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        "title": "Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments",
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        "title": "ImNDT: Immersive Workspace for the Analysis of Multidimensional Material Data From Non-Destructive Testing",
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        "abstract": "An analysis of large multidimensional volumetric data as generated by non-destructive testing (NDT) techniques, e.g., X-ray computed tomography (XCT), can hardly be evaluated using standard 2D visualization techniques on desktop monitors. The analysis of fiber-reinforced polymers (FRPs) is currently a time-consuming and cognitively demanding task, as FRPs have a complex spatial structure, consisting of several hundred thousand fibers, each having more than twenty different extracted features. This paper presents ImNDT, a novel visualization system, which offers material experts an immersive exploration of multidimensional secondary data of FRPs. Our system is based on a virtual reality (VR) head-mounted device (HMD) to enable fluid and natural explorations through embodied navigation, the avoidance of menus, and manual mode switching. We developed immersive visualization and interaction methods tailored to the characterization of FRPs, such as a Model in Miniature, a similarity network, and a histo-book. An evaluation of our techniques with domain experts showed advantages in discovering structural patterns and similarities. Especially novices can strongly benefit from our intuitive representation and spatial rendering.",
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        "abstract": "We consider the problem of untangling a given (non-planar) straight-line circular drawing δG of an\r\nouterplanar graph G = (V,E) into a planar straight-line circular drawing by shifting a minimum\r\nnumber of vertices to a new position on the circle. For an outerplanar graph G, it is clear that such\r\na crossing-free circular drawing always exists and we define the circular shifting number shift◦(δG)\r\nas the minimum number of vertices that need to be shifted to resolve all crossings of δG. We show\r\nthat the problem Circular Untangling, asking whether shift◦(δG) ≤ K for a given integer K,\r\nis NP-complete. Based on this result we study Circular Untangling for almost-planar circular\r\ndrawings, in which a single edge is involved in all the crossings. In this case we provide a tight upper\r\nbound shift◦(δG) ≤ ⌊n2\r\n⌋ − 1, where n is the number of vertices in G, and present a polynomial-time\r\nalgorithm to compute the circular shifting number of almost-planar drawings.",
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        "title": "Exploratory Visual System for Predictive Machine Learning of Event-Organisation Data",
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        "title": "Modelling the Effect of emotional Feedback as Stimulus in fMRI Neurofeedback",
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        "abstract": "Neurofeedback (NF) based on functional magnetic resonance imaging (fMRI) offers promising possibilities for therapeutic approaches in neurological and psychiatric diseases. By providing information over the current activity in a target brain region, conscious control can be learned allowing for counteracting disease-specific symptoms. Social feedback in the form of a face with changing expressions is often chosen as a very intuitive type of feedback. Since the brain regions affected in psychiatric conditions are often involved in the perception and processing of emotions, it is possible that these regions are additionally activated with emotional feedback. In this thesis it is examined whether such an additional activity has a significant influence on the measured activity, as this could lead to inaccurate feedback and, as a result, to suboptimal learning outcomes. For this purpose, the data of a previously published study is reanalysed while particularly taking the potential influence of the feedback signal into account. Using different model approaches, the exact nature of the influence is investigated, as well as whether positive and negative feedback differ in their influence. Given the highly individual aspects of NF and the goal to implement corrections for the training of a single subject in an openly available NF software, the analyses were conducted on an individual but also the group level allowing for tests of generalizability. At the single run level, a significant influence of both the feedback and its change over time was found. Positive feedback more often had a significant impact on the neuronal activation than negative feedback. With regard to the change over time, significant results could more often be found with negative feedback. At the group level, only the\nchange in feedback showed a significant influence on the activation of the target region. In a cross-validation, it was not possible to determine generalizability beyond a single run for any of the models under investigation. The examined effect seems to be very individual both for subjects and measurements and should therefore be treated separately from case to case. In NF studies in which emotional feedback is used while training a brain region involved in emotion processing, accounting for the influence of the feedback signal could improve the accuracy of the presented feedback and, hence, learning performance and therapeutic success. ",
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        "date": "2021-10-14",
        "abstract": "The visualisation of limbs in Virtual Reality (VR) helps to get a better immersion in the virtual world and it creates better confidence in movement. Sadly a lot of VR applications omit the visualisation of limbs. One reason lies in technical difficulties with bigger scale VR environments and multi-user VR environments where you can not rely on outside-in tracking methods because of the size and possible occlusion that hinders accurate tracking data. Another reason is that developers do not want to exclude parts of their already small user base by demanding special hardware for foot tracking that costs as much as the hand controllers but is only usable in a small number of applications.\nThis thesis tackles these problems by generating a lightweight tracking system that only relies on the correct tracking of the head position so that either inside-out or outside-in tracking can be used with it. To achieve this, a RGB depth camera is mounted on the VR headset. A combination of fiducial marker tracking, depth tracking and inertial measurement units (IMUs) are used to track the user’s feet. These individual tracking signals are then fused to one signal that combines the advantages of the single tracking systems. This tracking information can then be used to animate the feet of a virtual avatar with an Inverse Kinematics (IK) algorithm.",
