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Projekte

Drittmittel-Projekte

IT4SE
IT4SE ist ein Forschungsprojekt der Universität Waikato, Neuseeland, und zwei deutschen Institutionen, der Universität Augsburg und der Hochschule Augsburg. Ziel der Zusammenarbeit ist die Grundsteinlegung für wissenschaftlichen und technischen Austausch, sowie zukünftige Projektarbeiten im Bereich der effizienten Gewinnung und Nutzung erneuerbarer Energien für Privatpersonen. IT4SE startete im September 2010 und wird von der Hochschule Augsburg koordiniert.

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DynaLearn
Das DynaLearn-Projekt erschafft eine interaktive Lernumgebung für die Modellierung von Konzeptwissen. Wir haben einen umfangreichen Satz an animierten Charakteren erstellt, die den Lernenden nicht nur im Sinne einer Anleitung unterstützten, sondern zudem das Wissen des Anwenders reflektieren. Durch das unterrichten eines virtuellen Hamsters in einem virtuellen Klassenzimmer ist es in dieser Software möglich, die Plausibilität von erstellten Modellen zu testen, mehr darüber zu erfahren und Fehler auf eine spielerische und unterhaltsame Art und Weise zu finden. DynaLearn
 
eCUTE: Education in Cultural Understanding, technology enhanced
The eCUTE Project aims at improving the understanding between different cultural, ethnic and religious groups. eCUTE
 
IRIS: Integrating Research in Interactive Storytelling
IRIS (Integrating Research in Interactive Storytelling) aims at creating a virtual centre of excellence that will be able to achieve breakthroughs in the understanding of Interactive Storytelling and the development of corresponding technologies. IRIS
 
OC-TRUST: Trustworthiness of Organic Computing Systems
The DFG-funded project OC-TRUST aims to investigate trustworthiness of Organic Computing (OC) systems. Within this project, different partner work on models, metrics and algorithms to establish trust between device components of OC systems (device trust) and trust of a user in OC systems and to other users (user trust). OC-TRUST
 
TARDIS: Training young Adult's Regulation of emotions and Development of social Interaction Skills
TARDIS aims to build a scenario-based serious-game simulation platform for young people to explore, practice and improve their social skills. TARDIS


Interne Projekte

Advanced Agent Animation
Advanced Agent Animation (AAA) is an application designed for managing virtual social situations. It provides extended support for manipulating virtual agents and managing interactions between them. Interactions can be both verbally (TTS) and non-verbally (animations, gazing, orientations, positions). Advanced Agent Animation
 
Mood-based Music Genre Classification
In this project, we will develop a novel music taxonomy that combines the four popular music categories (classical, jazz, pop, rock) with four quadrants models of musical mood derived from two factors: valence (happy/anxious) and arousal (calm/energetic). Mood-based Music Genre Classification
 
MuchEROS
Multichannel Emotion Recognition in Online System. MuchEROS
 
Visuelle Anpassung
Visuelle Adaption beschäftigt sich mit der non-verbalen Kommunikation und Informationstransport durch grafische Gestaltungsmittel. Vor allem in interaktiven Echtzeitanwendungen kann sich die Dramaturgie spontan ändern, was zu neuen Herausforderungen an die künstlerische Ausgestaltung führt. Visuelle Anpassung


Tools

AuBT: Augsburg Biosignal Toolbox
Augsburg Biosignal Toolbox (AuBT) is a toolbox for analyzing physiological signals written in Matlab. It comes along with a graphical user interface which allows the user to extract features from common physiological signals, select relevant ones and use them to train and evaluate a classifier. AuBT
 
EmoVoice: Real-time emotion recognition from speech
EmoVoice is a comprehensive framework for real-time recognition of emotions from acoustic properties of speech (not using word information). Linking output to other applications is easy and thus allows the implementation of prototypes of affective interfaces. EmoVoice
 
FUBI: Full Body Interaction Framework
Full Body Interaction Framework (FUBI) is a framework for recognizing full body gestures and postures in real time from the data of an OpenNI-applicable depth sensor, especially the Microsoft Kinect sensor. FUBI
 
Horde3D Enhancements
The Horde3D Graphics Engine developed by Nicolas Schulz is supported by the Chair for Multimedia Concepts and their Applications. With this project we provide additional enhancements for the graphics engine. Horde3D Enhancements
 
Horde3D GameEngine
Our GameEngine is based on the Horde3D graphics engine. Horde3D offers the stunning visual effects expected in next-generation games. At the same time it is as lightweight and conceptually clean as possible. Horde3D is particularly suitable for rendering large crowds of animated characters in next-generation quality. The idea behind the GameEngine is to extend Horde3D with components that are often needed but not covered by Horde3D which is a graphics engine. Horde3D GameEngine
 
Horde3D Scene Editor
The Horde3D Editor offers an easy to use interface for creating Horde3D scene graph files and rapid prototyping. Horde3D Scene Editor
 
SceneMaker
We present our SceneMaker authoring framework which allows the visual authoring of interactive systems using concurrent statecharts. SceneMaker relies on concepts for concurrency, variable scoping and history nodes. The implementation relies on an interpreter approach, allowing real-time visualization of running Scenefows and Scenes. SceneMaker
 
Social Signal Interpretation (SSI)
The Social Signal Interpretation (SSI) framework offers tools to record, analyse and recognize human behavior in real-time, such as gestures, mimics, head nods, and emotional speech. It supports streaming from multiple sensors and includes mechanisms for their synchronization. SSI