Dr.-Ing. Sabine Webel

Fraunhofer-Institut für Graphische Datenverarbeitung IGD

 
Dr.-Ing. Sabine Webel
Fraunhofer-Institut für Graphische Datenverarbeitung IGD
 
Fraunhoferstr. 5
64283 Darmstadt
Telefon 
+49 6151 155-289
 
Fax 
+49 6151 155-196
 
 
 
Titel: 
Dr.-Ing.
Vorname: 
Sabine
Name: 
Webel
Telefon: 
+49 6151 155-289
Telefax: 
+49 6151 155-196
E-Mail: 
Sabine [dot] Webel [at] igd [dot] fraunhofer [dot] de
Firma: 
Fraunhofer-Institut für Graphische Datenverarbeitung IGD
Straße: 
Fraunhoferstr. 5
PLZ: 
64283
Ort: 
Darmstadt
Land: 
Deutschland

Publikationen

Bockholt, Ulrich; Webel, Sabine; Staack, Ingo; Riedel, Michael; Rieß, Patrick; Olbrich, Manuel; Wuest, Harald
Kooperative Mixed Reality für Konstruktion und Fertigung im Schiffsbau
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Bockholt, Ulrich; Webel, Sabine; Staack, Ingo; Riedel, Michael; Rieß, Patrick; Olbrich, Manuel; Wuest, Harald
Kooperative Mixed Reality für Konstruktion und Fertigung im Schiffsbau
Schenk, Michael (Ed.): 14. IFF-Wissenschaftstage 2011. Tagungsband : Digitales Engineering und virtuelle Techniken zum Planen, Testen und Betreiben technischer Systeme. Stuttgart: Fraunhofer Verlag, 2011, pp. 191-196
IFF-Wissenschaftstage <14, 2011, Magdeburg, Germany>
Verteilte Mixed Reality Systeme, d.h. VR/AR-Installationen, die sich an unterschiedlichen Standorten befinden und via Internet vernetzt sind, wurden bislang nur in akademischen Testszenarien eingesetzt. Sie konnten den Sprung in industrielle Nutzung jedoch nicht vollziehen. Im Szenario "VR-Meeting" des BMBF-Projektes AVILUS wurde auf Grundlage des Virtual und Augmented Reality Systems "instantreality" (www.instantreality.de) ein kollaboratives VR-System entwickelt, mit dem Entwicklungsteams an verteilten Standorten in einer virtuellen Konstruktionssitzung zusammenarbeiten. Dabei wurden zum einen Verfahren für eine sichere Datenverteilung realisiert, zum anderen wurden Methoden zur effizienten Protokollierung von verteilten immersiven Konstruktionssitzungen erforscht.
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Gavish, Nirit; Seco, Teresa Gutierrez; Webel, Sabine; Rodríguez, Jorge; Peveri, Matteo; Bockholt, Ulrich
Transfer of Skills Evaluation for Assembly and Maintenance Training
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Gavish, Nirit; Seco, Teresa Gutierrez; Webel, Sabine; Rodríguez, Jorge; Peveri, Matteo; Bockholt, Ulrich
Transfer of Skills Evaluation for Assembly and Maintenance Training
BIO Web of Conferences, Vol.1 (2011), 4 p.
The International Conference SKILLS <1, 2011, Montpellier, France>
One of the research topics within the EU-project SKILLS1 was the training of Industrial Maintenance and Assembly (IMA) tasks. The IMA demonstrator developed comprehends two different training platforms, one based on technologies of Virtual Reality (VR) and the other one on Augmented Reality (AR). To qualify the efficiency of the developed training systems different studies have been conducted, followed by a final "Transfer of Skill" evaluation that has been performed by service technicians "SIDEL industrial training Entre" in Parma. This evaluation included qualitative methods (feedback collection in questionnaires) as well as quantitative methods (experiments with control groups). The results demonstrate that both platforms are useful and suitable training tools for IMA tasks, and that the AR training decreased the number of unsolved errors in the task.
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Gavish, Nirit; Seco, Teresa Gutierrez; Webel, Sabine; Rodríguez, Jorge; Tecchia, Franco
Design Guidelines for the Development of Virtual Reality and Augmented Reality Training Systems for Maintenance and Assembly Tasks
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Gavish, Nirit; Seco, Teresa Gutierrez; Webel, Sabine; Rodríguez, Jorge; Tecchia, Franco
Design Guidelines for the Development of Virtual Reality and Augmented Reality Training Systems for Maintenance and Assembly Tasks
BIO Web of Conferences, Vol.1 (2011), 4 p.
The International Conference SKILLS <1, 2011, Montpellier, France>
The current work describes design guidelines for the development of Virtual Reality (VR) and Augmented Reality (AR) platforms to train technicians on maintenance and assembly tasks of industrial machineries. The main skill involved in this kind of tasks is the procedural skill. Based on past literature and studies conducted within the SKILLS project, several main design guidelines were formulated. First, observational learning integrated properly within the training protocol increases training efficiency. Second, training protocols combining physical and cognitive fidelity enhances procedural skills acquisition. Third, guidance aids should be provided in a proper and controlled way. And last, enriched information about the task helps trainees to develop a useful mental model of the task. These recommendations were implemented in both VR and AR training platforms.
