際際滷shows by User: TUM-EI-VMI / http://www.slideshare.net/images/logo.gif 際際滷shows by User: TUM-EI-VMI / Fri, 09 May 2014 07:55:06 GMT 際際滷Share feed for 際際滷shows by User: TUM-EI-VMI Experimental Evaluation of User Interfaces for Visual Indoor Navigation /slideshow/20140501-andreas-mollerchislideshare/34480657 2014-140509075506-phpapp02
Mobile location recognition by capturing images of the environment (visual localization) is a promising technique for indoor navigation in arbitrary surroundings. However, it has barely been investigated so far how the user interface (UI) can cope with the challenges of the vision-based localization technique, such as varying quality of the query images. We implemented a novel UI for visual localization, consisting of Virtual Reality (VR) and Augmented Reality (AR) views that actively communicate and ensure localization accuracy. If necessary, the system encourages the user to point the smartphone at distinctive regions to improve localization quality. We evaluated the UI in an experimental navigation task with a prototype, informed by initial evaluation results using design mockups. We found that VR can contribute to efficient and effective indoor navigation even at unreliable location and ori- entation accuracy. We discuss identified challenges and share lessons learned as recommendations for future work.]]>

Mobile location recognition by capturing images of the environment (visual localization) is a promising technique for indoor navigation in arbitrary surroundings. However, it has barely been investigated so far how the user interface (UI) can cope with the challenges of the vision-based localization technique, such as varying quality of the query images. We implemented a novel UI for visual localization, consisting of Virtual Reality (VR) and Augmented Reality (AR) views that actively communicate and ensure localization accuracy. If necessary, the system encourages the user to point the smartphone at distinctive regions to improve localization quality. We evaluated the UI in an experimental navigation task with a prototype, informed by initial evaluation results using design mockups. We found that VR can contribute to efficient and effective indoor navigation even at unreliable location and ori- entation accuracy. We discuss identified challenges and share lessons learned as recommendations for future work.]]>
Fri, 09 May 2014 07:55:06 GMT /slideshow/20140501-andreas-mollerchislideshare/34480657 TUM-EI-VMI@slideshare.net(TUM-EI-VMI) Experimental Evaluation of User Interfaces for Visual Indoor Navigation TUM-EI-VMI Mobile location recognition by capturing images of the environment (visual localization) is a promising technique for indoor navigation in arbitrary surroundings. However, it has barely been investigated so far how the user interface (UI) can cope with the challenges of the vision-based localization technique, such as varying quality of the query images. We implemented a novel UI for visual localization, consisting of Virtual Reality (VR) and Augmented Reality (AR) views that actively communicate and ensure localization accuracy. If necessary, the system encourages the user to point the smartphone at distinctive regions to improve localization quality. We evaluated the UI in an experimental navigation task with a prototype, informed by initial evaluation results using design mockups. We found that VR can contribute to efficient and effective indoor navigation even at unreliable location and ori- entation accuracy. We discuss identified challenges and share lessons learned as recommendations for future work. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2014-140509075506-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Mobile location recognition by capturing images of the environment (visual localization) is a promising technique for indoor navigation in arbitrary surroundings. However, it has barely been investigated so far how the user interface (UI) can cope with the challenges of the vision-based localization technique, such as varying quality of the query images. We implemented a novel UI for visual localization, consisting of Virtual Reality (VR) and Augmented Reality (AR) views that actively communicate and ensure localization accuracy. If necessary, the system encourages the user to point the smartphone at distinctive regions to improve localization quality. We evaluated the UI in an experimental navigation task with a prototype, informed by initial evaluation results using design mockups. We found that VR can contribute to efficient and effective indoor navigation even at unreliable location and ori- entation accuracy. We discuss identified challenges and share lessons learned as recommendations for future work.
Experimental Evaluation of User Interfaces for Visual Indoor Navigation from Distributed Multimodal Information Processing Group
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Visual Authentication - A Secure Single Step Authentication for User Authorization /slideshow/visual-authentication-a-secure-single-step-authentication-for-user-authorization/28923138 2013-131205064940-phpapp02
User authentication on publicly exposed terminals with established mechanisms, such as typing the credentials on a virtual keyboard, can be insecure e.g. due to shoulder surfing or due to a hacked terminal. In addition, username and password entry can be time-consuming and thus improvable with relation to usability. As security and comfort are often competing with each other, novel authentication and authorization methods especially for public terminals are desirable. In this paper, we present an approach on a distributed authentication and authorization system, where the user can be easily identified and enabled to use a service with his smartphone. The smartphone (as personal and private device the user is always in control of) can provide a highly secure authentication token that is renewed and ex- changed in the background without the users participation. The claimed improvements were supported by a user sur- vey with an implementation of a digital room management system as an example for a public display. The proposed au- thentication procedure would increase security and yet enable fast authentication within publicly exposed terminals.]]>

User authentication on publicly exposed terminals with established mechanisms, such as typing the credentials on a virtual keyboard, can be insecure e.g. due to shoulder surfing or due to a hacked terminal. In addition, username and password entry can be time-consuming and thus improvable with relation to usability. As security and comfort are often competing with each other, novel authentication and authorization methods especially for public terminals are desirable. In this paper, we present an approach on a distributed authentication and authorization system, where the user can be easily identified and enabled to use a service with his smartphone. The smartphone (as personal and private device the user is always in control of) can provide a highly secure authentication token that is renewed and ex- changed in the background without the users participation. The claimed improvements were supported by a user sur- vey with an implementation of a digital room management system as an example for a public display. The proposed au- thentication procedure would increase security and yet enable fast authentication within publicly exposed terminals.]]>
Thu, 05 Dec 2013 06:49:39 GMT /slideshow/visual-authentication-a-secure-single-step-authentication-for-user-authorization/28923138 TUM-EI-VMI@slideshare.net(TUM-EI-VMI) Visual Authentication - A Secure Single Step Authentication for User Authorization TUM-EI-VMI User authentication on publicly exposed terminals with established mechanisms, such as typing the credentials on a virtual keyboard, can be insecure e.g. due to shoulder surfing or due to a hacked terminal. In addition, username and password entry can be time-consuming and thus improvable with relation to usability. As security and comfort are often competing with each other, novel authentication and authorization methods especially for public terminals are desirable. In this paper, we present an approach on a distributed authentication and authorization system, where the user can be easily identified and enabled to use a service with his smartphone. The smartphone (as personal and private device the user is always in control of) can provide a highly secure authentication token that is renewed and ex- changed in the background without the users participation. The claimed improvements were supported by a user sur- vey with an implementation of a digital room management system as an example for a public display. The proposed au- thentication procedure would increase security and yet enable fast authentication within publicly exposed terminals. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2013-131205064940-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> User authentication on publicly exposed terminals with established mechanisms, such as typing the credentials on a virtual keyboard, can be insecure e.g. due to shoulder surfing or due to a hacked terminal. In addition, username and password entry can be time-consuming and thus improvable with relation to usability. As security and comfort are often competing with each other, novel authentication and authorization methods especially for public terminals are desirable. In this paper, we present an approach on a distributed authentication and authorization system, where the user can be easily identified and enabled to use a service with his smartphone. The smartphone (as personal and private device the user is always in control of) can provide a highly secure authentication token that is renewed and ex- changed in the background without the users participation. The claimed improvements were supported by a user sur- vey with an implementation of a digital room management system as an example for a public display. The proposed au- thentication procedure would increase security and yet enable fast authentication within publicly exposed terminals.
Visual Authentication - A Secure Single Step Authentication for User Authorization from Distributed Multimodal Information Processing Group
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Mit mobilem Lernen zur erweiterten Methodenkompetenz https://de.slideshare.net/slideshow/mit-mobilem-lernen-zu/26447423 workshopgmw13pptbeegethielschfinal-130923021808-phpapp01
Welche Lehrmethode eignet sich wann und wof端r besonders gut? Als Antwort auf diese Frage k旦nnen Hochschullehrende auf die Android-App MobiDics zu- r端ckgreifen und dabei ihr Wissen 端ber Lehrmethoden systematisch erweitern. Im Workshop geht es zum einen darum, MobiDics als Element hochschuldidaktischer Qualifizierung kennenzulernen. Zum anderen werden die Entstehung sowie die In- tegration dieser Anwendung in hochschuldidaktischen Angeboten thematisiert.]]>

