Frey, Gabriel; Jurkschat, Arno; Korkut, Safak; Lutz, Jonas; Dornberger, Rolf; Jung, Timothy; tom Dieck, M. Claudia
    The development of virtual reality provides opportunities for immersive information visualizations and therefore it is expected to facilitate the exploration and understanding of data. Hand gesture control enables intuitive interaction and thus it is suggested to amplify the level of immersion further. This paper conducts and experiment to identify a set of intuitive gestures when interacting with an information visualization. Participants are asked to provide hand gestures to given information seeking tasks in an interactive data visualization application in virtual reality that they did not know in advance. The results are analysed and findings with intuitive gestures are communicated and discussed.
    04A - Beitrag Sammelband
  • Publikation
    Prototype-based research on immersive virtual reality and on self-replicating robots
    (Springer, 2018) Dornberger, Rolf; Korkut, Safak; Lutz, Jonas; Berga, Janina; Jäger, Janine; Dornberger, Rolf
    This chapter presents our recent research in the field of virtual reality (VR) and self-replicating robots. The unifying approach lies in the research philosophy of using consumer market gadgets, mostly developed for the gaming and entertainment business, in order to design and implement research prototypes. With the prototypes, our research aims to better understand real-world problems and derive practice-oriented solutions for them. In the field of VR, these prototypes are dedicated to identifying new business-relevant use cases in order to provide an additional benefit for business and society. A wide range of examples, such as claustrophobia treatment, financial data analysis, gesture control and voice navigation are discussed. In the field of robotics, the idea of self-replicating robots governs particular research questions. Here, the focus is on using model prototypes enriched with artificial intelligence for indoor navigation, computer vision and machine learning. Finally, the prototype-based research approach using gadgets to produce results is discussed.
    04A - Beitrag Sammelband
  • Publikation
    Innovation potential for human computer interaction domains in the digital enterprise
    (Springer, 2018) Jüngling, Stephan; Lutz, Jonas; Korkut, Safak; Jäger, Janine; Dornberger, Rolf
    This chapter summarizes a historic overview of some iconic examples of human computer interaction devices and focuses on a human computer interaction paradigm which is based more on human language. Human language is by far the most utilized means of conscious communication between humans whereas the mouse and keyboard are the dominant means to store and process information in computers. This chapter elaborates on the main challenges related to human language, as well as on ideas showing how human language, written or spoken, is embedded in different application scenarios. Built on this premise this chapter presents ideas for today’s digitalized enterprises, which seem to disregard the fact that the latest technological advancements enable different ways of interacting with computerized systems, and that current interaction methods are bound to constraints of half a century ago. Given today’s computational power, the engineers of former decades would not have had to invent intermediary interaction devices such as the mouse, if direct manipulation with touch screen or natural language processing had been possible. The possibilities for modern enterprises to overcome the restrictions of interaction devices from the past are considered.
    04A - Beitrag Sammelband
  • Vorschaubild
    Publikation
    Technological infrastructure supporting the story network principle of the Atlas of the Ageing Society
    (Česká geografická společnost, 2019) Zanda, Adriana; Lutz, Jonas; Heymann, Alesya; Bleisch, Susanne
    Atlases have a long tradition of showing and linking information for the exploration of various mostly spatially related topics. Be Atlas of the Ageing Society is an interactive platform illustrating age related data. It enables individuals to explore facts and information related to age and the ageing society. To support content representation as well as a diverse audience, we developed the “story network principle”, which embeds annotated visualizations into a network of information in order to allow storytelling with data. Enabling the exploration of such a multifaceted and highly interconnected data landscape, however, posed some technical challenges. Bis paper describes and discusses a back-end implementation that meets the requirements of the story network principle from a technical perspective. We detail and exemplify the design and implementation of the atlas infrastructure to enable others to benefit from our developments and approaches to the challenges. Be story network principle is potentially applicable to a range of applications such as other atlases or digital portfolios.
    01A - Beitrag in wissenschaftlicher Zeitschrift
  • Vorschaubild
    Publikation
    Wearables for integrative performance and tactic analyses: opportunities, challenges, and future directions
    (MDPI, 2020) Lutz, Jonas; Memmert, Daniel; Raabe, Dominik; Dornberger, Rolf; Donath, Lars
    Micro-electromechanical systems (MEMS) have reduced drastically in size, cost, and power consumption, while improving accuracy. The combination of different sensor technologies is considered a promising step in the monitoring of athletes. Those “wearables” enable the capturing of relevant physiological and tactical information in individual and team sports and thus replacing subjective, time-consuming and qualitative methods with objective, quantitative ones. Prior studies mainly comprised sports categories such as: targeting sports, batting and fielding games as well as net and wall games, focusing on the detection of individual, non-locomotive movements. The increasing capabilities of wearables allow for more complex and integrative analysis expanding research into the last category: invasion sports. Such holistic approaches allow the derivation of metrics, estimation of physical conditions and the analysis of team strategic behavior, accompanied by integrative knowledge gains in technical, tactical, physical, and mental aspects of a sport. However, prior and current researchers find the precise measurement of the actual movement within highly dynamic and non-linear movement difficult. Thus, the present article showcases an overview of the environments in which the wearables are employed. It elaborates their use in individual as well as team-related performance analyses with a special focus on reliability and validity, challenges, and future directions.
