Auflistung nach Autor:in "Luderschmidt, Johannes"
1 - 10 von 10
Treffer pro Seite
Sortieroptionen
- KonferenzbeitragActivity Recognition over Temporal Distance using Supervised Learning in the Context of Dementia Diagnostics(Mensch und Computer 2022 - Tagungsband, 2022) Staab, Sergio; Bröning, Lukas; Luderschmidt, Johannes; Martin, LudgerIn the case of neurological diseases, the progression of the disease can be detected by monitoring movements and activities. Documenting such monitoring requires time-consuming work, which can hardly be covered in the context of a constantly decreasing availability of nursing staff. In cooperation with two dementia residential communities, we incrementally develop a process that supports the nursing staff by providing an approach for a semiautomated documentation. This paper presents an approach to aggregate individual activities over a care period using smartwatches in combination with supervised learning algorithms. A smartwatch offers the opportunity to integrate sensor technology into a patient’s daily routine without disturbing them, as many patients already wear watches. We are investigating promising combinations of sensor technologies and supervised learning algorithms, collecting data from the accelerometer, heart rate sensor, gyroscope, gravity and position sensor at 20 Hz and sending it to a web server. The activities are then classified multiple times using Fast Forest, Logistic Regression and Support Vector Machines over a maintenance layer. We present an activity classification prototype over time distance for automated activity recognition, which, after a number of classifications and the likelihood of these, suggests to the nurse a statement of activities over the respective time period of a nursing shift, in the form of a completed documentation. In addition, the work provides an interpretation of how the knowledge gained can be used to recognise motor skills in the course of caring for patients with neurological diseases.
- KonferenzbeitragAddressing Privacy in Passive Data Collection for Nursing Documentation(INFORMATIK 2024, 2024) Bahrololloomi, Farnod; Luderschmidt, Johannes; Staab, SergioIn this work, we present a conceptual framework to determine the relevant recording time for nursing records, considering the effective detection and minimal interference with privacy. Our goal is to reduce the documentation burden, while ensuring compliance with the requirements of the General Data Protection Regulation (GDPR). We focus on data minimization and use a combination of speaker, context, and pronoun classification to accurately distinguish between nursing staff, patients, and visitors. Our work might indicate that when context and pronoun classification are used to identify patients, age classification becomes redundant. Furthermore, we address the challenges posed by non-native speakers in nursing homes, as language proficiency significantly affects the performance of language processing models. This work forms the basis for the automation of documentation processes in nursing homes.
- KonferenzbeitragEnhancing Interactive Tabletop Workspaces with Tangible Contexts(Mensch & Computer 2012: interaktiv informiert – allgegenwärtig und allumfassend!?, 2012) Ott, Markus; Luderschmidt, Johannes; Dörner, Ralf; Kim, HyungSeok; Kim, Jee-InIn this paper, we introduce our concept of tangible contexts in the field of seamless interaction in shared workspaces between mobile devices and tabletop systems. We model the context as a relationship between a user, the user s mobile device and objects on the surface of an interactive tabletop system. The tabletop represents the public part of the context and the mobile device embodies the private part of the context in a tangible form. The mobile device s touchscreen provides an additional workspace, its gyroscopic sensors allow for detection of the device s orientation in the air and it can be used as multi-purpose tangible object on the tabletop s surface. Additionally, an interaction performed with a mobile device can be technically and conceptually linked to its owner. In particular, users can automatically authenticate interactions by using their own device. Therefore, by employing tangible contexts it is possible complementing public interaction on the tabletop with private interaction on the mobile device and providing an ownership metaphor of UI elements on an interactive surface.
- KonferenzbeitragEin Experiment zur Analyse und zum Reengineering von Software-Qualität im Bereich der Betreuung(Softwaretechnik-Trends Band 40, Heft 2, 2020) Staab, Sergio; Luderschmidt, Johannes; Martin, LudgerGegenstand der hier vorgestellten Arbeit ist die Analyse der Software-Qualität einer eigens entwickelten Informations-, Abstimmungs-, Kommunikations- und Dokumentationsplattform für Pfleger von demenzkranken Patienten. Die Analyse erfolgt anhand empirischen und analytischen Usability-Tests sowie dem darauffolgenden Software-Reengineering durch Transformation zur Qualitäts- und Akzeptanzsteigerung für das Pflegepersonal.
- KonferenzbeitragGoal-snapping: an empirical evaluation of object snapping in tangible and multi-touch interfaces(ARCS 2012 Workshops, 2012) Schmitt, Sebastian; Luderschmidt, Johannes; Haubner, Nadia; Lehmann, Simon; Dörner, Ralf; Schwanecke, UlrichWe present “Goal-snapping”, a novel approach for applying snapping techniques to tangible and multi-touch interfaces. It can be used to support users in accomplishing basic tasks such as aligning, sorting or grouping of virtual objects. As using snapping on large surfaces poses challenges in interaction design, we identify and discuss according parameters in Goal-snapping. For sorting and aligning, we propose to use snappers that attract objects within a target zone and visually arrange them to present an overview. For exchanging objects among users, we propose that each user has a target snapper that acts as a goal to which objects can be flicked. A user study has shown that although participants embrace the use of snapping to automatically group objects in a sorting task, snapping does not accelerate the completion time and increases the error rate by accidently snapped objects. In a long distance positioning task, the use of snapping significantly increases task completion.