Welche Lehrmethode eignet sich wann und wof端r besonders gut? Als Antwort auf diese Frage k旦nnen Hochschullehrende auf die Android-App MobiDics zu- r端ckgreifen und dabei ihr Wissen 端ber Lehrmethoden systematisch erweitern. Im Workshop geht es zum einen darum, MobiDics als Element hochschuldidaktischer Qualifizierung kennenzulernen. Zum anderen werden die Entstehung sowie die In- tegration dieser Anwendung in hochschuldidaktischen Angeboten thematisiert.]]>
Mon, 23 Sep 2013 02:18:08 GMT https://de.slideshare.net/slideshow/mit-mobilem-lernen-zu/26447423 TUM-EI-VMI@slideshare.net(TUM-EI-VMI) Mit mobilem Lernen zur erweiterten Methodenkompetenz TUM-EI-VMI Welche Lehrmethode eignet sich wann und wof端r besonders gut? Als Antwort auf diese Frage k旦nnen Hochschullehrende auf die Android-App MobiDics zu- r端ckgreifen und dabei ihr Wissen 端ber Lehrmethoden systematisch erweitern. Im Workshop geht es zum einen darum, MobiDics als Element hochschuldidaktischer Qualifizierung kennenzulernen. Zum anderen werden die Entstehung sowie die In- tegration dieser Anwendung in hochschuldidaktischen Angeboten thematisiert. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/workshopgmw13pptbeegethielschfinal-130923021808-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Welche Lehrmethode eignet sich wann und wof端r besonders gut? Als Antwort auf diese Frage k旦nnen Hochschullehrende auf die Android-App MobiDics zu- r端ckgreifen und dabei ihr Wissen 端ber Lehrmethoden systematisch erweitern. Im Workshop geht es zum einen darum, MobiDics als Element hochschuldidaktischer Qualifizierung kennenzulernen. Zum anderen werden die Entstehung sowie die In- tegration dieser Anwendung in hochschuldidaktischen Angeboten thematisiert.
from Distributed Multimodal Information Processing Group
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Investigating Self-Reporting Behavior in Long-Term Studies /slideshow/chi2013-slideshare/20396324 chi2013-slideshare-130502051336-phpapp01
Self-reporting techniques, such as data logging or a diary, are frequently used in long-term studies, but prone to subjects forgetfulness and other sources of inaccuracy. We conducted a six-week self-reporting study on smartphone usage in or- der to investigate the accuracy of self-reported information, and used logged data as ground truth to compare the sub- jects reports against. Subjects never recorded more than 70% and, depending on the requested reporting interval, down to less than 40% of actual app usages. They significantly over- estimated how long they used apps. While subjects forgot self-reports when no automatic reminders were sent, a high reporting frequency was perceived as uncomfortable and bur- densome. Most significantly, self-reporting even changed the actual app usage of users and hence can lead to deceptive measures if a study relies on no other data sources. With this contribution, we provide empirical quantitative long-term data on the reliability of self-reported data col- lected with mobile devices. We aim to make researchers aware of the caveats of self-reporting and give recommenda- tions for maximizing the reliability of results when conduct- ing large-scale, long-term app usage studies.]]>

Self-reporting techniques, such as data logging or a diary, are frequently used in long-term studies, but prone to subjects forgetfulness and other sources of inaccuracy. We conducted a six-week self-reporting study on smartphone usage in or- der to investigate the accuracy of self-reported information, and used logged data as ground truth to compare the sub- jects reports against. Subjects never recorded more than 70% and, depending on the requested reporting interval, down to less than 40% of actual app usages. They significantly over- estimated how long they used apps. While subjects forgot self-reports when no automatic reminders were sent, a high reporting frequency was perceived as uncomfortable and bur- densome. Most significantly, self-reporting even changed the actual app usage of users and hence can lead to deceptive measures if a study relies on no other data sources. With this contribution, we provide empirical quantitative long-term data on the reliability of self-reported data col- lected with mobile devices. We aim to make researchers aware of the caveats of self-reporting and give recommenda- tions for maximizing the reliability of results when conduct- ing large-scale, long-term app usage studies.]]>
Thu, 02 May 2013 05:13:35 GMT /slideshow/chi2013-slideshare/20396324 TUM-EI-VMI@slideshare.net(TUM-EI-VMI) Investigating Self-Reporting Behavior in Long-Term Studies TUM-EI-VMI Self-reporting techniques, such as data logging or a diary, are frequently used in long-term studies, but prone to subjects forgetfulness and other sources of inaccuracy. We conducted a six-week self-reporting study on smartphone usage in or- der to investigate the accuracy of self-reported information, and used logged data as ground truth to compare the sub- jects reports against. Subjects never recorded more than 70% and, depending on the requested reporting interval, down to less than 40% of actual app usages. They significantly over- estimated how long they used apps. While subjects forgot self-reports when no automatic reminders were sent, a high reporting frequency was perceived as uncomfortable and bur- densome. Most significantly, self-reporting even changed the actual app usage of users and hence can lead to deceptive measures if a study relies on no other data sources. With this contribution, we provide empirical quantitative long-term data on the reliability of self-reported data col- lected with mobile devices. We aim to make researchers aware of the caveats of self-reporting and give recommenda- tions for maximizing the reliability of results when conduct- ing large-scale, long-term app usage studies. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/chi2013-slideshare-130502051336-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Self-reporting techniques, such as data logging or a diary, are frequently used in long-term studies, but prone to subjects forgetfulness and other sources of inaccuracy. We conducted a six-week self-reporting study on smartphone usage in or- der to investigate the accuracy of self-reported information, and used logged data as ground truth to compare the sub- jects reports against. Subjects never recorded more than 70% and, depending on the requested reporting interval, down to less than 40% of actual app usages. They significantly over- estimated how long they used apps. While subjects forgot self-reports when no automatic reminders were sent, a high reporting frequency was perceived as uncomfortable and bur- densome. Most significantly, self-reporting even changed the actual app usage of users and hence can lead to deceptive measures if a study relies on no other data sources. With this contribution, we provide empirical quantitative long-term data on the reliability of self-reported data col- lected with mobile devices. We aim to make researchers aware of the caveats of self-reporting and give recommenda- tions for maximizing the reliability of results when conduct- ing large-scale, long-term app usage studies.
Investigating Self-Reporting Behavior in Long-Term Studies from Distributed Multimodal Information Processing Group
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Decision-Point Panorama-Based Indoor Navigation /slideshow/decisionpoint-panoramabased-indoor-navigation/16602670 2013-02-15-mcpt-indoornavigation-slideshare-130218073237-phpapp01
We present a novel user interface concept for indoor navigation which uses directional arrows and panorama images at decision points. The interface supports the mental model of landmark-based navigation, can be used on- and offline and is highly tolerant to localization inaccuracy.]]>