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        "abstract": "Regardless of what algorithms and technologies are developed, the human mind and logical reasoning remain important tools for analysing, modelling, and solving problems. Visual representation of data is considered the most e˙ective way to convey information to the human brain and promote analytical thinking. Visual analytics encompasses a set of techniques, methods, and tools that support analytical thinking through visual representations of various types of data. Due to their complexity and size, spatial time series data are suitable for implementation of such techniques, as their analysis remains challenging. Many environmental, social, and economic processes of modern civilization are represented by spatial time series, which emphasises the need for interactive visual representations for their more eÿcient analysis.\nOne clear example of such complex processes is economic recession, a decline in economic activity for which there is no single formal definition. However, it is often described in terms of recession factors such as GDP, the Gini index, or inflation, all of which are examples of spatial time series data, and whose change can be a clear indicator of the state of the economy. As recession analysis is a very complex topic and it is not entirely clear which economic factors have the greatest impact, purely automated techniques are not appropriate and there is scope for advances in analytical approaches.\nThis thesis proposes an application “Recession Explorer”: visual analytics of economic recession and its forecasting as an example of a holistic system that displays spatial time series data and explores patterns and insights in the data. Such a combination of approaches provides a unique perspective on economic recession studies by facilitating both high-level human reasoning and the use of advanced mathematical algorithms. The goal of the application is to demonstrate that the use of visual analytics is a beneficial approach to address the challenges of economic recession and, more generally, to assist users with interactive visualisations when dealing with and analysing spatial time series data.",
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        "title": "Fuzzy Spreadsheet: Understanding and Exploring Uncertainties in Tabular Calculations ",
        "date": "2021-10-11",
        "abstract": "Spreadsheet-based tools provide a simple yet effective way of calculating values, which makes them the number-one choice for building and formalizing simple models for budget planning and many other applications. A cell in a spreadsheet holds one specific value and gives a discrete, overprecise view of the underlying model. Therefore, spreadsheets are of limited use when investigating the inherent uncertainties of such models and answering what-if questions. Existing extensions typically require a complex modeling process that cannot easily be embedded in a tabular layout. In Fuzzy Spreadsheet, a cell can hold and display a distribution of values. This integrated uncertainty-handling immediately conveys sensitivity and robustness information. The fuzzification of the cells enables calculations not only with precise values but also with distributions, and probabilities. We conservatively added and carefully crafted visuals to maintain the look and feel of a traditional spreadsheet while facilitating what-if analyses. Given a user-specified reference cell, Fuzzy Spreadsheet automatically extracts and visualizes contextually relevant information, such as impact, uncertainty, and degree of neighborhood, for the selected and related cells. To evaluate its usability and the perceived mental effort required, we conducted a user study. The results show that our approach outperforms traditional spreadsheets in terms of answer correctness, response time, and perceived mental effort in almost all tasks tested. ",
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        "abstract": "Comparative analysis of multivariate datasets, e.g. of advanced materials regarding the characteristics of internal structures (fibers, pores, etc.), is of crucial importance in various scientific disciplines. Currently domain experts in materials science mostly rely on sequential comparison of data using juxtaposition. Our work assists domain experts to perform detailed comparative analyses of large ensemble data in materials science applications. For this purpose, we developed a comparative visualization framework, that includes a tabular overview and three detailed visualization techniques to provide a holistic view on the similarities in the ensemble. We demonstrate the applicability of our framework on two specific usage scenarios and verify its techniques using a qualitative user study with 12 material experts. The insights gained from our work represent a significant advancement in the field of comparative material analysis of high-dimensional data. Our framework provides experts with a novel perspective on the data and eliminates the need for time-consuming sequential exploration of numerical data.",
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        "title": "Conservative Meshlet Bounds for Robust Culling of Skinned Meshes",
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        "title": "Fast Radial Search for Progressive Photon Mapping",
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        "abstract": "In this poster, we propose an approach to generalize mixed metro map layouts with user-deﬁned shapes for route-ﬁnding and ad-vertisement purposes. In a mixed layout, speciﬁc lines are arranged in an iconic shape, and the remaining are in octilinear styles. The shape is expected to be recognizable, while the layout still fulﬁlling the classical octilinear design criteria for metro maps. The approach is in three steps, where we ﬁrst search for the best ﬁtting edge segment that approximates the guide shape and utilize least squares optimization to synthesize the layout automatically.",
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        "abstract": "Visualization and analysis of primary and secondary X-ray computed tomography (XCT) data has become highly attractive for boosting research endeavors in the materials science domain. On the one hand, XCT allows to generate detailed and cumulative data of the specimens under investigation\nin a non-destructive way. On the other hand, through the conception, the development, and the implementation of novel, tailored analysis and visualization techniques, in-depth investigations of complex material systems turned into reality, e.g., in the form of interactive visualization of\nspatial and quantitative data, uncertainty quantification and visualization, comparative visualization, ensemble analysis and visualization, visual parameter space analysis, and many others.\nVisual analysis of XCT data enables a detailed understanding of the internal structures and the characteristics of materials and thus facilitates studies on a multitude of phenomena, at multiple scales, in different dimensions, or even using different modalities. This was simply impossible\nbefore. This habilitation thesis presents contributions to computer science in terms of novel methodsand techniques as well as respective algorithms and data structures, which are advancing visual analysis and visualization for enabling insights into XCT data on material systems. The introduced\nmethods and techniques focus on three distinct technical areas of visual analysis and visualization of XCT data. For each area, the problem statements, important research questions to be solved as well as the contributions of the habilitation candidate are discussed:\n1. Interactive visualization of spatial and quantitative data: Visualization and analysis techniques are introduced in this thesis for exploring, encoding, connecting, abstracting\nelaborating, reconfiguring, filtering, and finally selecting in \"rich\" XCT data. To reveal insights into complex objects, MObjects (i.e., mean objects) is discussed as a novel aggregation and exploration technique, which computes average volumetric representations from selections of individual objects of interest. To analyze various of these mean objects and to compare them with regards to their individual characteristics, visual analysis techniques as presented in FiberScout facilitate a detailed exploration of primary spatial data together with derived quantitative data (i.e., secondary data).