    01A - Beitrag in wissenschaftlicher Zeitschrift
  • Publikation
    Gamification of electronic learning in radiology education to improve diagnostic confidence and reduce error rates
    (American Roentgen Ray Society, 2020) Winkel, David J.; Brantner, Philipp; Lutz, Jonas; Korkut, Safak; Linxen, Sebastian; Heye, Tobias
    OBJECTIVE. The purpose of this study is to validate an electronic learning, or e-learning, concept featuring gamification elements, rapid case reading, and instant feedback. SUBJECTS AND METHODS. An e-learning concept was devised that offered game levels for the purpose of providing training in the detection of pneumothorax in 195 cases, with questions read in rapid succession and instant feedback provided for each case. The user's task was to locate the pneumothorax on chest radiographs and indicate its presence by clicking a mouse. The game level design included an entry test consisting of 15 cases, training levels with increasing difficulty that involved 150 cases, and a final test that including 30 cases (the 15 cases from the entry test plus 15 new cases). A total of 126 candidates were invited via e-mail to participate and were asked to complete a survey before and after playing the game, which is known as RapRad. The level of diagnostic confidence and the error rate before and after playing the game were compared using a Wilcoxon signed rank test. RESULTS. Fifty-nine of 126 participants (47%) responded to the first survey and finished the game. Of these 59 participants, 29 (49%) responded to the second survey after completing the game. Diagnostic confidence in pneumothorax detection improved significantly, from a mean (± SD) score of 4.3 ± 2.1 on the entry test to a final score of 7.3 ± 2.1 (p < 0.01) after playing RapRad, with the score measured on a 10-point scale, with 10 denoting the highest possible score. Of the participants, 93% indicated that they would use the game for learning purposes again, and 87% indicated that they had fun using RapRad (7% had a neutral response and 6% had a negative response). The error rate (i.e., the number of failed attempts to answer a question correctly) significantly decreased from 39% for the entry test to 22% for the final test (p < 0.01). CONCLUSION. Our e-learning concept is capable of improving diagnostic confidence, reducing error rates in training pneumothorax detection, and offering fun in interaction with the platform.
    01A - Beitrag in wissenschaftlicher Zeitschrift
  • Publikation
    Data-Driven Chance Discovery
    (Hochschule für Wirtschaft FHNW, 2014) Lutz, Jonas; Gatziu Grivas, Stella; Witschel, Hans Friedrich
    There is more and more data produced by human beings, but also from automated sources: social media platforms, web blogs, search engines and other applications are just the tip of the ice berg. The same applies to data from businesses, there are data streams that offer market prices, feeds provide news articles, governments publish law regulation changes and journals supply the latest research trends. The outlook towards the internet of things, where every device is connected through the means of a network, enforces the assumption that the data amount is not going to stop rising any time soon. This food of data does not only cause IT technicians sleepless nights, more so the managers, who are in charge to overview, interpret and discover potential market demands based on the data. Because of the highly divers sources,in terms of origination, frequency and content it is complicated for decision makers to stay on top of all the latest developments. Furthermore the current top-down approaches of how to identify new potentials in that kind of data, makes it even more difficult. Enterprises and their managers attempt to handle this by delineation and create artificial boundaries to break the complexity of the content down. But what if there are changes outside these boundaries? The very likely answer is, that businesses are not aware of it and that is not a smart answer. Hence, in these times of data overload the current approaches of business to handle it are no longer feasible....
    11 - Studentische Arbeit
  • Publikation
    Tourney: A game-based learning approach for the recognition of uncommon pathologies in Radiology
    (10/2017) Korkut, Safak; Lutz, Jonas; Brantner, Philipp; Heye, Tobias; Steiner, Fabienne; Linxen, Sebastian; Dornberger, Rolf
    04B - Beitrag Konferenzschrift
  • Publikation
    An approach for coping with risks in contract management
    (2013) Lutz, Jonas; Thönssen, Barbara; Witschel, Hans Friedrich
    04B - Beitrag Konferenzschrift
  • Vorschaubild
    Publikation
    A new Retrieval Function for Ontology-Based Complex Case Descriptions
    (2015) Emmenegger, Sandro; Lutz, Jonas; Witschel, Hans Friedrich; Martin, Andreas
    This work focuses on case-based reasoning in domains where cases have complex structures with relationships to an arbitrary number of other (potentially complex and structured) entities and where case characterisations (queries) are potentially incomplete. We summarise the requirements for such domains in terms of case representation and retrieval functions. We then analyse properties of existing similarity measures used in CBR { above all symmetry { and argue that some of these properties are not desirable. By exploiting analogies with retrieval functions in the area of information retrieval { where similar functions have been replaced by new ones not exhibiting the aforementioned undesired properties { we derive a new asymmetric ranking function for case retrieval. On a generated test-bed, we show that indeed the new function results in di erent ranking of cases { and use testbed examples to illustrate why this is desirable from a user's perspective.
    04B - Beitrag Konferenzschrift