User:Neelzon

Vandalism area
"Social software misuse" means anti-social behavior of online community participants. The most common example of misuse is Spam, for which we have lots of automatic detection solutions nowadays. Unfortunately, this is almost the only misuse for which research and solutions exists. Our goal is therefore to develop algorithms for the detection of other forms of misuse like vandalism or edit wars.

In the course of a Bachelor thesis, a study is carried out dealing with user interaction during group work on a multi-touch tabletop screen. "Multi-touch" means the overcoming of the mouse pointer principle - not only one, but multiple fingers of one or more users can be simultaneously used for interaction.

The Globefish consists of a custom three degrees of freedom trackball which is elastically suspended within a surrounding frame. The trackball, suitable for being precisely hold from two opposing sides, can be slightly moved in all spatial directions to induce translational input. Rotational input is generated by simply rotating the sphere. Our devices are manipulated with the fingertips allowing for precise interaction with virtual objects. shit. I am the greatest and you guys are so wack, for real. Do you think you are kool, I gues you are not. The elastic translation allows uniform input for all three axes and the isotonic trackball provides a natural mapping for rotations.

We present the device development process by showing several prototypes, demonstrate sophisticated sensor technologies and invite you to test the device in demo applications. Please find more information about the project under: http://www.uni-weimar.de/cms/medien/vr/research/hci/3d-desktop-interaction/globefish0.html

The goal is to calibrate a number of projectors and a camera to the same global coordinate system of the Augmented Studio. Starting from a fixed, precisely measured marker-enviromnet, structured light is used to gain information about the position, and orientation of the projectors. This information can later be used for advanced lighting and augmentation of the studio environment.

High quality volume visualization through ray casting on graphics processing units (GPU) has become an important technique for many application domains. This project focuses on the visualization of large volume datasets using a multi-resolution ray casting approach on the GPU. The volume data set is represented as an octree data structure. The leaf nodes of the octree are created by breaking the volume down into small bricks of a fixed size. Coarser resolutions are represented through inner nodes which are generated by down sampling eight neighboring nodes on a finer level. Only a limited working set of bricks can be used for each rendering frame due to limited memory resources of the graphics hardware. This working set is dynamically updated on a frame-to-frame basis depending on the current view and other parameters.