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Webel, Sabine
Augmented Reality in Skill Training
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Webel, Sabine
Augmented Reality in Skill Training
Bergamasco, Massimo (Ed.) et al.: Skill Learning and Virtual Environments : Skills Summer School 2011. Pisa: Mnemosyne & Percro, 2011, pp. 63-66
Augmented Reality (AR) based training is a current trend being investigated by several research efforts applying specific new concepts such as educational games and platforms for ICT enabled learning experiences. Hence, due to the fact that recreational computer games are extremely popular with people of any age, there is no doubt that 3D training environments determine the trend in the future of training assistance. In this context AR environments can offer the possibility for trainees to interact with the real environment (e.g. a complex industrial machine) and with virtual objects that are linked to the real environment and provide additional information. This requires the development of training platforms that offer a flexible and coherent technical infrastructure, which supports the use of Augmented Reality with different training settings in different training application domains.
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Webel, Sabine; Bockholt, Ulrich; Engelke, Timo; Gavish, Nirit; Tecchia, Franco
Design Recommendations for Augmented Reality based Training of Maintenance Skills
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Webel, Sabine; Bockholt, Ulrich; Engelke, Timo; Gavish, Nirit; Tecchia, Franco
Design Recommendations for Augmented Reality based Training of Maintenance Skills
Alem, Leila (Ed.) et al.: Recent Trends of Mobile Collaborative Augmented Reality Systems. Berlin, Heidelberg, New York: Springer, 2011, pp. 69-82
International Workshop on Mobile Collaborative Augmented Reality (MCAR) <2010, Seoul, South Korea>
Training for service technicians inmaintenance tasks is a classical application field of Augmented Reality explored by different research groups. Mostly technical aspects (tracking, visualization etc.) have been in focus of this research field. In this chapter we present results of interdisciplinary research based on the fusion of cognitive science, psychology and computer science. We focus on analyzing the improvement of Augmented Reality based training of skills which are relevant for maintenance and assembly tasks. The skills considered in this work comprise sensorimotor skills as well as cognitive skills. Different experiments have been conducted in order to find recommendations for the design of Augmented Reality training systems which overcome problems of existing approaches. The suggestions concern the fields of content visualization and multimodal feedback.
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Webel, Sabine; Bockholt, Ulrich; Engelke, Timo; Peveri, Matteo; Olbrich, Manuel; Preusche, Carsten
Augmented Reality Training for Assembly and Maintenance Skills
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Webel, Sabine; Bockholt, Ulrich; Engelke, Timo; Peveri, Matteo; Olbrich, Manuel; Preusche, Carsten
Augmented Reality Training for Assembly and Maintenance Skills
BIO Web of Conferences, Vol.1 (2011), 4 p.
The International Conference SKILLS <1, 2011, Montpellier, France>
Augmented Reality (AR) points out to be a good technology for training in the field of maintenance and assembly, as instructions or rather location-dependent information can be directly linked and/or attached to physical objects. Since objects to maintain usually contain a large number of similar components (e.g. screws, plugs, etc.) the provision of location-dependent information is vitally important. Another advantage is that AR-based training takes place with the real physical devices of the training scenario. Thus, the trainee also practices the real use of the tools whereby the corresponding sensorimotor skills are trained.
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Webel, Sabine; Bockholt, Ulrich; Keil, Jens
Design Criteria for AR-Based Training of Maintenance and Assembly Tasks
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Webel, Sabine; Bockholt, Ulrich; Keil, Jens
Design Criteria for AR-Based Training of Maintenance and Assembly Tasks
Shumaker, Randall (Ed.): Virtual and Mixed Reality - New Trends: Part I : International Conference, Virtual and Mixed Reality 2011. Berlin, Heidelberg, New York: Springer, 2011. (Lecture Notes in Computer Science (LNCS) 6773), pp. 123-132
International Conference on Virtual and Mixed Reality (VMR) <4, 2011, Orlando, FL, USA>
As the complexity of maintenance tasks can be enormous, the efficient training of technicians in performing those tasks becomes increasingly important. Maintenance training is a classical application field of Augmented Reality explored by different research groups. Mostly technical aspects (e.g tracking, 3D augmentations) have been in focus of this research field. In our paper we present results of interdisciplinary research based on the fusion of cognitive science, psychology and computer science. We focus on analyzing the improvement of AR-based training of maintenance skills by addressing also the necessary cognitive skills. Our aim is to find criteria for the design of AR-based maintenance training systems. A preliminary evaluation of the proposed design strategies has been conducted by expert trainers from industry.
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Webel, Sabine; Fellner, Dieter W.; Hirzinger, G.