\n2. Visual parameter space analysis (vPSA): The contributions towards vPSA focus on concepts for exploring and analyzing the space of possible parameter combinations of algorithms, models, and data processing pipelines as well as their effects on the ensemble of results. The presented methods and techniques visually guide users in finding adequate\ninput parameter sets, leading to optimal output results. In particular, the vPSA of segmentation and reconstruction algorithms is investigated. Similarity Metrics are introduced for comparing features as well as their characteristics.\n3. Comparative visualization and ensemble analysis: The comparison of larger sets of ensemble members as generated by vPSA is difficult, tedious, and error-prone, which is often\nexacerbated by subtle differences in the individual members. Here, techniques are presented to study the differences between multiple results regarding their visual representation as well as their characteristics. Dynamic Volume Lines is a novel technique for the visual analysis and comparison of large sets of 3D volumes using linearization methods combined with interactive data exploration. This technique is accompanied by a comparative visualization in the spatial domain to establish a link between the abstracted data and real world representations.\nFinally, in terms of visualization theory and modeling, this thesis abstracts the characteristics of visual parameter space analysis in a holistic conceptual framework. It also classifies and frames the novel area of visual computing in materials science, identifying research gaps within this\ndomain.",
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        "abstract": "Laser scanning, photogrammetry and other 3D scanning approaches generate data sets comprising millions to trillions of points. Modern GPUs can easily render a few million and up to tens of millions of points in real time, but data sets with hundreds of millions of points and more require acceleration structures to be rendered in real time. In this thesis, we present three contributions to the state of the art with the goal of improving the performance as well as the quality of real-time rendered point clouds.\n\nTwo of our contributions address the performance of LOD structure generation. State-of-the-art approaches achieve a throughput of up to around 1 million points per second, which requires users to wait minutes even for smaller data sets with a few hundred million points. Our proposed solutions are: A bottom-up LOD generation approach that creates LOD structures up to an order of magnitude faster than previous work, and a progressive rendering approach that is capable of rendering any point cloud that fits in GPU memory in real time, without the need to generate LOD structures at all. The former achieves a throughput of up to 10 million points per second, and the latter is capable of loading point clouds at rates of up to 37 million points per second from an industry-standard point-cloud format (LAS), and up to 100 million points per second if the file format matches the vertex buffer format. Since it does not need LOD structures, the progressive rendering approach can render already loaded points right away while additional points are still being loaded. \n\nOur third contribution improves the quality of LOD-based point-cloud rendering by introducing a continuous level-of-detail approach that produces gradual transitions in point density, rather than the characteristic and noticeable blocks from discrete LOD structures. It is mainly targeted towards VR applications, where discrete levels of detail are especially noticeable and disturbing, in a large part due to the popping of chunks of points during motion. ",
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        "abstract": "Our world is becoming more digital each year, new parts of our daily life become\nconnected and the amount and complexity of the produced data increases steadily.\nThe analysis of this data enables big opportunities for science and industry. A\nsubset of this data is organized in the form of hierarchical networks or can be\ntransformed by clustering algorithms into hierarchical layers. We see this in multiple\napplication domains for example medical research where connections, group and\ncluster memberships of diseases are tracked; social science where relationships\nare mapped in company organization charts; in software engineering in the form of\nbuild-, dependency- and source code version management software with hierarchical\nconnections between software modules, versions and layered software architecture.\n\nHowever, getting insight into this complex data with traditional two-dimensional\nvisualization is getting more difficult as the visual clutter increases significantly with\nthe exponentially growth of data we saw in recent years. Therefore, we need new\nmethods and techniques to facilitate and expedite the analysis process. In this thesis,\nwe investigate a new approach to visualize hierarchical network data by extending\nalready existing concepts of two-dimensional hierarchical network visualizations\nwith a third dimension and applying it to a virtual reality based visualization system.\nWe believe that the capabilities of virtual reality devices, such as improved\nspatial impression and interaction possibilities by room-scale tracked headsets and\ncontrollers allow the visualization to fully utilize the benefits of three-dimensional\ninformation visualization. Therefore, it should be possible to analyze even bigger\nand more complex hierarchical networks than currently possible with conventional\ntwo-dimensional visualizations.",
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        "title": "Colocation for SLAM-Tracked VR Headsets with Hand Tracking",
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        "abstract": "In colocated multi-user Virtual Reality applications, relative user positions in the virtual environment need to match their relative positions in the physical tracking space. A mismatch between virtual and real relative user positions might lead to harmful events such as physical user collisions. This paper examines three calibration methods that enable colocated Virtual Reality scenarios for SLAM-tracked head-mounted displays without the need for an external tracking system. Two of these methods—fixed-point calibration and marked-based calibration—have been described in previous research; the third method that uses hand tracking capabilities of head-mounted displays is novel. We evaluated the accuracy of these three methods in an experimental procedure with two colocated Oculus Quest devices. The results of the evaluation show that our novel hand tracking-based calibration method provides better accuracy and consistency while at the same time being easy to execute. The paper further discusses the potential of all evaluated calibration methods. ",