We present a novel user interface concept for indoor navigation which uses directional arrows and panorama images at decision points. The interface supports the mental model of landmark-based navigation, can be used on- and offline and is highly tolerant to localization inaccuracy.]]>
Mon, 18 Feb 2013 07:32:37 GMT /slideshow/decisionpoint-panoramabased-indoor-navigation/16602670 TUM-EI-VMI@slideshare.net(TUM-EI-VMI) Decision-Point Panorama-Based Indoor Navigation TUM-EI-VMI We present a novel user interface concept for indoor navigation which uses directional arrows and panorama images at decision points. The interface supports the mental model of landmark-based navigation, can be used on- and offline and is highly tolerant to localization inaccuracy. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2013-02-15-mcpt-indoornavigation-slideshare-130218073237-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> We present a novel user interface concept for indoor navigation which uses directional arrows and panorama images at decision points. The interface supports the mental model of landmark-based navigation, can be used on- and offline and is highly tolerant to localization inaccuracy.
Decision-Point Panorama-Based Indoor Navigation from Distributed Multimodal Information Processing Group
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The Smartphone as Mobile Authorization Proxy /slideshow/20130214-mcptmobile-authenticationslideshare/16602556 2013-02-14-mcpt-mobileauthentication-slideshare-130218072929-phpapp02
We present a novel approach to use a mobile device for authentication and authorization purposes, where the user is able to authenticate and authorize himself for access on a public terminal. The concept is based on an extension of a Single-Sign On solution for mobile and public terminals.]]>

We present a novel approach to use a mobile device for authentication and authorization purposes, where the user is able to authenticate and authorize himself for access on a public terminal. The concept is based on an extension of a Single-Sign On solution for mobile and public terminals.]]>
Mon, 18 Feb 2013 07:29:29 GMT /slideshow/20130214-mcptmobile-authenticationslideshare/16602556 TUM-EI-VMI@slideshare.net(TUM-EI-VMI) The Smartphone as Mobile Authorization Proxy TUM-EI-VMI We present a novel approach to use a mobile device for authentication and authorization purposes, where the user is able to authenticate and authorize himself for access on a public terminal. The concept is based on an extension of a Single-Sign On solution for mobile and public terminals. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2013-02-14-mcpt-mobileauthentication-slideshare-130218072929-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> We present a novel approach to use a mobile device for authentication and authorization purposes, where the user is able to authenticate and authorize himself for access on a public terminal. The concept is based on an extension of a Single-Sign On solution for mobile and public terminals.
The Smartphone as Mobile Authorization Proxy from Distributed Multimodal Information Processing Group
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Towards a Holistic Approach for Mobile Application Development in Intelligent Environments /slideshow/towards-a-holistic-approach-for-mobile-application-development-in-intelligent-environments/15855501 2011-12-09-mum2011-mobilesimulation-v008-slideshare-130104092627-phpapp01
"Theres An App for That" -- but how do we actually develop them? While smartphones and tablets are even getting increasingly more popular and their application scenarios are growing, we still develop them using only a standard integrated development environment. As context-based services and apps do, next to network connectivity, require lots of sensor data, the tools for providing realistic sensor data during development are still immature. Developing, testing, debugging and evaluating those next-generation context-based apps require sensor data for the mobile device -- acceleration, motion, light, sound, camera and many more sensors are available. Though, the existing development tools do seriously limit application developers by not providing the data at all or only on a very limited scale. Especially for indoor environment with applications such as indoor navigation, seamless interaction between public and private displays and activity recognition and monitoring, realistic sensor data are needed and simulation support during the development phase is essential. In this paper, we present our work towards a holistic approach for mobile application development in intelligent environments, leveraging the existing development tool chain, facilitating more effective and realistic means for mobile application development at the example of the Android mobile device platform.]]>

"Theres An App for That" -- but how do we actually develop them? While smartphones and tablets are even getting increasingly more popular and their application scenarios are growing, we still develop them using only a standard integrated development environment. As context-based services and apps do, next to network connectivity, require lots of sensor data, the tools for providing realistic sensor data during development are still immature. Developing, testing, debugging and evaluating those next-generation context-based apps require sensor data for the mobile device -- acceleration, motion, light, sound, camera and many more sensors are available. Though, the existing development tools do seriously limit application developers by not providing the data at all or only on a very limited scale. Especially for indoor environment with applications such as indoor navigation, seamless interaction between public and private displays and activity recognition and monitoring, realistic sensor data are needed and simulation support during the development phase is essential. In this paper, we present our work towards a holistic approach for mobile application development in intelligent environments, leveraging the existing development tool chain, facilitating more effective and realistic means for mobile application development at the example of the Android mobile device platform.]]>
Fri, 04 Jan 2013 09:26:27 GMT /slideshow/towards-a-holistic-approach-for-mobile-application-development-in-intelligent-environments/15855501 TUM-EI-VMI@slideshare.net(TUM-EI-VMI) Towards a Holistic Approach for Mobile Application Development in Intelligent Environments TUM-EI-VMI "Theres An App for That" -- but how do we actually develop them? While smartphones and tablets are even getting increasingly more popular and their application scenarios are growing, we still develop them using only a standard integrated development environment. As context-based services and apps do, next to network connectivity, require lots of sensor data, the tools for providing realistic sensor data during development are still immature. Developing, testing, debugging and evaluating those next-generation context-based apps require sensor data for the mobile device -- acceleration, motion, light, sound, camera and many more sensors are available. Though, the existing development tools do seriously limit application developers by not providing the data at all or only on a very limited scale. Especially for indoor environment with applications such as indoor navigation, seamless interaction between public and private displays and activity recognition and monitoring, realistic sensor data are needed and simulation support during the development phase is essential. In this paper, we present our work towards a holistic approach for mobile application development in intelligent environments, leveraging the existing development tool chain, facilitating more effective and realistic means for mobile application development at the example of the Android mobile device platform. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2011-12-09-mum2011-mobilesimulation-v008-slideshare-130104092627-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> &quot;Theres An App for That&quot; -- but how do we actually develop them? While smartphones and tablets are even getting increasingly more popular and their application scenarios are growing, we still develop them using only a standard integrated development environment. As context-based services and apps do, next to network connectivity, require lots of sensor data, the tools for providing realistic sensor data during development are still immature. Developing, testing, debugging and evaluating those next-generation context-based apps require sensor data for the mobile device -- acceleration, motion, light, sound, camera and many more sensors are available. Though, the existing development tools do seriously limit application developers by not providing the data at all or only on a very limited scale. Especially for indoor environment with applications such as indoor navigation, seamless interaction between public and private displays and activity recognition and monitoring, realistic sensor data are needed and simulation support during the development phase is essential. In this paper, we present our work towards a holistic approach for mobile application development in intelligent environments, leveraging the existing development tool chain, facilitating more effective and realistic means for mobile application development at the example of the Android mobile device platform.
Towards a Holistic Approach for Mobile Application Development in Intelligent Environments from Distributed Multimodal Information Processing Group
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GymSkill - A Personal Trainer for Physical Exercises /slideshow/gymskill-a-personal-trainer-for-physical-exercises/15855240 2012-03-22-percom-gymskill-v002-slideshare-130104091238-phpapp01
We present GymSkill, a personal trainer for ubiquitous monitoring and assessment of physical activity using standard fitness equipment. The system records and analyzes exercises using the sensors of a personal smartphone attached to the gym equipment. Novel fine-grained activity recognition techniques based on pyramidal Principal Component Breakdown Analysis (PCBA) provide a quantitative analysis of the quality of human movements. In addition to overall quality judgments, GymSkill identifies interesting portions of the recorded sensor data and provides suggestions for improving the individual performance, thereby extending existing work. The system was evaluated in a case study where 6 participants performed a variety of exercises on balance boards. GymSkill successfully assessed the quality of the exercises, in agreement with the professional judgment provided by a physician. User feedback suggests that GymSkill has the potential to serve as an effective tool for motivating and supporting lay people to overcome sedentary, unhealthy lifestyles. GymSkill is available in the Android Market as "VMI Fit"]]>