Multimodal Training of Maintenance and Assembly Skills Based on Augmented Reality
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Webel, Sabine; Fellner, Dieter W.; Hirzinger, G.
Multimodal Training of Maintenance and Assembly Skills Based on Augmented Reality
The training of technicians in the acquisition of new maintenance and assembly tasks is an important factor in industry. As the complexity of these tasks can be enormous, the training of technicians to acquire the necessary skills to perform them efficiently is a challenging point. However, traditional training programs are usually highly theoretical and it is difficult for the trainees to transfer the acquired theoretical knowledge about the task to the real task conditions, or rather, to the physical performance of the task. In addition, traditional training programs are often expensive in terms of effort and cost. Previous research has shown that Augmented Reality is a powerful technology to support training in the particular context of industrial service procedures, since instructions on how to perform the service tasks can be directly linked to the machine parts to be processed. Various approaches exist, in which the trainee is guided step-by-step through the maintenance task, but these systems act more as guiding systems than as training systems and focus only on the trainees' sensorimotor capabilities. Due to the increasing complexity of maintenance tasks, it is not sufficient to train the technicians' execution of these tasks, but rather to train the underlying skills - sensorimotor and cognitive - that are necessary for an efficient acquisition and performance of new maintenance operations. All these facts lead to the need for efficient training systems for the training of maintenance and assembly skills which accelerate the technicians' learning and acquisition of new maintenance procedures. Furthermore, these systems should improve the adjustment of the training process to new training scenarios and enable the reuse of existing training material that has proven its worth. In this thesis a novel concept and platform for multimodal Augmented Reality-based training of maintenance and assembly skills is presented. This concept includes the identification of necessary sub-skills, the training of the involved skills, and the design of a training program for the training of maintenance and assembly skills. Since procedural skills are considered as the most important skills for maintenance and assembly operations, they are discussed in detail, as well as appropriate methods for improving them. We further show that the application of Augmented Reality technologies and the provision of multimodal feedback -and vibrotactile feedback in particular-have a great potential to enhance skill training in general. As a result, training strategies and specific accelerators for the training of maintenance and assembly skills in general and procedural skills in particular are elaborated. Here, accelerators are concrete methods used to implement the pursued training strategies. Furthermore, a novel concept for displaying location-dependent information in Augmented Reality environments is introduced, which can compensate tracking imprecisions. In this concept, the pointercontent metaphor of annotating documents is transferred to Augmented Reality environments. As a result, Adaptive Visual Aids are defined which consist of a tracking-dependent pointer object and a tracking-independent content object, both providing an adaptable level and type of information. Thus, the guidance level of Augmented Reality overlays in AR-based training applications can be easily controlled. Adaptive Visual Aids can be used to substitute traditional Augmented Reality overlays (i.e. overlays in form of 3D animations), which highly suffer from tracking inaccuracies. The design of the multimodal AR-based training platform proposed in this thesis is not specific for the training of maintenance and assembly skills, but is a general design approach for multimodal training platforms. We further present an implementation of this platform based on the X3D ISO standard which provides features that are useful for the development of Augmented Reality environments. This standard-based implementation increases the sustainability and portability of the platform. The implemented multimodal Augmented Reality-based platform for training of maintenance and assembly skills has been evaluated in industry and compared to traditional training methods. The results show that the developed training platform and the pursued training strategies are very well suited for the training of maintenance and assembly skills and enhance traditional training. With the presented framework we have overcome the problems sketched above. We are cheap in terms of effort and costs for the training of maintenance and assembly skills and we improve its efficiency compared with traditional training.
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Engelke, Timo; Webel, Sabine; Bockholt, Ulrich; Wuest, Harald; Gavish, Nirit; Tecchia, Franco; Preusche, Carsten
Towards Automatic Generation of Multimodal AR-Training Applications and Workflow Descriptions
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Engelke, Timo; Webel, Sabine; Bockholt, Ulrich; Wuest, Harald; Gavish, Nirit; Tecchia, Franco; Preusche, Carsten
Towards Automatic Generation of Multimodal AR-Training Applications and Workflow Descriptions
Avizzano, Carlo Alberto (Ed.) et al.: IEEE RO-MAN 2010 : 19th IEEE International Symposium on Robot and Human Interactive Communication. Proceedings [online]. New York: The Institute of Electrical and Electronics Engineers (IEEE), 2010, pp. 434-439
IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN) <19, 2010, Viareggio, Italy>
Augmented Reality (AR) is a technology which has become very popular in the last years. In this context also the idea of using of AR for training applications has become very important. AR offers a large potential for training only if the training is well focused to the skills that have to be trained and if the training protocol is well designed. On the other hand, the generation of the training content to be transferred via AR is a comprehensive problem that is addressed in this paper. Thus, this paper tries to describe the whole chain of implementations and general aspects involved in the creation of AR training applications, including examples for used multimodal devices. This chain starts with the capturing of expert actions to be hold in "digital representation of skill". The digital representation of skill is transferred to the training protocol that specifies the storyboard of the AR training session. The paper includes two different implementations of AR training systems and describes the general idea of informational abstraction from low level data up to interaction and from design to application.
