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Publications

Anthropomorphic Robot arm movement model attractor dynamics approach attractor dynamics approach BCI behavior generation collision avoidance direct physical interaction dynamic neural field dynamical systems EEG haptic interface human robot collaboration image processing Inverse kinematics Machine Learning man machine interaction Man-machine-interaction manipulator dynamics movement model recurrent neural network redundant robot arm Reinforcement learning Robot manipulator control Robotics Robotics scene representation simulated reality Simulation speech recognition

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2012

8.

Sebastian Noth; Johann Edelbrunner; Ioannis Iossifidis

A Versatile Simulated Reality Framework: From Embedded Components to ADAS Inproceedings

In: International Conference on Pervasive and Embedded and Communication Systems, 2012, PECCS2012, 2012.

BibTeX | Tags: Machine Learning, Robotics, simulated reality, Simulation, virtual reality

@inproceedings{Noth2012b,
title = {A Versatile Simulated Reality Framework: From Embedded Components to ADAS},
author = {Sebastian Noth and Johann Edelbrunner and Ioannis Iossifidis},
year = {2012},
date = {2012-01-01},
booktitle = {International Conference on Pervasive and Embedded and Communication Systems, 2012, PECCS2012},
keywords = {Machine Learning, Robotics, simulated reality, Simulation, virtual reality},
pubstate = {published},
tppubtype = {inproceedings}
}

Close

7.

Sebastian Noth; Johann Edelbrunner; Ioannis Iossifidis

A Versatile Simulated Reality Framework: From Embedded Components to ADAS Inproceedings

In: International Conference on Pervasive and Embedded and Communication Systems, 2012, PECCS2012, 2012.

BibTeX | Tags: Machine Learning, Robotics, simulated reality, Simulation, virtual reality

@inproceedings{Noth2012bb,
title = {A Versatile Simulated Reality Framework: From Embedded Components to ADAS},
author = {Sebastian Noth and Johann Edelbrunner and Ioannis Iossifidis},
year = {2012},
date = {2012-01-01},
booktitle = {International Conference on Pervasive and Embedded and Communication Systems, 2012, PECCS2012},
keywords = {Machine Learning, Robotics, simulated reality, Simulation, virtual reality},
pubstate = {published},
tppubtype = {inproceedings}
}

Close

2011

6.

Sebastian Noth; Ioannis Iossifidis

Simulated reality environment for development and assessment of cognitive robotic systems Inproceedings

In: Proc. IEEE/RSJ International Conference on Robotics and Biomimetics (RoBio2011), 2011.

Abstract | BibTeX | Tags: Machine Learning, Robotics, Simulation, virtual reality

@inproceedings{Noth2011,
title = {Simulated reality environment for development and assessment of cognitive robotic systems},
author = {Sebastian Noth and Ioannis Iossifidis},
year = {2011},
date = {2011-01-01},
urldate = {2011-01-01},
booktitle = {Proc. IEEE/RSJ International Conference on Robotics and Biomimetics (RoBio2011)},
abstract = {Simulated reality environment incorporating humans and physically plausible behaving robots, providing natural interaction channels, with the option to link simulator to real perception and motion, is gaining importance for the development of cognitive, intuitive interacting and collaborating robotic systems.

In the present work we introduce a head tracking system which is utilized to incorporate human ego motion in simulated environment improving immersion in the context of human-robot collaborative tasks.},
keywords = {Machine Learning, Robotics, Simulation, virtual reality},
pubstate = {published},
tppubtype = {inproceedings}
}

Close

Simulated reality environment incorporating humans and physically plausible behaving robots, providing natural interaction channels, with the option to link simulator to real perception and motion, is gaining importance for the development of cognitive, intuitive interacting and collaborating robotic systems.

In the present work we introduce a head tracking system which is utilized to incorporate human ego motion in simulated environment improving immersion in the context of human-robot collaborative tasks.

Close

5.

S Noth; I Iossifidis

Benefits of ego motion feedback for interactive experiments in virtual reality scenarios Conference

BC11 : Computational Neuroscience $backslash$& Neurotechnology Bernstein Conference $backslash$& Neurex Annual Meeting 2011, 2011.