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        "title": "The VRNetzer platform enables interactive network analysis in Virtual Reality",
        "date": "2021-04",
        "abstract": "Networks provide a powerful representation of interacting components within complex\nsystems, making them ideal for visually and analytically exploring big data. However, the size\nand complexity of many networks render static visualizations on typically-sized paper or\nscreens impractical, resulting in proverbial ‘hairballs’. Here, we introduce a Virtual Reality\n(VR) platform that overcomes these limitations by facilitating the thorough visual, and\ninteractive, exploration of large networks. Our platform allows maximal customization and\nextendibility, through the import of custom code for data analysis, integration of external\ndatabases, and design of arbitrary user interface elements, among other features. As a proof\nof concept, we show how our platform can be used to interactively explore genome-scale\nmolecular networks to identify genes associated with rare diseases and understand how they\nmight contribute to disease development. Our platform represents a general purpose, VRbased\ndata exploration platform for large and diverse data types by providing an interface\nthat facilitates the interaction between human intuition and state-of-the-art analysis\nmethods.",
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        "title": "PREVIS: Predictive visual analytics of anatomical variability for radiotherapy decision support",
        "date": "2021-04",
        "abstract": "adiotherapy (RT) requires meticulous planning prior to treatment, where the RT plan is optimized with organ delineations on a pre-treatment Computed Tomography (CT) scan of the patient. The conventionally fractionated treatment usually lasts several weeks. Random changes (e.g., rectal and bladder filling in prostate cancer patients) and systematic changes (e.g., weight loss) occur while the patient is being treated. Therefore, the delivered dose distribution may deviate from the planned. Modern technology, in particular image guidance, allows to minimize these deviations, but risks for the patient remain.\n\nWe present PREVIS, a visual analytics tool for:\n\n(i) the exploration and prediction of changes in patient anatomy during the upcoming treatment, and\n\n(ii) the assessment of treatment strategies, with respect to the anticipated changes.\n\nRecords of during-treatment changes from a retrospective imaging cohort with complete data are employed in PREVIS, to infer expected anatomical changes of new incoming patients with incomplete data, using a generative model. Abstracted representations of the retrospective cohort partitioning provide insight into an underlying automated clustering, showing main modes of variation for past patients. Interactive similarity representations support an informed selection of matching between new incoming patients and past patients. A Principal Component Analysis (PCA)-based generative model describes the predicted spatial probability distributions of the incoming patient’s organs in the upcoming weeks of treatment, based on observations of past patients. The generative model is interactively linked to treatment plan evaluation, supporting the selection of the optimal treatment strategy.\n\nWe present a usage scenario, demonstrating the applicability of PREVIS in a clinical research setting, and we evaluate our visual analytics tool with eight clinical researchers.",
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        "volume": "97",
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        "id": "panfili-2021-myop",
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        "repositum_id": "20.500.12708/58726",
        "title": "Myopia in Head-Worn Virtual Reality",
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        "abstract": "In this work, we investigate the influence of myopia on the perceived visual acuity (VA) in head-worn virtual reality (VR). Factors such as display resolution or vision capabilities of users influence the VA in VR. We simulated eyesight tests in VR and on a desktop screen and conducted a user study comparing VA measurements of participants with normal sight and participants with myopia. Surprisingly, our results suggest that people with severe myopia can see better in VR than in the real world, while the VA of people with normal or corrected sight or mild myopia is reduced in VR.",
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        "id": "Mistelbauer_2021",
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        "title": "Semi-automatic vessel detection for challenging cases of peripheral arterial disease ",
        "date": "2021-03-18",
        "abstract": "Objectives: Manual or semi-automated segmentation of the lower extremity arterial tree in patients with Pe-ripheral arterial disease (PAD) remains a notoriously difﬁcult and time-consuming task. The complex manifes-tations of the disease, including discontinuities of the vascular ﬂow channels, the presence of calciﬁed atherosclerotic plaque in close vicinity to adjacent bone, and the presence of metal or other imaging artifacts currently preclude fully automated vessel identiﬁcation. New machine learning techniques may alleviate this challenge, but require large and reasonably well segmented training data. \nMethods: We propose a novel semi-automatic vessel tracking approach for peripheral arteries to facilitate and accelerate the creation of annotated training data by expert cardiovascular radiologists or technologists, while limiting the number of necessary manual interactions, and reducing processing time. After automatically clas-sifying blood vessels, bones, and other tissue, the relevant vessels are tracked and organized in a tree-like structure for further visualization. \nResults: We conducted a pilot (N = 9) and a clinical study (N = 24) in which we assess the accuracy and required time for our approach to achieve sufﬁcient quality for clinical application, with our current clinically established workﬂow as the standard of reference. Our approach enabled expert physicians to readily identify all clinically relevant lower extremity arteries, even in problematic cases, with an average sensitivity of 92.9%, and an average speciﬁcity and overall accuracy of 99.9%. \nConclusions: Compared to the clinical workﬂow in our collaborating hospitals (28:40 ± 7:45 [mm:ss]), our approach (17:24 ± 6:44 [mm:ss]) is on average 11:16 [mm:ss] (39%) faster.   ",
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        "id": "schmidlehner2021",
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        "repositum_id": null,
        "title": "Standards-based Clinical Data Repository",