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Engelke, Timo; Webel, Sabine; Gavish, Nirit
Generating Vision based Lego Augmented Reality Training and Evaluation Systems
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Engelke, Timo; Webel, Sabine; Gavish, Nirit
Generating Vision based Lego Augmented Reality Training and Evaluation Systems
Höllerer, Tobias (Ed.) et al.: 9th IEEE International Symposium on Mixed and Augmented Reality 2010 : ISMAR. Science & Technology Proceedings. Los Alamitos, Calif.: IEEE Computer Society, 2010, pp. 223-224
IEEE International Symposium on Mixed and Augmented Reality (ISMAR) <9, 2010, Seoul, South Korea>
The creation of training applications using Augmented Reality (AR) is still a new field of research. In order to get good training results therefore evaluation should be performed. For the creation of such systems the questions arising are related to the general process of generation, visualization, evaluation and its psychological background. An important aspect of vision based AR is also the robust tracking and initialization of objects for correct augmentation. In this work we present a concept of an entire processing chain, which allows for efficient and automatic generation of such training systems that can also be used for evaluation. We do this in the context of a Lego training system. While explaining the whole process of application generation and usage, we also present a novel approach for robust marker free initialization of colored partly occluded plates and their tracking using one off the shelf monocular camera.
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Jung, Yvonne; Webel, Sabine; Olbrich, Manuel; Drevensek, Timm; Franke, Tobias; Roth, Marcus; Fellner, Dieter W.
Interactive Textures as Spatial User Interfaces in X3D
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Jung, Yvonne; Webel, Sabine; Olbrich, Manuel; Drevensek, Timm; Franke, Tobias; Roth, Marcus; Fellner, Dieter W.
Interactive Textures as Spatial User Interfaces in X3D
ACM SIGGRAPH: Proceedings Web3D 2010 : 15th International Conference on 3D Web Technology. New York: ACM Press, 2010, pp. 147-150
International Conference on 3D Web Technology (WEB3D) <15, 2010, Los Angeles, USA>
3D applications, e.g. in the context of visualization or interactive design review, can require complex user interaction to manipulate certain elements, a typical task which requires standard user interface elements. However, there are still no generalized methods for selecting and manipulating objects in 3D scenes and 3D GUI elements often fail to gather support for reasons of simplicity, leaving developers encumbered to replicate interactive elements themselves. Therefore, we present a set of nodes that introduce different kinds of 2D user interfaces to X3D. We define a base type for these user interfaces called "InteractiveTexture", which is a 2D texture node implementing slots for input forwarding. From this node we derive several user interface representations to enable complex user interaction suitable for both, desktop and immersive interaction.
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Konietschke, Rainer; Tobergte, Andreas; Preusche, Carsten; Tripicchio, Paolo; Ruffaldi, Emanuele; Webel, Sabine; Bockholt, Ulrich
A Multimodal Training Platform for Minimally Invasive Robotic Surgery
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Konietschke, Rainer; Tobergte, Andreas; Preusche, Carsten; Tripicchio, Paolo; Ruffaldi, Emanuele; Webel, Sabine; Bockholt, Ulrich
A Multimodal Training Platform for Minimally Invasive Robotic Surgery
Avizzano, Carlo Alberto (Ed.) et al.: IEEE RO-MAN 2010 : 19th IEEE International Symposium on Robot and Human Interactive Communication. Proceedings [online]. New York: The Institute of Electrical and Electronics Engineers (IEEE), 2010, pp. 422-427
IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN) <19, 2010, Viareggio, Italy>
This paper gives an overview of a multimodal training platform developed for minimally invasive robotic surgery, based on the DLR MiroSurge system. It describes the technological components and integration of the hardware and software platform and presents the first integrated training tasks that enable surgeons to get familiar with the robotic system. The training platform shares the same surgical operator workstation as MiroSurge and simulates the behaviour of the telemanipulator arms and the surgical instruments. Like the real system the training platform provides haptic feedback and 3D-vision. However instead of the real telemanipulator itself, a virtual environment with abstracted tasks is connected to the operator workstation. This allows reduction in costs, to provide various levels of difficulty, and to focus on the skills to be taught. Thus a training platform is presented that aims at training a surgeon's skills in handling the robotic system MiroSurge rather than training surgery in general.
