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Institute
E-Learning Anwendungen sind heutzutage im Trend. Jedoch nicht nur aus diesem Grund sind sie vom großen Interesse. Im Vordergrund steht ihr didaktisches Konzept. Heutzutage ist es technisch möglich, die Teilnehmer interaktiv in einen
E- Learning Kurs einzubinden. Die Lernschritte können durch die Anwendung kontrolliert werden. Im Gegensatz zu einer Vorlesung, kann die Theorie direkt mit der Praxis verknüpft werden. Das Ziel der Arbeit ist die Erstellung eines Konzeptes und die Entwicklung eines Prototypen einer interaktiven Entwicklungsumgebung von Java für Programmieranfänger. In dieser Arbeit wurden aktuelle E-Learning Plattformen zu Java analysiert. Aus den gewonnen Erkenntnissen wurde ein Konzept für eine E-Learningplattform entwickelt. Dieses Konzept wurde erfolgreich als Prototyp implementiert. Für die Implementation wurden bewährte Technologien, wie das Django-Framework und das Javascript-Framework Vue.js eingesetzt. Der Kurs wurde von neun Teilnehmern getestet. Zusätzlich wurde eine Umfrage zu der Kursanwendung durchgeführt. Das Testergebnis bestätigt, dass die Teilnehmer den Kurs bestanden haben.
This thesis shows an interaction of primitives in a three-dimensional space which is done by gestures. Functions which are difficult to do by gestures without any absolute feeling of the position are implemented with a touchscreen. Besides the touchscreen a second input device, a Leap-Motion, is used to obtain data of the motion of the hand. To get its data the Leap-Motion uses two CCD-cameras and three infrared LEDs. The interactions that can be done without any feedback of the absolute position are the translation, rotation and scale. These three and the movement through space are implemented as gestures in this thesis. This is done in Blender with the BlenderrnGame Engine and Python. The only function which has been implemented for the touchscreen is to select an object. Later on, a comparative control of the mouse was invented to contrast it with the control of the gestures. There are two big differences between these two controls. On the one hand, the gesture controls can be done in a three-dimensional space but most people aren't used to it yet. On the other hand, there is just a two-dimensional input possibility with the mouse control. Otherwise it is familiar to most persons. The evaluation should reveal if people prefer interaction by mouse control or by gestures. The result shows that the prefered control is done by the mouse. However in some categories of the tests the gestures are quite close to the result of the mouse.
Dynamisches Tone Mapping einer High Dynamic Range Echtzeit 3D-Umgebung mit der Grafik Hardware
(2007)
Augmented reality is being present for many years. Through progress in technology smaller augmented reality glasses became possible. These new technologies allow many new ways of interaction and usage of augmented reality.
This thesis is about the Microsoft HoloLens and its possiblities for consumers and industry. In the context of this thesis a new interactive and augmented application to measure the possiblities and limitations of the Microsoft HoloLens has been developed. The scene is an assembly szenario with a step by step instruction of building with Lego bricks. The evaluation showed that the HoloLens can already be used to assist in assembling scenarios and offers some advantages over other methods, although the glasses still have some flaws.
This thesis is about the design and the implementation of a virtual reality experience. The goal is to answer two questions: Is it possible to create an immersive virtual reality experience which is mainly using impulses and triggers to scare and frighten users? Secondly, is this immersion strong enough to create an illusion in which the user can't separate the real world from the virtual world? To realise this project the design program Unity3D as well as Visual Studios 2017 were used. Furthermore, in order to verify that the experience is indeed immersive for the user, an experiment with a sample size of seven people was created. Afterwards the candidates were interviewed via a questionnaire how they felt during the virtual reality application. As a result the study showed that the application has tendencies to be immersive but the users were still aware of the situation. It can be concluded that the immersion was not strong enough to fool users regarding the separation of virtual and real world.
This thesis presents two methods for the computation of global illumination. The first is an extension of Reflective Shadow Maps with an additional shadow test in order to handle occlusion. The second method is a novel, bidirectional Light-Injection approach. Rays originating from the light source are traced through the scene and stored inside the shafts of the Linespace datastructure. These shafts are a discretization of the possible spatial directions. The Linespaces are embedded in a Uniform Grid. When retrieving this pre-calculated lightning information no traversal of datastructures and no additional indirection is necessary in the best-case scenario. This reduces computation time and variance compared to Pathtracing. Areas that are mostly lit indirectly and glas profit the most from this. However, the result is only approximative in nature and produces visible artifacts.
In dieser Arbeit wurden effektive und flexible Ansätze zur Erstellung von Shaderprogrammen für grafikkartenbasiertes Volumenrendering untersucht sowie ein Framework mit diesem Einsatzzweck konzipiert und prototypisch umgesetzt. Dazu wurden zunächst Ansätze zur Metaprogrammierung von Shadern vorgestellt, die Programmiersprachen für Shader um zusätzliche Möglichkeiten zur Kapselung von Code erweitern. Eine Umfrage zu Anforderungen an Volumenrendering bei MEVIS zeigte, dass dort ein Shaderframework für Volumenrendering ein Expertenwerkzeug wäre.Der Analyseteil stellte die zentralen Anforderungen an das zu erstellende Framework vor: Erstellung von Shadern des Volumenrenderers mittels Rapid Prototyping, modularer Aufbau der Shaderprogramme, Eignung für verschiedene Volumenrendering-Algorithmen und die Möglichkeit detaillierter Anpassungen am Volumenrendering-Shader, um für den Einsatz durch Experten geeignet zu sein.
Helicopters are crucial in today’s life. A vast amount of applications prove
their range, which are not coverable by other types of aircraft. But they are
very complex systems, both, technically and physically. This is one of the
reasons why pilot training for helicopters is quite challenging. In the last
two decades flight simulators became a supplementary instrument in the
educational process of pilots. With flight simulators it is possible to replay
uncommon or dangerous situations. In this thesis a simple flight simulator
for helicopters will be developed based on rigid body physics. The foundation is a simplified rotor model which omits complex fluid dynamics. This
helps to keep the implementation simple and illustrative as well as provide simulation rates at real-time. The modules are implemented within
the Unreal Engine in such way, that changing helicopter characteristics is
very easy.