We present GymSkill, a personal trainer for ubiquitous monitoring and assessment of physical activity using standard fitness equipment. The system records and analyzes exercises using the sensors of a personal smartphone attached to the gym equipment. Novel fine-grained activity recognition techniques based on pyramidal Principal Component Breakdown Analysis (PCBA) provide a quantitative analysis of the quality of human movements. In addition to overall quality judgments, GymSkill identifies interesting portions of the recorded sensor data and provides suggestions for improving the individual performance, thereby extending existing work. The system was evaluated in a case study where 6 participants performed a variety of exercises on balance boards. GymSkill successfully assessed the quality of the exercises, in agreement with the professional judgment provided by a physician. User feedback suggests that GymSkill has the potential to serve as an effective tool for motivating and supporting lay people to overcome sedentary, unhealthy lifestyles. GymSkill is available in the Android Market as "VMI Fit"]]>
Fri, 04 Jan 2013 09:12:38 GMT /slideshow/gymskill-a-personal-trainer-for-physical-exercises/15855240 TUM-EI-VMI@slideshare.net(TUM-EI-VMI) GymSkill - A Personal Trainer for Physical Exercises TUM-EI-VMI We present GymSkill, a personal trainer for ubiquitous monitoring and assessment of physical activity using standard fitness equipment. The system records and analyzes exercises using the sensors of a personal smartphone attached to the gym equipment. Novel fine-grained activity recognition techniques based on pyramidal Principal Component Breakdown Analysis (PCBA) provide a quantitative analysis of the quality of human movements. In addition to overall quality judgments, GymSkill identifies interesting portions of the recorded sensor data and provides suggestions for improving the individual performance, thereby extending existing work. The system was evaluated in a case study where 6 participants performed a variety of exercises on balance boards. GymSkill successfully assessed the quality of the exercises, in agreement with the professional judgment provided by a physician. User feedback suggests that GymSkill has the potential to serve as an effective tool for motivating and supporting lay people to overcome sedentary, unhealthy lifestyles. GymSkill is available in the Android Market as "VMI Fit" <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2012-03-22-percom-gymskill-v002-slideshare-130104091238-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> We present GymSkill, a personal trainer for ubiquitous monitoring and assessment of physical activity using standard fitness equipment. The system records and analyzes exercises using the sensors of a personal smartphone attached to the gym equipment. Novel fine-grained activity recognition techniques based on pyramidal Principal Component Breakdown Analysis (PCBA) provide a quantitative analysis of the quality of human movements. In addition to overall quality judgments, GymSkill identifies interesting portions of the recorded sensor data and provides suggestions for improving the individual performance, thereby extending existing work. The system was evaluated in a case study where 6 participants performed a variety of exercises on balance boards. GymSkill successfully assessed the quality of the exercises, in agreement with the professional judgment provided by a physician. User feedback suggests that GymSkill has the potential to serve as an effective tool for motivating and supporting lay people to overcome sedentary, unhealthy lifestyles. GymSkill is available in the Android Market as &quot;VMI Fit&quot;
GymSkill - A Personal Trainer for Physical Exercises from Distributed Multimodal Information Processing Group
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The Healthcare and Motivation Seat - A Survey with the GewoS Chair https://de.slideshare.net/TUM-EI-VMI/the-healthcare-and-motivation-seat-a-survey-with-the-gewos-chair 2012-09-xx-luisroalter-thehealthcareandmotivationseatasurveywiththegewoschair-konstanz-v004-130104083655-phpapp01
The demographic change in the worlds population raises new problems for healthcare, such as rising costs for caretaking on elderly people. Ambient Assisted Living (AAL) aims at assisting elderly people through technical equipment to manage their daily tasks in their own homes. One of the important approaches is to monitoring vital parameters without actually sending nursing staff to the person in need of care. Additionally, by including motivational factors (e.g. sports and fitness programs), the persons health state can be influenced. In this paper, we present a survey within a group of elderly people aged between 40 and 70 years, which is representative for the end-user group the GewoS Chair is designed for. Furthermore, we will discuss the elderly peoples behavior when dealing with new technologies and systems improving further attempts on this target group.]]>

The demographic change in the worlds population raises new problems for healthcare, such as rising costs for caretaking on elderly people. Ambient Assisted Living (AAL) aims at assisting elderly people through technical equipment to manage their daily tasks in their own homes. One of the important approaches is to monitoring vital parameters without actually sending nursing staff to the person in need of care. Additionally, by including motivational factors (e.g. sports and fitness programs), the persons health state can be influenced. In this paper, we present a survey within a group of elderly people aged between 40 and 70 years, which is representative for the end-user group the GewoS Chair is designed for. Furthermore, we will discuss the elderly peoples behavior when dealing with new technologies and systems improving further attempts on this target group.]]>
Fri, 04 Jan 2013 08:36:55 GMT https://de.slideshare.net/TUM-EI-VMI/the-healthcare-and-motivation-seat-a-survey-with-the-gewos-chair TUM-EI-VMI@slideshare.net(TUM-EI-VMI) The Healthcare and Motivation Seat - A Survey with the GewoS Chair TUM-EI-VMI The demographic change in the worlds population raises new problems for healthcare, such as rising costs for caretaking on elderly people. Ambient Assisted Living (AAL) aims at assisting elderly people through technical equipment to manage their daily tasks in their own homes. One of the important approaches is to monitoring vital parameters without actually sending nursing staff to the person in need of care. Additionally, by including motivational factors (e.g. sports and fitness programs), the persons health state can be influenced. In this paper, we present a survey within a group of elderly people aged between 40 and 70 years, which is representative for the end-user group the GewoS Chair is designed for. Furthermore, we will discuss the elderly peoples behavior when dealing with new technologies and systems improving further attempts on this target group. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2012-09-xx-luisroalter-thehealthcareandmotivationseatasurveywiththegewoschair-konstanz-v004-130104083655-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> The demographic change in the worlds population raises new problems for healthcare, such as rising costs for caretaking on elderly people. Ambient Assisted Living (AAL) aims at assisting elderly people through technical equipment to manage their daily tasks in their own homes. One of the important approaches is to monitoring vital parameters without actually sending nursing staff to the person in need of care. Additionally, by including motivational factors (e.g. sports and fitness programs), the persons health state can be influenced. In this paper, we present a survey within a group of elderly people aged between 40 and 70 years, which is representative for the end-user group the GewoS Chair is designed for. Furthermore, we will discuss the elderly peoples behavior when dealing with new technologies and systems improving further attempts on this target group.
from Distributed Multimodal Information Processing Group
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DriveAssist A V2X-Based Driver Assistance System for Android /slideshow/driveassist-a-v2xbased-driver-assistance-system-for-android/15854520 2012-09-11automotivehmikonstanz-v005-slideshare-130104081853-phpapp01
In this paper, we introduce the Android-based driver assistance system DriveAssist. The application allows the visualization of traffic information that originates from Vehicle-to-X (V2X) communication services as well as from central traffic services (CTSs) on the users smartphone. Besides giving the driver an overview of the traffic around her/him on a map view, DriveAssist can also run in the background and trigger warning messages for certain traffic incidents. The system design allows for augmenting any vehicle with a sophisticated audio-visual information system for V2X data and information, and thereby complements the vehicles on-board driver assistance systems at competitive costs.]]>