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Bockholt, Ulrich; Webel, Sabine; Engelke, Timo; Graf, Holger; Behr, Johannes
Virtual and Augmented Reality Training Platforms for Transfer of Skills
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Bockholt, Ulrich; Webel, Sabine; Engelke, Timo; Graf, Holger; Behr, Johannes
Virtual and Augmented Reality Training Platforms for Transfer of Skills
Gutiérrez, Teresa (Ed.) et al.: SKILLS 09 : Enaction on SKILLS. Donostia - San Sebastián: SKILLS Consortium, 2009, pp. 39-45
International Conference on Multimodal Interfaces for Skills Transfer (SKILLS) <1, 2009, Bilbao, Spain>
Within the European project SKILLS Virtual and Augmented Reality platforms have been developed that are used for the realization of different training simulators in the field of sports (training of rowing and juggling), surgery (training of maxillofacial and telerobotic surgery), rehabilitation (rehabilitation of upper limp), maintenance (training of assembly procedures) and robotics (training of robot programming). These platforms are integrating capturing and rendering technologies. The capturing technologies are used to register specific criteria of skills to be hold in a digital representation. Thus, parameters relevant for specific skills are qualified and used as evaluation factors within the training simulators. The training simulators not only can simulate the virtual environment of the training situation, but this environment can be enhanced via multimodal renderings, fostering the training process and accelerating the training effect. The integrative platforms from scalable and adaptable frameworks that can be used to realize different training protocols and that can be adapted to the trainee's degree of skill. Therefore the training protocol can be specified via standardized application scripts.
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Casado, Sara; Engelke, Timo; Gavish, Nirit; Gutiérrez, Teresa; Rodríguez, Jorge; Sánchez, Emilio José; Tecchia, Franco; Webel, Sabine
A Training System for Skills Transfer Involved in Industrial Maintenance and Assembly Tasks
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Casado, Sara; Engelke, Timo; Gavish, Nirit; Gutiérrez, Teresa; Rodríguez, Jorge; Sánchez, Emilio José; Tecchia, Franco; Webel, Sabine
A Training System for Skills Transfer Involved in Industrial Maintenance and Assembly Tasks
Gutiérrez, Teresa (Ed.) et al.: SKILLS 09 : Enaction on SKILLS. Donostia - San Sebastián: SKILLS Consortium, 2009, pp. 129-134
International Conference on Multimodal Interfaces for Skills Transfer (SKILLS) <1, 2009, Bilbao, Spain>
The present paper describes a multimodal training system to be used in the context of Industrial Maintenance and assembly. The system is being developed by the SKILLS consortium members as a dedicated platform to conduct controlled skill transfer exercises as well as the technological platform to develop a dedicated training program. The paper provides an introduction to the current state of the demonstrator, which is now at the first stage of an iterative process that will see the final demonstrator delivered in 2011.
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Gavish, Nirit; Engelke, Timo; Webel, Sabine; Bockholt, Ulrich
Enhancing Trainee's Mental Model During AR Assembly Training
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Gavish, Nirit; Engelke, Timo; Webel, Sabine; Bockholt, Ulrich
Enhancing Trainee's Mental Model During AR Assembly Training
Gutiérrez, Teresa (Ed.) et al.: SKILLS 09 : Enaction on SKILLS. Donostia - San Sebastián: SKILLS Consortium, 2009, pp. 189-190
International Conference on Multimodal Interfaces for Skills Transfer (SKILLS) <1, 2009, Bilbao, Spain>
When a learner of a new procedural skill is provided with elaborated knowledge: "how-it-works" knowledge or "context procedures", in addition to the "how-to-do-it" knowledge or "list procedures", his performance becomes more accurate, faster, and more flexible. It is hypnotized that a display of the device which is assembled during the assembly task has the potential to support the trainee's mental model building.
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Preusche, Carsten; Konietschke, Rainer; Tobergte, Andreas; Ruffaldi, Emanuele; Webel, Sabine; Bockholt, Ulrich
Development of a Multimodal Skills Trainer for Minimally Invasive Telerobotic Surgery
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Preusche, Carsten; Konietschke, Rainer; Tobergte, Andreas; Ruffaldi, Emanuele; Webel, Sabine; Bockholt, Ulrich
Development of a Multimodal Skills Trainer for Minimally Invasive Telerobotic Surgery
Gutiérrez, Teresa (Ed.) et al.: SKILLS 09 : Enaction on SKILLS. Donostia - San Sebastián: SKILLS Consortium, 2009, pp. 153-161
International Conference on Multimodal Interfaces for Skills Transfer (SKILLS) <1, 2009, Bilbao, Spain>
This paper gives an overview of the components and integration of the prototype for a multimodal skills training system developed for Minimally Invasive Telerobotic Surgery (MITS), which is based on DLR's Miro-Surge system. It describes the technological components and integration of the Hardware and Software platform. Furthermore, it presents the first integrated training environment and assessment scheme. The MITS skills trainer consists of a surgical workstation, providing force and 3D visual feedback, which is identical with the real workstation and a VR environment, in which the robotic systems and the training environment is simulated, and which can be controlled depending on the training situation and difficulty level.