BibTeX | Tags: Machine Learning, Robotics, simulated reality, Simulation, virtual reality

@conference{Noth2011a,
title = {Benefits of ego motion feedback for interactive experiments in virtual reality scenarios},
author = {S Noth and I Iossifidis},
year = {2011},
date = {2011-01-01},
booktitle = {BC11 : Computational Neuroscience $backslash$& Neurotechnology Bernstein Conference $backslash$& Neurex Annual Meeting 2011},
keywords = {Machine Learning, Robotics, simulated reality, Simulation, virtual reality},
pubstate = {published},
tppubtype = {conference}
}

Close

4.

Sebastian Noth; Ioannis Iossifidis

Simulated reality environment for development and assessment of cognitive robotic systems Inproceedings

In: Proc. IEEE/RSJ International Conference on Robotics and Biomimetics (RoBio2011), 2011.

Abstract | BibTeX | Tags: Machine Learning, Robotics, Simulation, virtual reality

@inproceedings{Noth2011c,
title = {Simulated reality environment for development and assessment of cognitive robotic systems},
author = {Sebastian Noth and Ioannis Iossifidis},
year = {2011},
date = {2011-01-01},
urldate = {2011-01-01},
booktitle = {Proc. IEEE/RSJ International Conference on Robotics and Biomimetics (RoBio2011)},
abstract = {Simulated reality environment incorporating humans and physically plausible behaving robots, providing natural interaction channels, with the option to link simulator to real perception and motion, is gaining importance for the development of cognitive, intuitive interacting and collaborating robotic systems.

In the present work we introduce a head tracking system which is utilized to incorporate human ego motion in simulated environment improving immersion in the context of human-robot collaborative tasks.},
keywords = {Machine Learning, Robotics, Simulation, virtual reality},
pubstate = {published},
tppubtype = {inproceedings}
}

Close

Simulated reality environment incorporating humans and physically plausible behaving robots, providing natural interaction channels, with the option to link simulator to real perception and motion, is gaining importance for the development of cognitive, intuitive interacting and collaborating robotic systems.

In the present work we introduce a head tracking system which is utilized to incorporate human ego motion in simulated environment improving immersion in the context of human-robot collaborative tasks.

Close

3.

S Noth; Ioannis Iossifidis

Benefits of ego motion feedback for interactive experiments in virtual reality scenarios Conference

BC11 : Computational Neuroscience $backslash$& Neurotechnology Bernstein Conference $backslash$& Neurex Annual Meeting 2011, 2011.

BibTeX | Tags: Machine Learning, Robotics, simulated reality, Simulation, virtual reality

@conference{Noth2011ab,
title = {Benefits of ego motion feedback for interactive experiments in virtual reality scenarios},
author = {S Noth and Ioannis Iossifidis},
year = {2011},
date = {2011-01-01},
urldate = {2011-01-01},
booktitle = {BC11 : Computational Neuroscience $backslash$& Neurotechnology Bernstein Conference $backslash$& Neurex Annual Meeting 2011},
keywords = {Machine Learning, Robotics, simulated reality, Simulation, virtual reality},
pubstate = {published},
tppubtype = {conference}
}

Close

2010

2.

Sebastian Noth; Eva Schrowangen; Ioannis Iossifidis

Using ego motion feedback to improve the immersion in virtual reality environments Inproceedings

In: ISR / ROBOTIK 2010, Munich, Germany, 2010.

Abstract | BibTeX | Tags: head tracking, Simulation, virtual reality

@inproceedings{Noth2010,
title = {Using ego motion feedback to improve the immersion in virtual reality environments},
author = {Sebastian Noth and Eva Schrowangen and Ioannis Iossifidis},
year = {2010},
date = {2010-01-01},
urldate = {2010-01-01},
booktitle = {ISR / ROBOTIK 2010},
address = {Munich, Germany},
abstract = {To study driver behavior we set up a lab with fixed base driving simulators. In order to compensate for the lack of physical feedback in this scenario, we aimed for another means of increasing the realism of our system. In the following, we propose an efficient method of head tracking and its integration in our driving simulation. Furthermore, we illuminate why this is a promising boost of the subjects immersion in the virtual world. Our idea for increasing the feeling of immersion is to give the subject feedback on head movements relative to the screen. A real driver sometimes moves his head in order to see something better or to look behind an occluding object. In addition to these intentional movements, a study conducted by Zirkovitz and Harris has revealed that drivers involuntarily tilt their heads when they go around corners in order to maximize the use of visual information available in the scene. Our system reflects the visual changes of any head movement and hence gives feedback on both involuntary and intentional motion. If, for example, subjects move to the left, they will see more from the right-hand side of the scene. If, on the other hand, they move upwards, a larger fraction of the engine hood will be visible. The same holds for the rear view mirror.},
keywords = {head tracking, Simulation, virtual reality},
pubstate = {published},
tppubtype = {inproceedings}
}

