We review OOGDM, an extensible, object-oriented data model for geographic information systems. Th... more We review OOGDM, an extensible, object-oriented data model for geographic information systems. This model is intended to be a general base for the development of geo-information systems. Currently we are implementing a prototype GIS-kernel GOODAC which realizes OOGDM. In this paper, we describe recent extensions to incorporate time.
Proceedings of the eighth ACM international symposium on Advances in geographic information systems - GIS '00, 2000
... Ludger Becker, Stefan Hammelbeck, Klaus Hinrichs Westf&lische Wilhelms-Universit&... more ... Ludger Becker, Stefan Hammelbeck, Klaus Hinrichs Westf&lische Wilhelms-Universit&t, Fachbereich Mathematik und Informatik Einsteinstr. ... The non-optimized GOODAC based version initially ran much slower than the in-memory version based on FSGDM (>10 times slower). ...
Multidimensional file structures designed for storing point data can be used to store spatial obj... more Multidimensional file structures designed for storing point data can be used to store spatial objects if the objects can be transformed into n-dimensional points. We adapt this transformation technique to design a flexible indexing technique for temporal databases. This approach can be used to support valid-time, transaction-time, and bitemporal indices. The evaluation of various kinds of temporal selections on such
Database and Expert Systems Applications. 8th International Conference, DEXA '97. Proceedings, 1997
GOODAC is an object-oriented database core supporting the implementation of GIS applications whic... more GOODAC is an object-oriented database core supporting the implementation of GIS applications which is realized on top of the database system ObjectStore. The authors present aspects of the physical design of GOODAC and discuss their concepts for index structures, logical object references, and secondary geometry representations of spatial objects in GOODAC
Marker-based optical tracking systems are often used to track objects that are equipped with a ce... more Marker-based optical tracking systems are often used to track objects that are equipped with a certain number of passive or active point markers. Fixed configurations of these markers, so-called rigid bodies, can be detected by, for example, infrared stereo-based camera systems, and their position and orientation can be reconstructed by corresponding tracking algorithms. The main issue in designing the geometrical
Marker-based rigid body configurations that are used with stereo- based tracking systems are usua... more Marker-based rigid body configurations that are used with stereo- based tracking systems are usually designed by trial-and-error method: the designer constructs a configuration, evaluates it in a given setup, and rearranges the marker positions within the config- uration if necessary. Even though single ready-made rigid bodies permit sufficiently good tracking, it is not ensured that the cor- responding arrangements of
Virtual Reality, IEEE Annual International Symposium, 2010
In visual perception, change blindness describes the phenomenon that persons viewing a visual sce... more In visual perception, change blindness describes the phenomenon that persons viewing a visual scene may apparently fail to detect significant changes in that scene. These phenomena have been observed in both computer generated imagery and real-world scenes. Several studies have demonstrated that change blindness effects occur primarily during visual disruptions such as blinks or saccadic eye movements. However, until now
We present redirection techniques that support explo- ration of large-scale virtual environments ... more We present redirection techniques that support explo- ration of large-scale virtual environments (VEs) by means of real walking. We quantify to what degree users can unknowingly be redirected in order to guide them through VEs in which virtual paths differ from the physical paths. We further introduce the concept of dynamic passive haptics by which any number of vir- tual
In recent years visualization of and interaction with 3D data have become more and more popular a... more In recent years visualization of and interaction with 3D data have become more and more popular and widespread due to the requirements of numerous application areas. Two-dimensional desktop systems are often limited in cases where natural and intuitive interfaces are desired. Sophisticated 3D user interfaces, as they are provided by virtual reality (VR) systems consisting of stereoscopic projection and tracked input devices, are rarely adopted by ordinary users or even by experts. Since most applications dealing with 3D data still use traditional 2D GUIs, current user interface designs lack adequate efficiency. Multi-touch interaction has received considerable attention in the last few years, in particular for non-immersive, natural 2D interaction. Interactive multi-touch surfaces even support three degrees of freedom in terms of 2D position on the surface and varying levels of pressure. Since multi-touch interfaces represent a good trade-off between intuitive, constrained interaction on a touch surface providing tangible feedback, and unrestricted natural interaction without any instrumentation, they have the potential to form the fundaments of the next generation 2D and 3D user interfaces. Indeed, stereoscopic display of 3D data provides an additional depth cue, but until now challenges and limitations for multi-touch interaction in this context have not been considered. In this paper we present new multi-touch paradigms that combine traditional 2D interaction performed in monoscopic mode with 3D interaction and stereoscopic projection, which we refer to as interscopic multi-touch surfaces (iMUTS).