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Webel, Sabine; Staykova, Yana; Bockholt, Ulrich
Towards Workflow Acquisition of Assembly Skills using Hidden Markov Models
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Webel, Sabine; Staykova, Yana; Bockholt, Ulrich
Towards Workflow Acquisition of Assembly Skills using Hidden Markov Models
IEEE Systems, Man and Cybernetics Society: IEEE International Conference on Systems, Man and Cybernetics : SMC 2009. New York: IEEE Press, 2009, pp. 857-862
IEEE International Conference on Systems, Man and Cybernetics (SMC) <2009, San Antonio, TX, USA>
In recent years, the demand for efficient systems which can capture and learn human skills has become increasingly important. In this paper an approach for acquiring and recognizing human assembly skills is presented. The underlying workflows of assembly skills are captured by using a simple multisensor data glove and camera tracking. To avoid the processing of redundant information, at first the relevant tasks of a workflow are identified by analyzing measuring information of the multisensor capturing system. Thus, only relevant data is comprised in the representation of a workflow. Unlike common approaches a workflow is modeled as entire unit using a continuous Hidden Markov Model (HMM). The recognition process of input patterns is based on an adaptive threshold model that can identify known workflow patterns and non-meaningful input patterns as well.
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Jung, Yvonne; Keil, Jens; Behr, Johannes; Webel, Sabine; Zöllner, Michael; Engelke, Timo; Wuest, Harald; Becker, Mario
Adapting X3D for Multi-touch Environments
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Jung, Yvonne; Keil, Jens; Behr, Johannes; Webel, Sabine; Zöllner, Michael; Engelke, Timo; Wuest, Harald; Becker, Mario
Adapting X3D for Multi-touch Environments
Spencer, Stephen N. (Ed.): Proceedings WEB3D 2008 : 13th International Symposium on 3D Web Technology. New York: ACM Press, 2008, pp. 27-30
International Conference on 3D Web Technology (WEB3D) <13, 2008, Los Angeles, CA, USA>
Multi-touch interaction on tabletop displays is a very active field of todays HCI research. However, most publications still focus on tracking techniques or develop a gesture configuration for a specific application setup. Very few explore generic high level interfaces for multi-touch applications. In this paper we present a comprehensive hardware and software setup, which includes an X3D based layer to simplify the application development process. We present a robust FTIR based optical tracking system, examine in how far current sensor and navigation abstractions in the X3D standard are useful and finally present extensions to the standard, which enable designers and other non-programmers to develop multi-touch applications very efficiently.
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Staykova, Yana; Webel, Sabine (Adviser) (Adviser)
Multi-sensor Workflow Analysis for Assembly Tasks
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Staykova, Yana; Webel, Sabine (Adviser) (Adviser)
Multi-sensor Workflow Analysis for Assembly Tasks
Darmstadt, TU, Diplomarbeit, 2008
Computerized and virtual reality training systems - many of which utilize haptic feedback - have gained increasing acceptance and sophistication in recent years. Those tools such as laparoscopic surgical simulation, help to invent techniques not available with traditional training methods. In the past years not only the idea of training the machine was developed, but also of a machine acting as a trainer. In the fields of medicine, sport and entertainment, scientists are working on the development of systems, which can be used to teach human. Developing a machine which can perform human skill, poses an enormou challenge. After collecting the sensor data which characterizes the skill, this data should be transformed into a machine understandable form.This diploma thesis is concentrated on giving a solution to the challenging task of learning and recognition of skills. The complexity of this problem is already discussed in the previous two sections. The goal of the thesis is to introduce and discuss possible solution for reducing the complexity of the representation of a skill and its transfer to a machine.
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Webel, Sabine
Annotationen in immersiven Umgebungen: Interaktionskonzepte und Paradigmen
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Webel, Sabine
Annotationen in immersiven Umgebungen: Interaktionskonzepte und Paradigmen
ISBN: 9783639056273
ISBN: 9783639056273
Die Arbeit beschäftigt sich mit der Konzeption eines Systems zur Erstellung von Annotationen in immersiven Umgebungen unter der Verwendung VR spezifischer Interaktionsmetaphern. In diesem Zusammenhang wurde ein Annotationssystem entwickelt, das unter Verwendung VR spezifischer Interaktionsmetaphern die Dokumentation von Ergebnisprotokollen innerhalb der VR Umgebung unterstützt. Das System beinhaltet das Erstellen von Annotationen unterschiedlicher Art (Text, Skizze, Symbol, Audio, etc.), verschiedene Formen zur Darstellung der Anmerkungen, sowie das Erzeugen und Einlesen eines Protokolls über alle vorhandenen Annotationen. Das Konzept wurde innerhalb des VR-Systems AVALON implementiert und getestet.
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Webel, Sabine; Keil, Jens; Zöllner, Michael
Multi-touch Gestural Interaction in X3D Using Hidden Markov Models
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Webel, Sabine; Keil, Jens; Zöllner, Michael
Multi-touch Gestural Interaction in X3D Using Hidden Markov Models
ACM SIGCHI: Proceedings VRST 2008 : ACM Symposium on Virtual Reality Software and Technology. New York: ACM, 2008, pp. 263-264
ACM Symposium on Virtual Reality Software and Technology (VRST) <2008, Bordeaux, France>
Multi-touch interaction on tabletop displays is a very active field of todays HCI research. However, most publications still focus on tracking techniques or develop gesture configurations for a specific application setup using a small set of simple gestures. In this work we present a new approach to easily set up the recognition of even complex gestures for multi-touch applications. Our gesture recognition module is based on Hidden Markov Models, which offer a robust recognition of multiple gestures in real-time. An X3D interface of the recognition module is provided to qualify designers and other non-programmers to apply gesture recognition functionalities to multi-touch applications in an easy and straightforward manner.
