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Theoretical details about optics and photonics are not common knowledge nowadays. Physicists are keen to scientifically explain ‘light,’ which has a huge impact on our lives. It is necessary to examine it from multiple perspectives and to make the knowledge accessible to the public in an interdisciplinary, scientifically well-grounded and appealing medial way. To allow an information exchange on a global scale, our project “Invisible Light” establishes a worldwide accessible platform. Its contents will not be created by a single instance, but user-generated, with the help of the global community. The article describes the infotainment portal “Invisible Light,” which stores scientific articles about light and photonics and makes them accessible worldwide. All articles are tagged with geo-coordinates, so they can be clearly identified and localized. A smartphone application is used for visualization, transmitting the information to users in real time by means of an augmented reality application. Scientific information is made accessible for a broad audience and in an attractive manner.
The International Year of Light and Light-Based Technologies 2015 (IYL 2015) was celebrated around the world. Worldwide activities were organized to highlight the impact of optics and photonics on life, science, economics, arts and culture, and also in education. With most of our activities at Offenburg University of Applied Sciences (Offenburg/Germany), we reached our own students and the general population of our region: - University for Children: “The Magic of Light“ winter lecture program and “Across the Universe with Relativity and Quantum Theory” summer lecture program - “Students Meet Scientists” - “A Century of General Relativity Theory” lecture program Nevertheless, with some of our activities we also engaged a worldwide audience: - IYL 2015 art poster collection (Magic of Light and No Football, Just Photonics) - Smart Interactive Projection - Twitter Wall - “Invisible Light” - Live broadcasting of the total lunar eclipse - Film Festival Merida Mexico The authors will highlight recent activities at our university dedicated to promote, celebrate, and create a legacy for the IYL 2015.
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.
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.
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”.
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.
Seit 2011 beschäftigt sich die visionsbox GmbH mit der Erstellung von AR-Anwendungen. Momentan werden diese Apps auf Basis von Unity 3D und dem AR SDK Vuforia von Qualcomm erstellt. Der plattformunabhängige Ansatz von Unity 3D erlaubt es, sehr schnell Anwendungen für iOS als auch für Android zu kompilieren. Ein großer Nachteil des bestehenden Entwicklungskonzepts ist das Fehlen der Möglichkeit Inhalte zur Laufzeit aus dem Internet herunterzuladen. Eine Änderung oder Erweiterung der Anwendung ist nur über ein erneutes Kompilieren und erneutes Installieren der Applikation möglich. Dieser Updateprozess ist langwierig und wenig flexibel. Das Vorhandensein einer Anbindung ans Internet, ermöglicht jedoch prinzipiell das Herunterladen von neuen oder zusätzlichen Inhalten zur Laufzeit der Anwendung. Ziel dieser Master Thesis ist es, die Möglichkeiten des Nachladens von Anwendungsinhalten von einem eigenen Webserver zu evaluieren. Eine beispielhaft implementierte Anwendung soll die Machbarkeit für Android und iOS demonstrieren und gleichzeitig als Vorlage für bestehende und zukünftige AR-Anwendungen auf Basis von Unity3D und Vuforia dienen.
With this generation of devices, Virtual Reality (VR) has actually made it into the living rooms of end-users. These devices feature 6-DOF tracking, allowing them to move naturally in virtual worlds and experience them even more immersively. However, for a natural locomotion in the virtual, one needs a corresponding free space in the real environment. The available space is often limited, especially in everyday environments and under normal spatial conditions. Furnishings and objects of daily life can quickly become obstacles for VR users if they are not cleared away. Since the idea behind VR is to place users into a virtual world and to hide the real world as much as possible, invisible objects represent potential obstacles. The currently available systems offer only rudimentary assistance for this problem. If a user threatens to leave the space previously defined for use, a visual boundary is displayed to allow orientation within the space. These visual metaphors are intended to prevent users from leaving the safe area. However, there is no detection of potentially dangerous objects within this part of space. Objects that have not been cleared away or that have been added in the meantime may still become obstacles. This thesis shows how possible obstacles in the environment can be detected automatically with range imaging cameras and how users can be effectively warned about them in the virtual environment without significantly disturbing their sense of presence. Four different interactive visual metaphors are used to signalize the obstacles within the VE. With the help of a user study, the four signaling variants and the obstacle detection were evaluated and tested.