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Walking interfaces offer advantages in navigation of VE systems over other types of locomotion. However, VR helmets have the disadvantage that users cannot see their immediate surroundings. Our publication describes the prototypical implementation of a virtual environment (VE) system, capable of detecting possible obstacles using an RGB-D sensor. In order to warn users of potential collisions with real objects while they are moving throughout the VE tracking area, we designed 4 different visual warning metaphors: Placeholder, Rubber Band, Color Indicator and Arrow. A small pilot study was carried out in which the participants had to solve a simple task and avoid any arbitrarily placed physical obstacles when crossing the virtual scene. Our results show that the Placeholder metaphor (in this case: trees), compared to the other variants, seems to be best suited for the correct estimation of the position of obstacles and in terms of the ability to evade them.
Monitors are in the center of media productions and hold an important function as the main visual interface. Tablets and smartphones are becoming more and more important work tools in the media industry. As an extension to our lecture contents an intensive discussion of different display technologies and its applications is taking place now. The established LCD (Liquid Crystal Display) technology and the promising OLED (Organic Light Emitting Diode) technology are in the focus.
The classic LCD is currently the most important display technology. The paper will present how the students should develop sense for display technologies besides the theoretical scientific basics. The workshop focuses increasingly on the technical aspects of the display technology and has the goal of deepening the students understanding of the functionality by building simple Liquid Crystal Displays by themselves.
The authors will present their experience in the field of display technologies. A mixture of theoretical and practical lectures has the goal of a deeper understanding in the field of digital color representation and display technologies. The design and development of a suitable learning environment with the required infrastructure is crucial. The main focus of this paper is on the hands-on optics workshop “Liquid Crystal Display in the do-it-yourself”.
In the age data digitalization, important applications of optics and photonics based sensors and technology lie in the field of biometrics and image processing. Protecting user data in a safe and secure way is an essential task in this area. However, traditional cryptographic protocols rely heavily on computer aided computation. Secure protocols which rely only on human interactions are usually simpler to understand. In many scenarios development of such protocols are also important for ease of implementation and deployment. Visual cryptography (VC) is an encryption technique on images (or text) in which decryption is done by human visual system. In this technique, an image is encrypted into number of pieces (known as shares). When the printed shares are physically superimposed together, the image can be decrypted with human vision. Modern digital watermarking technologies can be combined with VC for image copyright protection where the shares can be watermarks (small identification) embedded in the image. Similarly, VC can be used for improving security of biometric authentication. This paper presents about design and implementation of a practical laboratory experiment based on the concept of VC for a course in media engineering. Specifically, our contribution deals with integration of VC in different schemes for applications like digital watermarking and biometric authentication in the field of optics and photonics. We describe theoretical concepts and propose our infrastructure for the experiment. Finally, we will evaluate the learning outcome of the experiment, performed by the students. © (2016) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
The Paper presents the design and development of a blended learning concept for an engineering course in the field of color representation and display technologies. A suitable learning environment is crucial for the success of the teaching scenario. A mixture of theoretical lectures and hands-on activities with practical applications and experiments, combined with the advantages of modern digital media is the main topic of the paper. Blended learning describes the didactical change of attendance periods and online periods. The e-learning environment for the online period is designed toward an easy access and interaction. Present digital media extends the established teaching scenarios and enables the presentation of videos, animations and augmented reality (AR). Visualizations are effective tools to impart learning contents with lasting effect. The preparation and evaluation of the theoretical lectures and the hands-on activities are stimulated and affects positively the attendance periods. The tasks and experiments require the students to work independently and to develop individual solution strategies. This engages and motivates the students, deepens the knowledge. The authors will present their experience with the implemented blended learning scenario in this field of optics and photonics. All aspects of the learning environment will be introduced.
Our university carries out various research projects. Among others, the project Schluckspecht is an interdisciplinary work on different ultra-efficient car concepts for international contests. Besides the engineering work, one part of the project deals with real-time data visualization. In order to increase the efficiency of the vehicle, an online monitoring of the runtime parameters is necessary. The driving parameters of the vehicle are transmitted to a processing station via a wireless network connection. We plan to use an augmented reality (AR) application to visualize different data on top of the view of the real car. By utilizing a mobile Android or iOS device a user can interactively view various real-time and statistical data. The car and its components are meant to be augmented by various additional information, whereby that information should appear at the correct position of the components. An engine e.g. could show the current rpm and consumption values. A battery on the other hand could show the current charge level. The goal of this paper is to evaluate different possible approaches, their suitability and to expand our application to other projects at our university.
Practical exercises are a crucial part of many curricula. Even simple exercises can improve the understanding of the underlying subject. Most experimental setups require special hardware. To carry out e. g. a lens experiments the students need access to an optical bench, various lenses, light sources, apertures and a screen. In our previous publication we demonstrated the use of augmented reality visualization techniques in order to let the students prepare with a simulated experimental setup. Within the context of our intended blended learning concept we want to utilize augmented or virtual reality techniques for stationary laboratory exercises. Unlike applications running on mobile devices, stationary setups can be extended more easily with additional interfaces and thus allow for more complex interactions and simulations in virtual reality (VR) and augmented reality (AR). The most significant difference is the possibility to allow interactions beyond touching a screen. The LEAP Motion controller is a small inexpensive device that allows for the tracking of the user’s hands and fingers in three dimensions. It is conceivable to allow the user to interact with the simulation’s virtual elements by the user’s very hand position, movement and gesture. In this paper we evaluate possible applications of the LEAP Motion controller for simulated experiments in augmented and virtual reality. We pay particular attention to the devices strengths and weaknesses and want to point out useful and less useful application scenarios. © (2016) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.