Close

To study driver behavior we set up a lab with fixed base driving simulators. In order to compensate for the lack of physical feedback in this scenario, we aimed for another means of increasing the realism of our system. In the following, we propose an efficient method of head tracking and its integration in our driving simulation. Furthermore, we illuminate why this is a promising boost of the subjects immersion in the virtual world. Our idea for increasing the feeling of immersion is to give the subject feedback on head movements relative to the screen. A real driver sometimes moves his head in order to see something better or to look behind an occluding object. In addition to these intentional movements, a study conducted by Zirkovitz and Harris has revealed that drivers involuntarily tilt their heads when they go around corners in order to maximize the use of visual information available in the scene. Our system reflects the visual changes of any head movement and hence gives feedback on both involuntary and intentional motion. If, for example, subjects move to the left, they will see more from the right-hand side of the scene. If, on the other hand, they move upwards, a larger fraction of the engine hood will be visible. The same holds for the rear view mirror.

Close

1.

Sebastian Noth; Eva Schrowangen; Ioannis Iossifidis

Using ego motion feedback to improve the immersion in virtual reality environments Inproceedings

In: ISR / ROBOTIK 2010, Munich, Germany, 2010.

Abstract | BibTeX | Tags: Autonomous Robotics, head tracking, Simulation, virtual reality

@inproceedings{Noth2010b,
title = {Using ego motion feedback to improve the immersion in virtual reality environments},
author = {Sebastian Noth and Eva Schrowangen and Ioannis Iossifidis},
year = {2010},
date = {2010-01-01},
booktitle = {ISR / ROBOTIK 2010},
address = {Munich, Germany},
abstract = {To study driver behavior we set up a lab with fixed base driving simulators. In order to compensate for the lack of physical feedback in this scenario, we aimed for another means of increasing the realism of our system. In the following, we propose an efficient method of head tracking and its integration in our driving simulation. Furthermore, we illuminate why this is a promising boost of the subjects immersion in the virtual world. Our idea for increasing the feeling of immersion is to give the subject feedback on head movements relative to the screen. A real driver sometimes moves his head in order to see something better or to look behind an occluding object. In addition to these intentional movements, a study conducted by Zirkovitz and Harris has revealed that drivers involuntarily tilt their heads when they go around corners in order to maximize the use of visual information available in the scene. Our system reflects the visual changes of any head movement and hence gives feedback on both involuntary and intentional motion. If, for example, subjects move to the left, they will see more from the right-hand side of the scene. If, on the other hand, they move upwards, a larger fraction of the engine hood will be visible. The same holds for the rear view mirror.},
keywords = {Autonomous Robotics, head tracking, Simulation, virtual reality},
pubstate = {published},
tppubtype = {inproceedings}
}

Close

To study driver behavior we set up a lab with fixed base driving simulators. In order to compensate for the lack of physical feedback in this scenario, we aimed for another means of increasing the realism of our system. In the following, we propose an efficient method of head tracking and its integration in our driving simulation. Furthermore, we illuminate why this is a promising boost of the subjects immersion in the virtual world. Our idea for increasing the feeling of immersion is to give the subject feedback on head movements relative to the screen. A real driver sometimes moves his head in order to see something better or to look behind an occluding object. In addition to these intentional movements, a study conducted by Zirkovitz and Harris has revealed that drivers involuntarily tilt their heads when they go around corners in order to maximize the use of visual information available in the scene. Our system reflects the visual changes of any head movement and hence gives feedback on both involuntary and intentional motion. If, for example, subjects move to the left, they will see more from the right-hand side of the scene. If, on the other hand, they move upwards, a larger fraction of the engine hood will be visible. The same holds for the rear view mirror.

Close

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