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Behr, Johannes; Dähne, Patrick; Jung, Yvonne; Webel, Sabine
Beyond the Web Browser - X3D and Immersive VR
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Behr, Johannes; Dähne, Patrick; Jung, Yvonne; Webel, Sabine
Beyond the Web Browser - X3D and Immersive VR
IEEE Computer Society: IEEE Virtual Reality 2007. VR Tutorial and Workshop Proceedings [CD-ROM] : IEEE Symposium on 3D User Interfaces. Piscataway, NJ: IEEE Service Center, 2007, 5 p.
IEEE Virtual Reality Conference (VR) <14, 2007, Charlotte, North Carolina, USA>
The semantics of the X3D ISO standard describe an abstract functional behavior of time-based, interactive 3D, multimedia information. It is independent of any specific software or hardware setup. However, X3D clients and applications today are mainly built for desktop systems running a web-browser. During the last years we have build a VR environment which utilizes the VRML- and X3DISO standards as a basis for an application programming and description language. In this paper we discuss some of our results and experiences. We present necessary extensions to the ISO standard, e.g. to support different interaction and navigation tasks, and discuss how existing parts can be interpreted differently in a VR environment.
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Jung, Yvonne; Weber, Christine; Webel, Sabine; Knöpfle, Christian
Exploration einer virtuellen Stratigraphie mit Hilfe von Verfahren des Interaktiven Designreviews
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Jung, Yvonne; Weber, Christine; Webel, Sabine; Knöpfle, Christian
Exploration einer virtuellen Stratigraphie mit Hilfe von Verfahren des Interaktiven Designreviews
Latoschik, Marc Erich (Ed.) et al.: Virtuelle und Erweiterte Realität : 4. Workshop der GI-Fachgruppe VR/AR. Aachen: Shaker, 2007. (Berichte aus der Informatik), pp. 47-54
Workshop der GI-Fachgruppe VR/AR: Virtuelle und Erweiterte Realität <4, 2007, Weimar, Germany>
In der Geologie und Archäologie versteht man unter Stratigraphie die Untersuchung von Schichtungen und deren zeitliche Abfolge. Das zu untersuchende Volumen wird während der Untersuchung oft zerstört. Während heutzutage genaue Messungen und Datenaufzeichnungen zur computerbasierten Speicherung und Rekonstruktion der archäologischen Daten durchgeführt werden, wurden früher lediglich rudimentäre Informationen wie ungefähre Umrisslinien, bedeutsame Höhenpunkte oder Fundstücke vermerkt. Im Folgenden wird eine Methode zur dreidimensionalen Rekonstruktion vorgestellt, die selbst bei sehr schlechter Datenqualität gute Ergebnisse erzielt. Weiterhin werden Verfahren zur interaktiven Exploration und Analyse des rekonstruierten Datensatzes vorgestellt. Hierzu gehören nicht nur klassische Verfahren des VR-Designreviews sondern auch moderne, shaderbasierte Techniken. So erlauben funktionale Shader beispielsweise, Anomalien wie kleinere Risse oder Unebenheiten, die mit dem bloßen Auge nicht erkennbar sind, aufzudecken, oder auch eine Krümmungsanalyse der rekonstruierten Oberflächen durchzuführen.
mehr mehr
Jung, Yvonne; Weber, Christine; Webel, Sabine; Knöpfle, Christian
Exploration einer virtuellen Stratigraphie mit Hilfe von Verfahren des Interaktiven Designreviews
mehr mehr
Jung, Yvonne; Weber, Christine; Webel, Sabine; Knöpfle, Christian
Exploration einer virtuellen Stratigraphie mit Hilfe von Verfahren des Interaktiven Designreviews
Latoschik, Marc Erich (Ed.) et al.: Virtuelle und Erweiterte Realität : 4. Workshop der GI-Fachgruppe VR/AR. Aachen: Shaker, 2007. (Berichte aus der Informatik), pp. 47-54
Workshop der GI-Fachgruppe VR/AR: Virtuelle und Erweiterte Realität <4, 2007, Weimar, Germany>
In der Geologie und Archäologie versteht man unter Stratigraphie die Untersuchung von Schichtungen und deren zeitliche Abfolge. Das zu untersuchende Volumen wird während der Untersuchung oft zerstört. Während heutzutage genaue Messungen und Datenaufzeichnungen zur computerbasierten Speicherung und Rekonstruktion der archäologischen Daten durchgeführt werden, wurden früher lediglich rudimentäre Informationen wie ungefähre Umrisslinien, bedeutsame Höhenpunkte oder Fundstücke vermerkt. Im Folgenden wird eine Methode zur dreidimensionalen Rekonstruktion vorgestellt, die selbst bei sehr schlechter Datenqualität gute Ergebnisse erzielt. Weiterhin werden Verfahren zur interaktiven Exploration und Analyse des rekonstruierten Datensatzes vorgestellt. Hierzu gehören nicht nur klassische Verfahren des VR-Designreviews sondern auch moderne, shaderbasierte Techniken. So erlauben funktionale Shader beispielsweise, Anomalien wie kleinere Risse oder Unebenheiten, die mit dem bloßen Auge nicht erkennbar sind, aufzudecken, oder auch eine Krümmungsanalyse der rekonstruierten Oberflächen durchzuführen.