In this paper, we introduce the Android-based driver assistance system DriveAssist. The application allows the visualization of traffic information that originates from Vehicle-to-X (V2X) communication services as well as from central traffic services (CTSs) on the users smartphone. Besides giving the driver an overview of the traffic around her/him on a map view, DriveAssist can also run in the background and trigger warning messages for certain traffic incidents. The system design allows for augmenting any vehicle with a sophisticated audio-visual information system for V2X data and information, and thereby complements the vehicles on-board driver assistance systems at competitive costs.]]>
Fri, 04 Jan 2013 08:18:53 GMT /slideshow/driveassist-a-v2xbased-driver-assistance-system-for-android/15854520 TUM-EI-VMI@slideshare.net(TUM-EI-VMI) DriveAssist A V2X-Based Driver Assistance System for Android TUM-EI-VMI In this paper, we introduce the Android-based driver assistance system DriveAssist. The application allows the visualization of traffic information that originates from Vehicle-to-X (V2X) communication services as well as from central traffic services (CTSs) on the users smartphone. Besides giving the driver an overview of the traffic around her/him on a map view, DriveAssist can also run in the background and trigger warning messages for certain traffic incidents. The system design allows for augmenting any vehicle with a sophisticated audio-visual information system for V2X data and information, and thereby complements the vehicles on-board driver assistance systems at competitive costs. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2012-09-11automotivehmikonstanz-v005-slideshare-130104081853-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this paper, we introduce the Android-based driver assistance system DriveAssist. The application allows the visualization of traffic information that originates from Vehicle-to-X (V2X) communication services as well as from central traffic services (CTSs) on the users smartphone. Besides giving the driver an overview of the traffic around her/him on a map view, DriveAssist can also run in the background and trigger warning messages for certain traffic incidents. The system design allows for augmenting any vehicle with a sophisticated audio-visual information system for V2X data and information, and thereby complements the vehicles on-board driver assistance systems at competitive costs.
DriveAssist A V2X-Based Driver Assistance System for Android from Distributed Multimodal Information Processing Group
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Distributed Networks within ROS: Challenges and Possibilities /slideshow/distributed-networks-within-ros-challenges-and-possibilities/15854322 2012-09-20-talk-v003-slideshare-130104080120-phpapp02
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Fri, 04 Jan 2013 08:01:20 GMT /slideshow/distributed-networks-within-ros-challenges-and-possibilities/15854322 TUM-EI-VMI@slideshare.net(TUM-EI-VMI) Distributed Networks within ROS: Challenges and Possibilities TUM-EI-VMI <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2012-09-20-talk-v003-slideshare-130104080120-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
Distributed Networks within ROS: Challenges and Possibilities from Distributed Multimodal Information Processing Group
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Tool Support for Prototyping Interfaces /slideshow/tool-support-for-prototyping-interfaces/15853868 2012-09-21-mobivis-v009-slideshare-130104071317-phpapp01
Vision-based approaches are a promising method for indoor navigation, but prototyping and evaluating them poses several challenges. These include the effort of realizing the localization component, difficulties in simulating real-world behavior and the interaction between vision-based localization and the user interface. In this paper, we report on initial findings from the development of a tool to support this process. We identify key requirements for such a tool and use an example vision- based system to evaluate a first prototype of the tool.]]>

Vision-based approaches are a promising method for indoor navigation, but prototyping and evaluating them poses several challenges. These include the effort of realizing the localization component, difficulties in simulating real-world behavior and the interaction between vision-based localization and the user interface. In this paper, we report on initial findings from the development of a tool to support this process. We identify key requirements for such a tool and use an example vision- based system to evaluate a first prototype of the tool.]]>
Fri, 04 Jan 2013 07:13:17 GMT /slideshow/tool-support-for-prototyping-interfaces/15853868 TUM-EI-VMI@slideshare.net(TUM-EI-VMI) Tool Support for Prototyping Interfaces TUM-EI-VMI Vision-based approaches are a promising method for indoor navigation, but prototyping and evaluating them poses several challenges. These include the effort of realizing the localization component, difficulties in simulating real-world behavior and the interaction between vision-based localization and the user interface. In this paper, we report on initial findings from the development of a tool to support this process. We identify key requirements for such a tool and use an example vision- based system to evaluate a first prototype of the tool. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2012-09-21-mobivis-v009-slideshare-130104071317-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Vision-based approaches are a promising method for indoor navigation, but prototyping and evaluating them poses several challenges. These include the effort of realizing the localization component, difficulties in simulating real-world behavior and the interaction between vision-based localization and the user interface. In this paper, we report on initial findings from the development of a tool to support this process. We identify key requirements for such a tool and use an example vision- based system to evaluate a first prototype of the tool.
Tool Support for Prototyping Interfaces from Distributed Multimodal Information Processing Group
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Update Behavior in App Markets and Security Implications: A Case Study in Google Play /slideshow/update-behavior-in-app-markets-and/15853668 2012-09-21-large-v004-slideshare-130104065635-phpapp01
Digital market places (e.g. Apple App Store, Google Play) have become the dominant platforms for the distribution of software for mobile phones. Thereby, developers can reach millions of users. However, neither of these market places today has mechanisms in place to enforce security critical updates of distributed apps. This paper investigates this problem by gaining insights on the correlation between published updates and actual installations of those. Our findings show that almost half of all users would use a vulnerable app version even 7 days after the fix has been published. We discuss our results and give initial recommendations to app developers.]]>

