Fachbereich Elektrotechnik und Informationstechnik
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The increasing significance of information technology (IT) security in modern life and the rising number of cybersecurity regulations and legislation are creating a high demand for IT security experts, which is currently unmet, resulting in numerous vacancies. To address this shortage of skilled professionals, it is crucial to cultivate early interest among students. In the present study, the game-based system CampusQuest is introduced as a tool to engage students in cybersecurity from the outset and to stimulate their ambition in this field. The system is based on the concept of solving challenges, similar to the format of so-called Capture the Flag competitions. However, the challenges have been adapted to align with the specific context of a university campus, combining various additional elements. CampusQuest incorporates physical elements into the challenges, which are distributed permanently across the campus and motivate individuals to participate. Additionally, the system has been enhanced with a mechanism to prevent the dissemination of solutions. The system has been implemented in a prototype form and currently comprises eleven challenges of varying degrees of difficulty, which is designed to facilitate the introduction of the subject to first-year students.
Where are we? Evaluating the current rendering fidelity of mobile audio augmented reality systems
(2016)
Mobile audio augmented reality systems (MAARS) simulate virtual audio sources in a physical space via headphones. While 20 years ago, these required expensive sensing and rendering equipment, the necessary technology has become widely available. Smartphones have become capable to run high-fidelity spatial audio rendering algorithms, and modern sensors can provide rich data to the rendering process. Combined, these constitute an inexpensive, powerful platform for audio augmented reality.
We evaluated the practical limitations of currently available off-the-shelf hardware using a voice sample in a lab experiment. State of the art motion sensors provide multiple degrees of freedom, including pitch and roll angles instead of yaw only. Since our rendering algorithm is also capable of including this richer sensor data in terms of source elevation, we also measured its impact on sound localization. Results show that mobile audio augmented reality systems achieve the same horizontal resolution as stationary systems. We found that including pitch and roll angles did not significantly improve the users' localization performance.
When thinking of textile interfaces, these are often imagined as being integrated into clothing. Whilethis is the most prominent use of fabric, we present a standalone interface that builds on the natural set of interactions a piece of fabric affords, and that is feasible for industrial production. By integrating stitched patterns made of conductive thread into a square piece of fabric, we are able to sense estab-lished connections within this pattern and map these to a model how the cloth is folded. An integratedmicrocontroller tracks these connections and communicates them as two-dimensional continuous value changes to a host application. We present the technical construction of our prototype, a particular clip-on technique to establish the connection between fabric and electronics, and first insights into recogniz-ing different grip gestures.
Tangible widgets are one possible answer to the lack of haptic feedback on touch screens and tabletops. In this publication, we focus on tangibles that provide input and output channels by spatially relocating a part of the touch input and visual output area from the touch screen onto their own arbitrarily shaped surface. Optical fibers that transmit light between the widget's base and its surface can be used for this purpose, but input on such tangibles only works on vision based, not on capacitive touch screens, and it forces input and output to be co-located on the surface of the tangible, excluding designs with spatially separated input and output channels, for example, back-of-device interaction. We propose Transporter tangibles that exploit the technological separation of input and output channels in current capacitive touch screens. By integrating thin conductive wires into optical fiber based widgets, we can apply independent spatial transformations to both channels. This technique allows us to create tangible widgets in which the arrangement, scale, and shape of the input and output surfaces on the tangible can be designed independently and flexibly. A series of use cases illustrates the possibilities of this technology. We also explore the space of construction parameters for widgets that reliably transmit touch.
Mobile audio augmented reality systems (MAARS) provide a new and engaging modality to present information or to create playful experiences. Using special filters, spatial audio rendering creates the impression that the sound of a virtual source emanates from a certain position in the physical space. So far, most of the implementations of such systems rely on head tracking to create a realistic effect, which requires additional hardware. Recent results indicate that the built-in sensors of a smartphone can be used as source for orientation measurement, reducing deployment to a simple app download. AudioScope presents an alternative interaction technique to create such an experience, using the metaphor of pointing a directional microphone at the environment. In an experiment with 20 users, we compared the time to locate a proximate audio source and the perceived presence in the virtual environment. Results show that there is no significant difference between head-orientation measurement and AudioScope regarding accuracy and perceived presence. This means that MAARS, such as audio guides for museums, do not require special hardware but can run on the visitor's smartphones with standard headphones.
Mobile audio augmented reality systems can be used in a series of applications, e.g., as a navigational aid for visually impaired or as audio guide in museums. The implementation of such systems usually relies on head orientation data, requiring additional hardware in form of a digital compass in the headphones. As an alternative we propose AudioTorch, a system that turns a smartphone into a virtual directional microphone. This metaphor, where users move the device to detect virtual sound sources, allows quick orientation and easy discrimination between proximate sources, even with simplified rendering algorithms. We compare the navigation performance of head orientation measurement to AudioTorch. A lab study with 18 users showed the rate of correctly recognized sources to be significantly higher with AudioTorch than with head-tracking, while task completion times did not differ significantly. The presence in the virtual environment received similar ratings for both conditions.
Touch-sensitive fabrics let users operate wearable devices unobtrusively and with rich input gestures similar to those on modern smartphones and tablets. While hardware prototypes exist in the DIY crafting community, HCI designers and researchers have little data about how well these devices actually work in realistic situations. FabriTouch is the first flexible touch-sensitive fabric that provides such scientifically validated information. We show that placing a FabriTouch pad onto clothing and the body instead of a rigid support surface significantly reduces input speed but still allows for basic gestures. We also show the impact of sitting, standing, and walking on horizontal and vertical swipe gesture performance in a menu navigation task. Finally, we provide the details necessary to replicate our FabriTouch pad, to enable both the DIY crafting community and HCI researchers and designers to build on our work.
Um dem Fachkräftemangel im Bereich Elektrotechnik zu begegnen, wurde an der FH Aachen in Kooperation mit den zuständigen Kammern ein neuartiger Studiengang entwickelt. Der Beitrag beschreibt das Orientierungs- und Bildungsangebot, bei dem zeitgleich sowohl die praktischen Erfahrungen im Ausbildungsbetrieb als auch die Erfahrungen aus dem Studium eine Entscheidungsfindung für den weiteren Bildungsweg ermöglichen.
Sound and its creation are an inherently physical process, yet in the age of digital audio the physical part disappeared. Instead of working with the medium itself as, e.g., with vinyl records, the media player introduced a new level of abstraction. This new abstraction layer, however, rarely made use of our manual skills and instead forced us to work with simple binary buttons. The NIME community has created various interfaces that allow to use our manual skill to a higher extent, but only few of these developments made it to a broad market. With the separation of media player and controller, the DJ world has seen a slow transition from the traditional interfaces, mostly inspired by DJ CD players, towards hardware that supports a more creative approach and integrates features known from electronic music performance interfaces. The possible extensions on the software side are numerous, but they only work if complemented by an adapted physical interface. We present a design space to classify the existing approaches in physical interaction with audio and to discover potential opportunities for extensions.