Dornberger, Rolf

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Dornberger
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Rolf
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Dornberger, Rolf

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Publikation

A case study: assessing effectiveness of the augmented reality application in Augusta Raurica

2019, Armingeon, Moritz, Komani, Pleurat, Zanwar, Trupti, Korkut, Safak, Dornberger, Rolf, tom Dieck, M. Claudia, Jung, Timothy

This paper aims to study and compare the augmented reality experience of two user groups at Augusta Raurica, a Roman archaeological site and an open-air museum in Switzerland. The user groups differentiated within the scope of this study digital natives and digital immigrants. The paper applies the experience economy framework for assessing the differences between the user groups. The data gathered from the surveys and analysis of selected interviews reveal that digital immigrants have better engagement with the augmented reality application of Augusta Raurica than digital natives do. The findings are supporting the debate on assisting tourism destinations to develop more engaging augmented reality content targeting both user groups.

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Publikation

Prototype-based research on immersive virtual reality and on self-replicating robots

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.

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Publikation

The Impact of Lego® Models in Decision-making Workshops

2017-10, Korkut, Safak, Gawlik-Rau, Pia, Dornberger, Rolf, Linxen, Sebastian

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Publikation

BioTourney: Gamifying a Biology Class by Applying a Content-Independent Learning Game Framework

2016-10-06, Korkut, Safak, Jäger, Janine, Dornberger, Rolf

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Publikation

Intuitive hand gestures for the interaction with information visualizations in virtual reality

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.

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Publikation

Digitalization: yesterday, today and tomorrow

2018, Dornberger, Rolf, Inglese, Terry, Korkut, Safak, Zhong, Jia, Dornberger, Rolf

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Tourney: A game-based learning approach for the recognition of uncommon pathologies in Radiology

2017-10, Korkut, Safak, Lutz, Jonas, Brantner, Philipp, Heye, Tobias, Steiner, Fabienne, Linxen, Sebastian, Dornberger, Rolf

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Innovation potential for human computer interaction domains in the digital enterprise

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.

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Publikation

Investigating the democracy behavior of swarm robots in the case of a best-of-n selection

2018, Pochon, Yann, Dornberger, Rolf, Zhong, Jia, Korkut, Safak, Sundaram, Suresh

In swarm robotics, a challenging task is to let the decentralized acting agents make a joint decision, when the individual robots of the swarm only have partial knowledge of the search space. In this paper, we propose a new nature-inspired method for decision-making in the case of a best-of-n selection, investigating the democracy behavior of honeybees and implementing it in swarm robots. The feasibility of our model is tested using a swarm consisting of real hardware robots, the so-called Kilobots. It is shown that our proposed democratic model proves to be resistant to malicious manipulation in the consensus-finding process. Thus, the democracy behavior of honeybees implemented in swarm robots robustly finds the best-of-n selection.

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Publikation

Pattern Recognition for Automated Healthcare Assessment Using Non-Invasive, Ambient Sensors

2017-08, Nienhold, Dino, Dornberger, Rolf, Korkut, Safak