- KonferenzbeitragEine Kategorisierung und Katalogisierung von AR & VR Projekten für die (Hoch-) Schullehre(DELFI 2021, 2021) Horn, Florian; Dietze, Andreas; Doerner, Ralf; Grimm, Paul; Krömker,Detlef; Luderschmidt, Johannes; Tillmann, Alexander; Ulges, AdrianIm Rahmen des Projekts “anonymisiert” (anonymisiert) wurde vom Arbeitskreis AR/VR eine umfangreiche Recherche und Kategorisierung von AR und VR Software für Anwendungen in der Lehre ausgeführt, deren Ergebnis ein frei verfügbarer Online-Katalog ist. Zunächst wurden 308 Projekte gesichtet, hierbei wurden Projekte aus Hessen und dem Raum DACH fokussiert. Diese Projekte wurden mit Metadaten, wie Fachgebiet, Zielgruppe und Nutzungswelt versehen und dadurch die Suche nach diversen Kriterien ermöglicht. Anschließend wurden Projekte nach Gütekriterien, wie Nutzbarkeit, Interoperabilität und Wiederverwendbarkeit bewertet und in einen digitalen Katalog überführt. Dieser Katalog wurde als Website veröffentlicht und bietet AR und/oder VR interessierten Lehrenden an Schulen und Hochschulen die Möglichkeit, aus zurzeit 105 Projekten, mittels Schlagwort und Filtersuche, ein geeignetes Angebot für das eigene Lehr-/Lernszenario zu finden. In dieser Publikation beschreiben wir den Rechercheprozess, die Kategorisierung und geben einen Ausblick über Erweiterungen und Nachhaltigkeit des Katalogs.
- KonferenzbeitragKollaborative Gesten für Tabletop-User-Interfaces(Mensch & Computer 2012 – Workshopband: interaktiv informiert – allgegenwärtig und allumfassend!?, 2012) Hofmann, Tim; Luderschmidt, Johannes; Dörner, RalfIn dieser Arbeit wird eine Sammlung von kollaborativen Gesten für Tabletop-User-Interfaces vorgestellt. Dies sind Gesten, die von mehreren Personen gemeinsam ausgeführt werden und deren Zusammenarbeit unterstützen. Besonders für Anwendungen, in denen User miteinander agieren, ist die Erforschung der Gesten für diese Art der Interaktion wichtig. Beispiele für durch solche Gesten ermöglichte Aktionen sind das Zuweisen und Anfordern von Objekten oder das Verbinden und Lösen von virtuellen Objekten. Konzepte für solche Gesten werden in diesem Paper vorgestellt. Anhand eines Settings einer Live-Video-Analyse werden diese umgesetzt und daraufhin ausgewertet.
- WorkshopbeitragReplicating Interactive Surfaces Using Distortion Techniques(Mensch & Computer 2012: interaktiv informiert – allgegenwärtig und allumfassend!?, 2012) Lee, Jooyoung; Dörner, Ralf; Luderschmidt, Johannes; Kim, HyungSeok; Kim, Jee-InIn this paper we present a distortion technique that provides a focus & context view of an interactive surface s screen on a mobile device. Simply showing a reduced version of the surface s screen on the mobile device would not have been sufficient as UI elements could be too small to be manipulated. Users modify the region of interest (ROI) of the focus & context distortion via gestural input on their device. We employ this technique in our system that transmits interaction on the mobile device via TUIO to the interactive surface. Thus, users may interact remotely with any TUIO-based application on the surface without additional implementation effort while real-time constraints are still met.
- KonferenzbeitragTowards a top-view detection of body parts in an interactive tabletop environment(ARCS 2012 Workshops, 2012) Haubner, Nadia; Schwanecke, Ulrich; Dörner, Ralf; Lehmann, Simon; Luderschmidt, JohannesIntegrating digital tabletop systems in private living environments is a promising approach to enhance people's everyday life with information technology. Apart from using the surface of such a tabletop, research on the detection of interaction above and around the surface is increasing rapidly. So far, detection is limited either to very specific gestures above the surface or to rather abstract detection of users in a larger scenario. The detection of body parts in tabletop setups has rarely been investigated, although the knowledge about the whereabouts of body parts would be helpful to establish relationships between users and interactions. In this paper, we propose a system that is capable to detect body parts above and around such a tabletop setup using a depth camera. We further take up an existing approach to present how the detection in this setup could work. Additionally, we propose a new approach to obtain training data for the detection using a color suit.
- KonferenzbeitragVispol: An Interactive Tabletop Graph Visualization for the Police(Mensch & Computer 2012: interaktiv informiert – allgegenwärtig und allumfassend!?, 2012) Luderschmidt, Johannes; Dörner, Ralf; Seyer, Melanie; Frieß, Frederic; Heimann, RudiVispol (Visualization for the police) is an interactive graph-based visualization that supports the work of the police of Hessen, Germany. A Vispol graph visualizes involved persons and their relations in crisis incidents like hostage takings or bank hold-ups. It presents a tabletop-based multi-touch and tangible user interface for the structured creation and manipulation of node-link diagrams. For instance, persons can be stamped into a graph with a stamp tangible object and links can be established employing multi-touch gestures. The graph can be visually filtered by applying layout algorithms via layout tangibles or by using a tangible magnet metaphor. We presented Vispol to the police to gather qualitative feedback. The police appreciated the visualization and generally liked the approach to use a multi-touch and tangible user interface. However, when it came to interacting with the tabletop system, police officers acted very cautiously and hesitatingly, as they were afraid of the new technology.