Digital market places (e.g. Apple App Store, Google Play) have become the dominant platforms for the distribution of software for mobile phones. Thereby, developers can reach millions of users. However, neither of these market places today has mechanisms in place to enforce security critical updates of distributed apps. This paper investigates this problem by gaining insights on the correlation between published updates and actual installations of those. Our findings show that almost half of all users would use a vulnerable app version even 7 days after the fix has been published. We discuss our results and give initial recommendations to app developers.]]>
Fri, 04 Jan 2013 06:56:35 GMT /slideshow/update-behavior-in-app-markets-and/15853668 TUM-EI-VMI@slideshare.net(TUM-EI-VMI) Update Behavior in App Markets and Security Implications: A Case Study in Google Play TUM-EI-VMI Digital market places (e.g. Apple App Store, Google Play) have become the dominant platforms for the distribution of software for mobile phones. Thereby, developers can reach millions of users. However, neither of these market places today has mechanisms in place to enforce security critical updates of distributed apps. This paper investigates this problem by gaining insights on the correlation between published updates and actual installations of those. Our findings show that almost half of all users would use a vulnerable app version even 7 days after the fix has been published. We discuss our results and give initial recommendations to app developers. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2012-09-21-large-v004-slideshare-130104065635-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Digital market places (e.g. Apple App Store, Google Play) have become the dominant platforms for the distribution of software for mobile phones. Thereby, developers can reach millions of users. However, neither of these market places today has mechanisms in place to enforce security critical updates of distributed apps. This paper investigates this problem by gaining insights on the correlation between published updates and actual installations of those. Our findings show that almost half of all users would use a vulnerable app version even 7 days after the fix has been published. We discuss our results and give initial recommendations to app developers.
Update Behavior in App Markets and Security Implications: A Case Study in Google Play from Distributed Multimodal Information Processing Group
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MobiliNet: A Social Network for Optimized Mobility /slideshow/mobilinet-a-social-network-for-optimized-mobility/15853388 2012-10-17-socialcar-mobilinet-v004-slideshare-130104063022-phpapp02
In this paper, we present our vision of MobiliNet. MobiliNet is a user-oriented approach for optimising mobility chains with the goal of providing innovative mobility across differ- ent types of mobility providers from personal short range battery powered mobility aids over different types of pub- lic transports (e.g. buses, short distance train networks) to personal mobility means (e.g. car sharing). Our vision for MobiliNet is based on a social network- like system that is not limited to human participants. By including vehicles, corporations, parking spaces and other objects and spaces, the system could make traveling more comfortable and less stressful, and finally more efficient for the travellers. MobiliNet allows high-level trip planning, but also pays attention to other important details of the supported means of transportation. Especially for user groups with special needs, MobiliNet actively supports self-determined mobility. Thus enables again an active participation of this user group in in social life. Besides supporting travellers, the system could also create new business opportunities for transport associations and car sharing corporations.]]>

In this paper, we present our vision of MobiliNet. MobiliNet is a user-oriented approach for optimising mobility chains with the goal of providing innovative mobility across differ- ent types of mobility providers from personal short range battery powered mobility aids over different types of pub- lic transports (e.g. buses, short distance train networks) to personal mobility means (e.g. car sharing). Our vision for MobiliNet is based on a social network- like system that is not limited to human participants. By including vehicles, corporations, parking spaces and other objects and spaces, the system could make traveling more comfortable and less stressful, and finally more efficient for the travellers. MobiliNet allows high-level trip planning, but also pays attention to other important details of the supported means of transportation. Especially for user groups with special needs, MobiliNet actively supports self-determined mobility. Thus enables again an active participation of this user group in in social life. Besides supporting travellers, the system could also create new business opportunities for transport associations and car sharing corporations.]]>
Fri, 04 Jan 2013 06:30:22 GMT /slideshow/mobilinet-a-social-network-for-optimized-mobility/15853388 TUM-EI-VMI@slideshare.net(TUM-EI-VMI) MobiliNet: A Social Network for Optimized Mobility TUM-EI-VMI In this paper, we present our vision of MobiliNet. MobiliNet is a user-oriented approach for optimising mobility chains with the goal of providing innovative mobility across differ- ent types of mobility providers from personal short range battery powered mobility aids over different types of pub- lic transports (e.g. buses, short distance train networks) to personal mobility means (e.g. car sharing). Our vision for MobiliNet is based on a social network- like system that is not limited to human participants. By including vehicles, corporations, parking spaces and other objects and spaces, the system could make traveling more comfortable and less stressful, and finally more efficient for the travellers. MobiliNet allows high-level trip planning, but also pays attention to other important details of the supported means of transportation. Especially for user groups with special needs, MobiliNet actively supports self-determined mobility. Thus enables again an active participation of this user group in in social life. Besides supporting travellers, the system could also create new business opportunities for transport associations and car sharing corporations. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2012-10-17-socialcar-mobilinet-v004-slideshare-130104063022-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this paper, we present our vision of MobiliNet. MobiliNet is a user-oriented approach for optimising mobility chains with the goal of providing innovative mobility across differ- ent types of mobility providers from personal short range battery powered mobility aids over different types of pub- lic transports (e.g. buses, short distance train networks) to personal mobility means (e.g. car sharing). Our vision for MobiliNet is based on a social network- like system that is not limited to human participants. By including vehicles, corporations, parking spaces and other objects and spaces, the system could make traveling more comfortable and less stressful, and finally more efficient for the travellers. MobiliNet allows high-level trip planning, but also pays attention to other important details of the supported means of transportation. Especially for user groups with special needs, MobiliNet actively supports self-determined mobility. Thus enables again an active participation of this user group in in social life. Besides supporting travellers, the system could also create new business opportunities for transport associations and car sharing corporations.
MobiliNet: A Social Network for Optimized Mobility from Distributed Multimodal Information Processing Group
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Gamification-supported Exploration of Natural User Interfaces /TUM-EI-VMI/gamificationsupported-exploration-of-natural-user-interfaces 2012-10-17-autonui-v005-slideshare-130104052819-phpapp01
In this paper, we describe a novel concept for motivating users to explore applications using natural user interfaces in the automotive domain. Based on prior 鍖ndings, it can be very hard for users to detect opportunities of action in such systems. Additionally, traditional did you know? hints seem to be ignored by many users today. As a countermeasure, we describe an approach that shall motivate users to explore natural user interfaces by using game elements. By awarding the user with badges and experience level-ups, we hope to create a stronger motivation that is at least maintained until the user is used to the system.]]>