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Webel, Sabine; Becker, Mario; Stricker, Didier; Wuest, Harald
Identifying Differences Between CAD and Physical Mock-ups Using AR
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Webel, Sabine; Becker, Mario; Stricker, Didier; Wuest, Harald
Identifying Differences Between CAD and Physical Mock-ups Using AR
IEEE Computer Society: ISMAR 2007 : Proceedings of the Sixth IEEE and ACM International Symposium on Mixed and Augmented Reality. Los Alamitos, Calif.: IEEE Computer Society, 2007, pp. 281-282
IEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR) <6, 2007, Nara, Japan>
Since the last ten years product development in automotive industry is changing radically. Most physical mock-ups have vanished and are now replaced by digital ones. But they are still needed for final evaluations or issues, which cannot be adequately simulated. During their production, deviations from the CAD model may be made. Since digital and real mock-up must match for the further product development, the transfer of differences between physical and digital mock-up to the CAD format is a crucial issue. In this paper an Augmented Reality (AR) based tool-chain is presented, which allows matching the CAD data with real mock-ups and documents the differences between them. Essential functions like measurement and online construction are provided, allowing the end-users to create information in AR space and feeding them back into the CAD model.
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Webel, Sabine; Bockholt, Ulrich
Immersive Annotation - Ein Annotationssystem für immersive Umgebungen
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Webel, Sabine; Bockholt, Ulrich
Immersive Annotation - Ein Annotationssystem für immersive Umgebungen
Schenk, Michael (Ed.): 10. IFF-Wissenschaftstage 2007. Tagungsband [CD-ROM] : 15 Jahre Fraunhofer IFF. Magdeburg: Fraunhofer IFF, 2007, VR-Teil, pp. 193-200
IFF-Wissenschaftstage <10, 2007, Magdeburg, Germany>
Immer kürzer werdende Produktionszyklen und erhöhte Komplexitäten von Maschinen erfordern eine effektive und zeitsparende Entwicklungsumgebung, in der Simulation eine zunehmend wichtige Rolle spielt. In diesem Zusammenhang werden auch immer mehr Technologien aus dem Bereich der Virtuellen Realität (VR) eingesetzt, um Ergebnisse von CAE Prozessen in den verschiedenen Entwicklungsstufen zu visualisieren und um die nächsten Entwicklungsschritte zu diskutieren. Schwierigkeiten bereitet allerdings die Protokollierung der Absprachen und Diskussionsergebnisse. Dieses Paper beschreibt eine Annotationssystem, das die Erstellung, Integration und Protokollierung von Annotationen in Form von Texten, Skizzen, Bildern/Symbolen, Interaktionen, Audio- und Videoclips, sowie deren Darstellung auf zwei unterschiedliche Arten. Die Darstellungsformen der Annotationen basieren auf realen Metaphern, die in VR übertragen wurden.
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Webel, Sabine; Bockholt, Ulrich (Adviser)
Interaktionsparadigmen zur Erstellung von Annotationen in immersiven Umgebungen
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Webel, Sabine; Bockholt, Ulrich (Adviser)
Interaktionsparadigmen zur Erstellung von Annotationen in immersiven Umgebungen
Darmstadt, TU, Diplomarbeit, 2005
Die Arbeit beschäftigt sich mit der Konzeption eines Systems zur Erstellung von Annotationen in immersiven Umgebungen unter der Verwendung VR spezifischer Interaktionsmetaphern. In diesem Zusammenhang wurde ein Annotationssystem entwickelt, das unter Verwendung VR spezifischer Interaktionsmetaphern die Dokumentation von Ergebnisprotokollen innerhalb der VR Umgebung unterstützt. Das System beinhaltet das Erstellen von Annotationen unterschiedlicher Art (Text, Skizze, Symbol, Audio, etc.), verschiedene Formen zur Darstellung der Anmerkungen, sowie das Erzeugen und Einlesen eines Protokolls über alle vorhandenen Annotationen. Das Konzept wurde innerhalb des VR-Systems AVALON implementiert und getestet.
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Forschungsthemen

Forschungsthemen: 

Virtual/Mixed Reality, Interaktion, Skills Capturing und Modelling