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        "abstract": "During the treatment process of a patient the physician usually requests a Laboratory Report (e.g. a blood count) from the laboratory. The delivery of the Laboratory Report is ususally performed via fax or letter to the treating physician. The structured laboratory data, which were initially generated by the laboratory, are not available for the physician. Furthermore, the physician has to import the Laboratory Report manually to the Electronic Medical Record (EMR) system. Thus, enabling the electronic data exchange between a laboratory and relevant healthcare providers improves the current treatment processes.\nThe aim was the connection between a laboratory and an existing distributed Health Information Exchange (HIE), where several healthcare providers are connected to exchange medical docu-ments via the Cross-Enterprise Document Sharing (XDS) profile. A challenge was to perform the integration transparently with existing established exchange mechanisms and interfaces. While the Laboratory Information System (LIS) sends laboratory data via Health Level 7 (HL7) V2 messages over Transmission Control Protocol/Internet Protocol (TCP/IP), the HIE follows the document-based approach, and exchanges documents via XDS transactions over SOAP 1.2.\nA Clinical Data Repository (CDR) has been established for the storage and management of the laboratory data as Fast Healthcare Interoperability Resources (FHIR) resources. Furthermore, a Health Service Bus (HSB) has been developed to support the communication between the LIS, the CDR, and the HIE participating systems and components. The Clinical Document Architecture (CDA) standard was used to create a structured laboratory document, which has been exchanged with the participating healthcare providers of the HIE. The HSB integrates translation engines, which are responsible for the mapping from HL7 V2 messages into FHIR resources and further from FHIR resources into CDA documents.\nThe integration of the laboratory with the HIE was successful. An adequate mapping between the HL7 V2, FHIR, and CDA standards has been specified. Gaps between the particular standards have been identified and if necessary, an extension of the data structure has been defined. FHIR has proven its suitability as a flexible and robust storage format and its ability to provide the appropriate data structure to map laboratory data from HL7 V2 and convert FHIR resources to a CDA document.",
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        "title": "2D Points Curve Reconstruction Survey and Benchmark",
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        "abstract": "Stencils are used as intermediate objects with designed gaps in them, to create patterns on surfaces by applying pigments on the surface through the stencil, which allows the pigment to reach the surface through the gaps and thereby to create the pattern on the surface. For the production of a stencil out of any raster image, it is not enough to assume the background color as the parts of the material that will be cut out and the other color as the material remaining in the stencil. There has to be cohesion between all the independent parts that are left in so that they do not have to be held in place individually. The needed connections between the components could be made very obvious and easy to distinguish from the intended shapes in order to draw over them later on with a paintbrush. The goal of this work however, will be an algorithm that produces connections between the shapes that can be left in the image the stencil produces, without disturbing the appearance of the shapes present (too much). This is done by finding the directions of the shapes’ contours on a vectorized version of the original image, to be able to continue in the same direction with the connections between different shapes. Then from all the possible connections the ones that will be used are found by creating a graph data structure and finding a maximum matching of that graph. In the end, it will be possible to input a binary image and get back a continuous stencil form that can be used as-is.",
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    {
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        "title": "Multiscale Unfolding: Illustratively Visualizing the Whole Genome at a Glance",
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        "abstract": "We present Multiscale Unfolding, an interactive technique for illustratively visualizing multiple hierarchical scales of DNA in a single view, showing the genome at different scales and demonstrating how one scale spatially folds into the next. The DNA’s extremely long sequential structure—arranged differently on several distinct scale levels—is often lost in traditional 3D depictions, mainly due to its multiple levels of dense spatial packing and the resulting occlusion. Furthermore, interactive exploration of this complex structure is cumbersome, requiring visibility management like cut-aways. In contrast to existing temporally controlled multiscale data exploration, we allow viewers to always see and interact with any of the involved scales. For this purpose we separate the depiction into constant-scale and scale transition zones. Constant-scale zones maintain a single-scale representation, while still linearly unfolding the DNA. Inspired by illustration, scale transition zones connect adjacent constant-scale zones via level unfolding, scaling, and transparency. We thus represent the spatial structure of the whole DNA macro-molecule, maintain its local organizational characteristics, linearize its higher-level organization, and use spatially controlled, understandable interpolation between neighboring scales. We also contribute interaction\ntechniques that provide viewers with a coarse-to-fine control for navigating within our all-scales-in-one-view representations and visual \naids to illustrate the size differences. Overall, Multiscale Unfolding allows viewers to grasp the DNA’s structural composition from \nchromosomes to the atoms, with increasing levels of “unfoldedness,” and can be applied in data-driven illustration and communication. ",
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    {
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        "repositum_id": null,
        "title": "Klassifikation Urbaner Punktwolken Mittels 3D CNNs In Kombination mit Rekonstruktion von Gehsteigen",
        "date": "2021-03",
        "abstract": "LiDAR devices are able to capture the physical world very accurately. Therefore, they\nare often used for 3D reconstruction. Unfortunately, such data can become extremely\nlarge very quickly and usually only a small part of the point cloud is of interest. Thus,\nthe point cloud is filtered beforehand in order to apply algorithms only on those points\nthat are relevant for it. A semantic information about the points can be used for such a\nfiltering. Semantic segmentation of point clouds is a popular field of research and here\nthere has been a trend towards deep learning in recent years too. However, contrary to\nimages, point clouds are unstructured. Hence, point clouds are often rasterized, but this\nhas to be done, such that the underlying structure is represented well.\nIn this thesis, a 3D Convolutional Neural Network is developed and trained for a semantic\nsegmentation of LiDAR point clouds. Thereby, a point cloud is represented with an\noctree data structure, which makes it easy to rasterize only relevant parts. Since, just\ndense parts of the point cloud, in which important information about the structure is\nlocated, are subdivided further. This allows to simply take nodes of a certain level of the\noctree and rasterize them as data samples.\nThere are many application areas for 3D reconstructions based on point clouds. In an\nurban scenario, these can be for example whole city models or buildings. However, in this\nthesis, the reconstruction of sidewalks is explored. Since, for flood simulations in cities, an\nincrease in height of a few centimeters can make a great difference and information about\nthe curb geometry helps to make them more accurate. In the sidewalk reconstruction\nprocess, the point cloud is filtered first, based on a semantic segmentation of a 3D CNN,\nand then point cloud features are calculated to detect curb points. With these curb\npoints, the geometry of the curb, sidewalk and street are computed.\nTaken all together, this thesis develops a proof-of-concept prototype for semantic point\ncloud segmentation using 3D CNNs and based on that, a curb detection and reconstruction\nalgorithm.",