In this paper, we describe a novel concept for motivating users to explore applications using natural user interfaces in the automotive domain. Based on prior 鍖ndings, it can be very hard for users to detect opportunities of action in such systems. Additionally, traditional did you know? hints seem to be ignored by many users today. As a countermeasure, we describe an approach that shall motivate users to explore natural user interfaces by using game elements. By awarding the user with badges and experience level-ups, we hope to create a stronger motivation that is at least maintained until the user is used to the system.]]>
Fri, 04 Jan 2013 05:28:19 GMT /TUM-EI-VMI/gamificationsupported-exploration-of-natural-user-interfaces TUM-EI-VMI@slideshare.net(TUM-EI-VMI) Gamification-supported Exploration of Natural User Interfaces TUM-EI-VMI In this paper, we describe a novel concept for motivating users to explore applications using natural user interfaces in the automotive domain. Based on prior 鍖ndings, it can be very hard for users to detect opportunities of action in such systems. Additionally, traditional did you know? hints seem to be ignored by many users today. As a countermeasure, we describe an approach that shall motivate users to explore natural user interfaces by using game elements. By awarding the user with badges and experience level-ups, we hope to create a stronger motivation that is at least maintained until the user is used to the system. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2012-10-17-autonui-v005-slideshare-130104052819-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> In this paper, we describe a novel concept for motivating users to explore applications using natural user interfaces in the automotive domain. Based on prior 鍖ndings, it can be very hard for users to detect opportunities of action in such systems. Additionally, traditional did you know? hints seem to be ignored by many users today. As a countermeasure, we describe an approach that shall motivate users to explore natural user interfaces by using game elements. By awarding the user with badges and experience level-ups, we hope to create a stronger motivation that is at least maintained until the user is used to the system.
Gamification-supported Exploration of Natural User Interfaces from Distributed Multimodal Information Processing Group
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MobiDics: Cooperative Mobile e-Learning for Teachers /slideshow/mobidics-cooperative-mobile-elearning-for-teachers/15498510 2012-10-17-barbarabeege-mlearn-mobidics-slideshare-121205040311-phpapp02
We report on MobiDics, a mobile learning platform for professors, lecturers and tutors. In a survey with 100+ participants, we revealed that young, inexperienced teaching personnel at universities rarely use specific didactic methods to plan and structure courses. Such methods play an important role in learning processes since they, for example, activate students and contribute to more profound and sustainable learning experiences. Based on learning phases and social forms, MobiDics is able to suggest didactic methods that are adequate to a specific teaching situation. Parameters such as class size, teaching tool support, room constraints, etc. can additionally be incorporated. Learning settings can thereby be formalized and reconstructed based on the building blocks in form of didactic methods. MobiDics encourages and supports the targeted use of didactic concepts with the long-term goal of increasing the quality of university education. A particular focus lies on cooperative learning through community-based features. Users report on their experiences how well certain methods worked by a commenting function, and exchange tips and feedback with peers and experts. While user-generated content can comfortably be added through the web frontend, a mobile application allows dynamic adaption of didactic planning to contextual conditions such as the current lecture hall. In a two-step evaluation, MobiDics was adopted positively in the target group and its features highly appreciated. Our results motivate a further long-term study where we will evaluate MobiDics in the field.]]>

We report on MobiDics, a mobile learning platform for professors, lecturers and tutors. In a survey with 100+ participants, we revealed that young, inexperienced teaching personnel at universities rarely use specific didactic methods to plan and structure courses. Such methods play an important role in learning processes since they, for example, activate students and contribute to more profound and sustainable learning experiences. Based on learning phases and social forms, MobiDics is able to suggest didactic methods that are adequate to a specific teaching situation. Parameters such as class size, teaching tool support, room constraints, etc. can additionally be incorporated. Learning settings can thereby be formalized and reconstructed based on the building blocks in form of didactic methods. MobiDics encourages and supports the targeted use of didactic concepts with the long-term goal of increasing the quality of university education. A particular focus lies on cooperative learning through community-based features. Users report on their experiences how well certain methods worked by a commenting function, and exchange tips and feedback with peers and experts. While user-generated content can comfortably be added through the web frontend, a mobile application allows dynamic adaption of didactic planning to contextual conditions such as the current lecture hall. In a two-step evaluation, MobiDics was adopted positively in the target group and its features highly appreciated. Our results motivate a further long-term study where we will evaluate MobiDics in the field.]]>
Wed, 05 Dec 2012 04:03:11 GMT /slideshow/mobidics-cooperative-mobile-elearning-for-teachers/15498510 TUM-EI-VMI@slideshare.net(TUM-EI-VMI) MobiDics: Cooperative Mobile e-Learning for Teachers TUM-EI-VMI We report on MobiDics, a mobile learning platform for professors, lecturers and tutors. In a survey with 100+ participants, we revealed that young, inexperienced teaching personnel at universities rarely use specific didactic methods to plan and structure courses. Such methods play an important role in learning processes since they, for example, activate students and contribute to more profound and sustainable learning experiences. Based on learning phases and social forms, MobiDics is able to suggest didactic methods that are adequate to a specific teaching situation. Parameters such as class size, teaching tool support, room constraints, etc. can additionally be incorporated. Learning settings can thereby be formalized and reconstructed based on the building blocks in form of didactic methods. MobiDics encourages and supports the targeted use of didactic concepts with the long-term goal of increasing the quality of university education. A particular focus lies on cooperative learning through community-based features. Users report on their experiences how well certain methods worked by a commenting function, and exchange tips and feedback with peers and experts. While user-generated content can comfortably be added through the web frontend, a mobile application allows dynamic adaption of didactic planning to contextual conditions such as the current lecture hall. In a two-step evaluation, MobiDics was adopted positively in the target group and its features highly appreciated. Our results motivate a further long-term study where we will evaluate MobiDics in the field. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2012-10-17-barbarabeege-mlearn-mobidics-slideshare-121205040311-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> We report on MobiDics, a mobile learning platform for professors, lecturers and tutors. In a survey with 100+ participants, we revealed that young, inexperienced teaching personnel at universities rarely use specific didactic methods to plan and structure courses. Such methods play an important role in learning processes since they, for example, activate students and contribute to more profound and sustainable learning experiences. Based on learning phases and social forms, MobiDics is able to suggest didactic methods that are adequate to a specific teaching situation. Parameters such as class size, teaching tool support, room constraints, etc. can additionally be incorporated. Learning settings can thereby be formalized and reconstructed based on the building blocks in form of didactic methods. MobiDics encourages and supports the targeted use of didactic concepts with the long-term goal of increasing the quality of university education. A particular focus lies on cooperative learning through community-based features. Users report on their experiences how well certain methods worked by a commenting function, and exchange tips and feedback with peers and experts. While user-generated content can comfortably be added through the web frontend, a mobile application allows dynamic adaption of didactic planning to contextual conditions such as the current lecture hall. In a two-step evaluation, MobiDics was adopted positively in the target group and its features highly appreciated. Our results motivate a further long-term study where we will evaluate MobiDics in the field.
MobiDics: Cooperative Mobile e-Learning for Teachers from Distributed Multimodal Information Processing Group
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A Mobile Indoor Navigation System Interface Adapted to Vision-Based Localization /slideshow/a-mobile-indoor-navigation-system-interface-adapted-to-visionbased-localization/15497922 mum-slideshare-121205031548-phpapp01
Vision-based approaches for mobile indoor localization do not rely on the infrastructure and are therefore scalable and cheap. The particular requirements to a navigation user interface for a vision-based system, however, have not been investigated so far. Such mobile interfaces should adapt to localization accuracy, which strongly relies on distinctive reference images, and other factors, such as the phones pose. If necessary, the system should motivate the user to point at distinctive regions with the smartphone to improve localization quality. We present a combined interface of Virtual Reality (VR) and Augmented Reality (AR) elements with indicators that help to communicate and ensure localization accuracy. In an evaluation with 81 participants, we found that AR was preferred in case of reliable localization, but with VR, navigation instructions were perceived more accurate in case of localization and orientation errors. The additional indica- tors showed a potential for making users choose distinctive reference images for reliable localization.]]>