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        "title": "Visualization working group at TU Wien: Visibile Facimus Quod Ceteri Non Possunt",
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        "title": "Visibility precomputation with RTX ray tracing",
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        "abstract": "Visibility computation is a common problem in the field of computer graphics. Examples\ninclude occlusion culling, where parts of the scene are culled away, or global illumination\nsimulations, which are based on the mutual visibility of pairs of points to calculate lighting.\nIn this thesis, an aggressive from-region visibility technique called Guided Visibility\nSampling++ (GVS++) is presented. The proposed technique improves the Guided\nVisibility Sampling algorithm through improved sampling strategies, thus achieving low\nerror rates on various scenes, and being over four orders of magnitude faster than the\noriginal CPU-based Guided Visibility Sampling implementation. We present intelligent\nsampling strategies that use ray casting to determine a set of triangles visible from a\nflat or volumetric rectangular region in space. This set is called a potentially visible set\n(PVS). Based on initial random sampling, subsequent exploration phases progressively\ngrow an intermediate solution. A termination criterion is used to terminate the PVS\nsearch. A modern implementation using the Vulkan graphics API and RTX ray tracing\nis discussed. Furthermore, optimizations are shown that allow for an implementation\nthat is over 20 times faster than a naive implementation.",
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        "diploma_examina": "2021-03-09",
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        "title": "StARboard & TrACTOr: Actuated Tangibles in an Educational TAR Application",
        "date": "2021-02-09",
        "abstract": "We explore the potential of direct haptic interaction in a novel approach to Tangible Augmented Reality in an educational context. Employing our prototyping platform ACTO, we developed a tabletop Augmented Reality application StARboard for sailing students. In this personal viewpoint environment virtual objects, e.g., sailing ships, are physically represented by actuated micro robots. These align with virtual objects, allowing direct physical interaction with the scene. When a user tries to pick up a virtual ship, its physical robot counterpart is grabbed instead. We also developed a tracking solution TrACTOr, employing a depth sensor to allow tracking independent of the table surface. In this paper we present concept and development of StARboard and TrACTOr. We report results of our user study with 18 participants using our prototype. They show that direct haptic interaction in tabletop AR scores en-par with traditional mouse interaction on a desktop setup in usability (mean SUS = 86.7 vs. 82.9) and performance (mean RTLX = 15.0 vs. 14.8), while outperforming the mouse in factors related to learning like presence (mean 6.0 vs 3.1) and absorption (mean 5.4 vs. 4.2). It was also rated the most fun (13× vs. 0×) and most suitable for learning (9× vs. 4×).",
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    {
        "id": "klein-2020-rtgi",
        "type_id": "bachelorthesis",
        "tu_id": null,
        "repositum_id": null,
        "title": "A Framework For Real-Time Global Illumination Algorithms",
        "date": "2021-01-31",
        "abstract": "If someone were in need of a real-time global illumination algorithm regarding their specific requirements, they would have no issue finding many possible options nowadays. There are many algorithms that are unmatched in realism, interactivity or performance. However, it might be challenging to compare different approaches side by side.\n\nIn this thesis, a framework is proposed that is capable of building a foundation for the comparison of real-time global illumination algorithms. This framework depends on an unified handling of various algorithms while aiming to be nonrestrictive towards them. All modules of the application are designed to be as mutable, generic, extendable, and reusable as possible to avoid the reimplementation of similar concepts. A consistent concept is integrated into the framework to provide a great amount of configurability, even at runtime.",
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        "authors": [
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        "date_end": "2020-01-31",
        "date_start": "2017-09-20",
        "matrikelnr": "01426483",
        "supervisor": [
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            1129
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        "research_areas": [
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        ],
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    {
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        "repositum_id": "20.500.12708/138840",
        "title": "Linking unstructured evidence to structured observations",
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        "abstract": "Light-field cameras are becoming more popular in\nthe consumer market. Their data redundancy allows, in theory,\nto accurately refocus images after acquisition and to predict the\ndepth of each point visible from the camera. Combined, these\ntwo features allow for the generation of full-focus images, which\nis impossible in traditional cameras.\nMultiple methods for depth prediction from light fields (or\nstereo) have been proposed over the years. A large subset of\nthese methods relies on cost-volume estimates – 3D objects where\neach layer represents a heuristic of whether each point in the\nimage is at a certain distance from the camera. Generally, this\nvolume is used to regress a depth map, which is then refined\nfor better results. In this paper, we argue that refining the cost\nvolumes is superior to refining the depth maps in order to further\nincrease the accuracy of depth predictions. We propose a set of\ncost-volume refinement algorithms and show their effectiveness.",
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        "title": "XRgonomics: Facilitating the Creation of Ergonomic 3D Interfaces",
        "date": "2021",
        "abstract": "Arm discomfort is a common issue in Cross Reality applications involving prolonged mid-air interaction. Solving this problem is\n difficult because of the lack of tools and guidelines for 3D user interface design. Therefore, we propose a method to make existing\n ergonomic metrics available to creators during design by estimating the interaction cost at each reachable position in the user´s\n environment. We present XRgonomics, a toolkit to visualize the interaction cost and make it available at runtime, allowing creators\n to identify UI positions that optimize users´ comfort. Two scenarios show how the toolkit can support 3D UI design and dynamic\n adaptation of UIs based on spatial constraints. We present results from a walkthrough demonstration, which highlight the potential of\n XRgonomics to make ergonomics metrics accessible during the design and development of 3D UIs. Finally, we discuss how the toolkit\n may address design goals beyond ergonomics.",
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    {
        "id": "amirkhanov-2021-diss",
        "type_id": "phdthesis",
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        "repositum_id": "20.500.12708/19584",
        "title": "Visual Analysis of Defects",
        "date": "2021",
        "abstract": "In everyday life, we use many objects on which we rely and expect them to work correctly. We use phones to communicate with friends, bicycles to commute, payment cards to buy groceries. However, due to defects, these objects may fail at some time, leading to adverse outcomes. Modern industry continually improves the quality of outputs (e.g., products and services) and ensures that they meet their specifications. A common quality management strategy is the defect analysis used to identify and control outputs that do not conform to their specifications. Traditional defect analysis methods are often manual and, therefore, time-consuming procedures. To build more efficient solutions, defect analysis increasingly employs visual analytics techniques. These techniques automatize and enhance the up-to-now manual analysis steps and support new visual approaches for defect representations that resolve existing defects without introducing new ones. In this dissertation, visual analytics techniques applied to defect analysis are referred to as visual analysis of defects. Being a rapidly developing area, the domain of visual analysis of defects is still missing a formalized basis.\n\nThis dissertation presents and discusses a workflow for the visual analysis of defects based on the plan-do-check-act cycle of continual improvement. The workflow consists of four steps: defect prevention, control of defective outputs, performance evaluation, and improvement. During the defect prevention step, domain experts plan the design and development processes to ensure that intended results can be achieved while forecasting risks and opportunities. During the control of defective outputs step, domain experts implement the processes and control defects arising throughout these processes. During the performance evaluation step, domain experts ensure that defective outputs are identified by measuring the object's characteristics. During the improvement step, domain experts explore possible actions that improve the object quality.\n\nThis dissertation presents four solutions that advance the visual analysis of defects at the four distinct steps of the workflow. The first solution corresponds to the defect prevention step and provides a preview of dental treatment. It helps dental technicians to identify the most suitable treatment option and avoid cases when patients are unsatisfied with the results due to poor denture aesthetics. The second solution corresponds to the control of defective outputs step and supports dental technicians in designing aesthetic and functional dentures. The approach provides immediate visual feedback on a change in the denture design, which helps to evaluate how the change affects aesthetics. The third solution corresponds to the performance evaluation step and supports material engineers in investigating the damage mechanism in composite materials. First, the system captures and measures various defects such as matrix fracture, fiber/matrix debonding, fiber pull-out, and fiber fracture. Later, users analyze these defects using several interactive visualization techniques. The fourth solution corresponds to the improvement step and visualizes 4D dynamical systems describing various phenomena. The solution enables the 4D representation of dynamical systems and allows the 4D representation to seamlessly transition into, familiar to the user, lower-dimensional plots.",
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        "id": "koessler-2021-i3d",
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        "tu_id": null,
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        "title": "Interactive 3D dense surface exploration in immersive virtual reality",
        "date": "2021",
        "abstract": "Dense 3D reconstructions of real-world environments become wide spread and are foreseen to act as data base to solve real world problems, such as remote inspections. Therefore not only scene viewing is required but also the ability to interact with the environment,such as selection of a user-defined part of the reconstruction for later usage. However, inter-object occlusion is inherent to large dense 3D reconstructions, due to scene geometry or reconstruction artifacts that might result in object containment. Since prior art lacks approaches for occlusion management in environments that consist of one or multiple(large) continuous surfaces, we propose the novel technique Large Scale Cut Plane that enables segmentation and subsequent selection of visible, partly or fully occluded patches within a large 3D reconstruction, even at far distance. An immersive Virtual reality setup consisting of a Head-Mounted Display, a locomotion device (omni-directional treadmill)and a 6DOF-hand-tracking device are combined with the Large Scale Cut Plane technique to foster 3D scene understanding and natural user interactions. We furthermore present results from a user study where we investigate performance and usability of our proposed technique compared to a baseline technique. Our results indicate Large Scale Cut Plane to be superior in terms of speed and precision, while we found need of improvement of the user interface.",
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        "title": "Framework proposal for automated generation of production layout scenarios: A parametric design technique to connect production planning and structural industrial building design",
        "date": "2021",
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        "abstract": "Immersive virtual environments (IVEs) in which multiple users nav-\n igate by walking and interact with each other in natural ways are\n perfectly suited for team applications from training to recreation. At\n the same time, they can solve scheduling conflicts by employing\n virtual agents in place of missing team members or additional par-\n ticipants of a scenario. While this idea has been long discussed in\n IVEs research there are no prior publications on social interactions\n in systems with multiple embodied users and agents. This paper\n presents an experiment at a work-in-progress stage that addresses\n the impact of perceived agency and control of a virtual character in\n a collaborative scenario with two embodied users and one virtual\n agent. Our future study will investigate whether users treat avatars\n and agents differently within a mixed-agency scenario, analysing\n several behavioural metrics and self-report of participants",
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        "title": "Building Information Monitoring via Gamification",