Vision-based approaches for mobile indoor localization do not rely on the infrastructure and are therefore scalable and cheap. The particular requirements to a navigation user interface for a vision-based system, however, have not been investigated so far. Such mobile interfaces should adapt to localization accuracy, which strongly relies on distinctive reference images, and other factors, such as the phones pose. If necessary, the system should motivate the user to point at distinctive regions with the smartphone to improve localization quality. We present a combined interface of Virtual Reality (VR) and Augmented Reality (AR) elements with indicators that help to communicate and ensure localization accuracy. In an evaluation with 81 participants, we found that AR was preferred in case of reliable localization, but with VR, navigation instructions were perceived more accurate in case of localization and orientation errors. The additional indica- tors showed a potential for making users choose distinctive reference images for reliable localization.]]>
Wed, 05 Dec 2012 03:15:48 GMT /slideshow/a-mobile-indoor-navigation-system-interface-adapted-to-visionbased-localization/15497922 TUM-EI-VMI@slideshare.net(TUM-EI-VMI) A Mobile Indoor Navigation System Interface Adapted to Vision-Based Localization TUM-EI-VMI Vision-based approaches for mobile indoor localization do not rely on the infrastructure and are therefore scalable and cheap. The particular requirements to a navigation user interface for a vision-based system, however, have not been investigated so far. Such mobile interfaces should adapt to localization accuracy, which strongly relies on distinctive reference images, and other factors, such as the phones pose. If necessary, the system should motivate the user to point at distinctive regions with the smartphone to improve localization quality. We present a combined interface of Virtual Reality (VR) and Augmented Reality (AR) elements with indicators that help to communicate and ensure localization accuracy. In an evaluation with 81 participants, we found that AR was preferred in case of reliable localization, but with VR, navigation instructions were perceived more accurate in case of localization and orientation errors. The additional indica- tors showed a potential for making users choose distinctive reference images for reliable localization. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/mum-slideshare-121205031548-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Vision-based approaches for mobile indoor localization do not rely on the infrastructure and are therefore scalable and cheap. The particular requirements to a navigation user interface for a vision-based system, however, have not been investigated so far. Such mobile interfaces should adapt to localization accuracy, which strongly relies on distinctive reference images, and other factors, such as the phones pose. If necessary, the system should motivate the user to point at distinctive regions with the smartphone to improve localization quality. We present a combined interface of Virtual Reality (VR) and Augmented Reality (AR) elements with indicators that help to communicate and ensure localization accuracy. In an evaluation with 81 participants, we found that AR was preferred in case of reliable localization, but with VR, navigation instructions were perceived more accurate in case of localization and orientation errors. The additional indica- tors showed a potential for making users choose distinctive reference images for reliable localization.
A Mobile Indoor Navigation System Interface Adapted to Vision-Based Localization from Distributed Multimodal Information Processing Group
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MobiMed: Comparing Object Identification Techniques on Smartphones /slideshow/20121014-nordi-chislideshare/15497552 2012-10-14-nordichi-slideshare-121205025122-phpapp01
With physical mobile interaction techniques, digital devices can make use of real-world objects in order to interact with them. In this paper, we evaluate and compare state-of-the-art interaction methods in an extensive survey with 149 participants and in a lab study with 16 participants regarding efficiency, utility and usability. Besides radio communication and fiducial markers, we consider visual feature recognition, reflecting the latest technical expertise in object identification. We conceived MobiMed, a medication package identifier implementing four interaction paradigms: pointing, scanning, touching and text search. We identified both measured and perceived advantages and disadvantages of the individual methods and gained fruitful feedback from participants regarding possible use cases for MobiMed. Touching and scanning were evaluated as fastest in the lab study and ranked first in user satisfaction. The strength of visual search is that objects need not be augmented, opening up physical mobile interaction as demon- strated in MobiMed for further fields of application.]]>

With physical mobile interaction techniques, digital devices can make use of real-world objects in order to interact with them. In this paper, we evaluate and compare state-of-the-art interaction methods in an extensive survey with 149 participants and in a lab study with 16 participants regarding efficiency, utility and usability. Besides radio communication and fiducial markers, we consider visual feature recognition, reflecting the latest technical expertise in object identification. We conceived MobiMed, a medication package identifier implementing four interaction paradigms: pointing, scanning, touching and text search. We identified both measured and perceived advantages and disadvantages of the individual methods and gained fruitful feedback from participants regarding possible use cases for MobiMed. Touching and scanning were evaluated as fastest in the lab study and ranked first in user satisfaction. The strength of visual search is that objects need not be augmented, opening up physical mobile interaction as demon- strated in MobiMed for further fields of application.]]>
Wed, 05 Dec 2012 02:51:22 GMT /slideshow/20121014-nordi-chislideshare/15497552 TUM-EI-VMI@slideshare.net(TUM-EI-VMI) MobiMed: Comparing Object Identification Techniques on Smartphones TUM-EI-VMI With physical mobile interaction techniques, digital devices can make use of real-world objects in order to interact with them. In this paper, we evaluate and compare state-of-the-art interaction methods in an extensive survey with 149 participants and in a lab study with 16 participants regarding efficiency, utility and usability. Besides radio communication and fiducial markers, we consider visual feature recognition, reflecting the latest technical expertise in object identification. We conceived MobiMed, a medication package identifier implementing four interaction paradigms: pointing, scanning, touching and text search. We identified both measured and perceived advantages and disadvantages of the individual methods and gained fruitful feedback from participants regarding possible use cases for MobiMed. Touching and scanning were evaluated as fastest in the lab study and ranked first in user satisfaction. The strength of visual search is that objects need not be augmented, opening up physical mobile interaction as demon- strated in MobiMed for further fields of application. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2012-10-14-nordichi-slideshare-121205025122-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> With physical mobile interaction techniques, digital devices can make use of real-world objects in order to interact with them. In this paper, we evaluate and compare state-of-the-art interaction methods in an extensive survey with 149 participants and in a lab study with 16 participants regarding efficiency, utility and usability. Besides radio communication and fiducial markers, we consider visual feature recognition, reflecting the latest technical expertise in object identification. We conceived MobiMed, a medication package identifier implementing four interaction paradigms: pointing, scanning, touching and text search. We identified both measured and perceived advantages and disadvantages of the individual methods and gained fruitful feedback from participants regarding possible use cases for MobiMed. Touching and scanning were evaluated as fastest in the lab study and ranked first in user satisfaction. The strength of visual search is that objects need not be augmented, opening up physical mobile interaction as demon- strated in MobiMed for further fields of application.
MobiMed: Comparing Object Identification Techniques on Smartphones from Distributed Multimodal Information Processing Group
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https://cdn.slidesharecdn.com/profile-photo-TUM-EI-VMI-48x48.jpg?cb=1523540814 The Distributed Multimodal Information Processing Group (German: Fachgebiet Verteilte Multimodale Informationsverarbeitung (VMI)) at the Department for Electrical Engineering and Information Technology at the Technische Universit辰t M端nchen (TUM) was funded 2009 in the context of the German Initiative of Excellence (German: Exzellenzinitiative) by the Cluster of Excellence "Cognition for Technical Systems (CoTeSys)". In research and teaching, we work on topics such as Mobile and Pervasive Computing, Intelligent Environments, human-computer interaction, human-robot interaction, automotive user interfaces, vehicle-to-x communication and multimodal information processing. https://www.vmi.ei.tum.de/en/ https://cdn.slidesharecdn.com/ss_thumbnails/2014-140509075506-phpapp02-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/20140501-andreas-mollerchislideshare/34480657 Experimental Evaluatio... https://cdn.slidesharecdn.com/ss_thumbnails/2013-131205064940-phpapp02-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/visual-authentication-a-secure-single-step-authentication-for-user-authorization/28923138 Visual Authentication ... https://cdn.slidesharecdn.com/ss_thumbnails/workshopgmw13pptbeegethielschfinal-130923021808-phpapp01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/mit-mobilem-lernen-zu/26447423 Mit mobilem Lernen zur...