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        "abstract": "For efficient facility management it is of high importance to monitor building information, such as energy consumption, indoor temperature, occupancy as well as changes in building structure. In this paper we present a novel methodology for monitoring information about building via gamification. In our approach, the employees of a facility record the states of building elements by playing a competitive mobile game. Traditionally, external sensors are used to automatically collect information about the building usage. In contrast to that, our methodology utilizes personal mobile phones of employees as sensors to identify objects of interest and report their state. Moreover, we propose to use crowdsourcing as a tool for data collection. This way the users of the mobile game are collecting points and compete with each other. At the end of the game the winning team gets the reward. We utilized various gamification strategies to increase motivation of users to collect building data. We ex tended the traditional 3D BIM model with temporal domain to enable tracking of building changes over time. Finally, we run an experiment with real use case building in which the employees used our system for the duration of three months. We studied our approach and our motivation strategies in a post-experiment study. Our results suggest that gamification can be a viable tool for building information monitoring. Additionally, we note that motivation plays a critical role in the data acquisition by gamification.",
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        "abstract": "Due to the rapidly increasing consumption of resources and land worldwide, as well as the growing generation of waste, the building stock plays a crucial role not only for the reduction of the energy \n consumption, but also as a future source of materials (urban mining). However, there is a lack of information on the detailed material composition of the building stock, which is the main obstacle for \n modelling and predicting its future use. Therefore, the main research question is whether the use of the digital technologies \"Laser Scanning\" and \"Ground Penetrating Radar\" (GPR) as well as a \n gamification concept, enable to develop and maintain a digital twin (BIM model) which serves as a basis for urban mining.",
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        "title": "Multi-modal Spatial Object Localization in Virtual Reality for Deaf and Hard-of-Hearing People",
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        "abstract": "Information visualization techniques play an important role in Virtual Reality (VR) because they improve task performance, support cognitive processes, and eventually increase the feeling of immersion. Deaf and Hard-of-Hearing (DHH) persons have special needs for information presentation because they feel and perceive VR environments differently. Therefore, it is necessary to pay attention to requirements about presenting information in VR for this group of users. Previous research showed that adding special features and using haptic methods helps DHH persons to do VR tasks better. In this paper, we propose a novel Omni-directional particle visualization method and also evaluate multi-modal presentation methods in VR for DHH persons, such as audio, visual, haptic, and a combination of them (AVH). Additionally, we compare the results with the results of persons without hearing problems. The methods for information presentation in our study focus on spatial object localization in VR. Our user studies show that both DHH persons and persons without hearing problems were able to do VR tasks significantly faster using AVH. Also, we found out that DHH persons can do visual-related VR tasks faster than persons without hearing problems by using our new proposed visualization method. Our results suggest that the benefits of using audio among persons without hearing problems and the benefits of using vision among DHH persons cause an interesting balance in the results of AVH between both groups. Finally, our qualitative and quantitative evaluation indicates that both groups of participants preferred and enjoyed AVH modality more than other modalities.",
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        "title": "Head Up Visualization of Spatial Sound Sources in Virtual Reality for Deaf and Hard-of-Hearing People",
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        "abstract": "This paper presents a novel method for the visualization of 3D spatial sounds in Virtual Reality (VR) for Deaf and Hard-of-Hearing (DHH) people. Our method enhances traditional VR devices with additional haptic and visual feedback, which aids spatial sound localization. The proposed system automatically analyses 3D sound from VR application, and it indicates the direction of sound sources to a user by two Vibro-motors and two Light-Emitting Diodes (LEDs). The benefit of automatic sound analysis is that our method can be used in any VR application without modifying the application itself. We evaluated the proposed method for 3D spatial sound visualization in a user study. Additionally, the conducted user study investigated which condition (corresponding to different senses) leads to faster performance in 3D sound localization task. For this purpose, we compared three conditions: haptic feedback only, LED feedback only, combined haptic and LED feedback. Our study results suggest that DHH participants could complete sound-related VR tasks significantly faster using LED and haptic+LED conditions in comparison to only haptic feedback. The presented method for spatial sound visualization can be directly used to enhance VR applications for use by DHH persons, and the results of our user study can serve as guidelines for the future design of accessible VR systems.",
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        "title": "Effects of Using Vibrotactile Feedback on Sound Localization by Deaf and Hard-of-Hearing People in Virtual Environments",
        "date": "2021",
        "abstract": "Sound source localization is important for spatial awareness and immersive Virtual Reality (VR) experiences. Deaf and Hard-of-Hearing (DHH) persons have limitations in completing sound-related VR tasks efficiently because they perceive audio information differently. This paper presents and evaluates a special haptic VR suit that helps DHH persons efficiently complete sound-related VR tasks. Our proposed VR suit receives sound information from the VR environment wirelessly and indicates the direction of the sound source to the DHH user by using vibrotactile feedback. Our study suggests that using different setups of the VR suit can significantly improve VR task completion times compared to not using a VR suit. Additionally, the results of mounting haptic devices on different positions of users´ bodies indicate that DHH users can complete a VR task significantly faster when two vibro-motors are mounted on their arms and ears compared to their thighs. Our quantitative and qualitative analysis demonstrates that DHH persons prefer using the system without the VR suit and prefer mounting vibro-motors in their ears. In an additional study, we did not find a significant difference in task completion time when using four vibro-motors with the VR suit compared to using only two vibro-motors in users´ ears without the VR suit.",
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