... in the algorithms can be carried out in a numerically robust way (as for exam-ple described b... more ... in the algorithms can be carried out in a numerically robust way (as for exam-ple described by Brinkmann and Hinrichs [9] or by ... Hence, we ran the algorithms on data sets ranging from small to quite large comparing the absolute internal memory time complexities of both ...
We review OOGDM, an extensible, object-oriented data model for geographic information systems. Th... more We review OOGDM, an extensible, object-oriented data model for geographic information systems. This model is intended to be a general base for the development of geo-information systems. Currently we are implementing a prototype GIS-kernel GOODAC which realizes OOGDM. In this paper, we describe recent extensions to incorporate time.
Proceedings of the eighth ACM international symposium on Advances in geographic information systems - GIS '00, 2000
... Ludger Becker, Stefan Hammelbeck, Klaus Hinrichs Westf&lische Wilhelms-Universit&... more ... Ludger Becker, Stefan Hammelbeck, Klaus Hinrichs Westf&lische Wilhelms-Universit&t, Fachbereich Mathematik und Informatik Einsteinstr. ... The non-optimized GOODAC based version initially ran much slower than the in-memory version based on FSGDM (>10 times slower). ...
Multidimensional file structures designed for storing point data can be used to store spatial obj... more Multidimensional file structures designed for storing point data can be used to store spatial objects if the objects can be transformed into n-dimensional points. We adapt this transformation technique to design a flexible indexing technique for temporal databases. This approach can be used to support valid-time, transaction-time, and bitemporal indices. The evaluation of various kinds of temporal selections on such
Database and Expert Systems Applications. 8th International Conference, DEXA '97. Proceedings, 1997
GOODAC is an object-oriented database core supporting the implementation of GIS applications whic... more GOODAC is an object-oriented database core supporting the implementation of GIS applications which is realized on top of the database system ObjectStore. The authors present aspects of the physical design of GOODAC and discuss their concepts for index structures, logical object references, and secondary geometry representations of spatial objects in GOODAC
Marker-based optical tracking systems are often used to track objects that are equipped with a ce... more Marker-based optical tracking systems are often used to track objects that are equipped with a certain number of passive or active point markers. Fixed configurations of these markers, so-called rigid bodies, can be detected by, for example, infrared stereo-based camera systems, and their position and orientation can be reconstructed by corresponding tracking algorithms. The main issue in designing the geometrical
Marker-based rigid body configurations that are used with stereo- based tracking systems are usua... more Marker-based rigid body configurations that are used with stereo- based tracking systems are usually designed by trial-and-error method: the designer constructs a configuration, evaluates it in a given setup, and rearranges the marker positions within the config- uration if necessary. Even though single ready-made rigid bodies permit sufficiently good tracking, it is not ensured that the cor- responding arrangements of
Virtual Reality, IEEE Annual International Symposium, 2010
In visual perception, change blindness describes the phenomenon that persons viewing a visual sce... more In visual perception, change blindness describes the phenomenon that persons viewing a visual scene may apparently fail to detect significant changes in that scene. These phenomena have been observed in both computer generated imagery and real-world scenes. Several studies have demonstrated that change blindness effects occur primarily during visual disruptions such as blinks or saccadic eye movements. However, until now
We present redirection techniques that support explo- ration of large-scale virtual environments ... more We present redirection techniques that support explo- ration of large-scale virtual environments (VEs) by means of real walking. We quantify to what degree users can unknowingly be redirected in order to guide them through VEs in which virtual paths differ from the physical paths. We further introduce the concept of dynamic passive haptics by which any number of vir- tual
In recent years visualization of and interaction with 3D data have become more and more popular a... more In recent years visualization of and interaction with 3D data have become more and more popular and widespread due to the requirements of numerous application areas. Two-dimensional desktop systems are often limited in cases where natural and intuitive interfaces are desired. Sophisticated 3D user interfaces, as they are provided by virtual reality (VR) systems consisting of stereoscopic projection and tracked input devices, are rarely adopted by ordinary users or even by experts. Since most applications dealing with 3D data still use traditional 2D GUIs, current user interface designs lack adequate efficiency. Multi-touch interaction has received considerable attention in the last few years, in particular for non-immersive, natural 2D interaction. Interactive multi-touch surfaces even support three degrees of freedom in terms of 2D position on the surface and varying levels of pressure. Since multi-touch interfaces represent a good trade-off between intuitive, constrained interaction on a touch surface providing tangible feedback, and unrestricted natural interaction without any instrumentation, they have the potential to form the fundaments of the next generation 2D and 3D user interfaces. Indeed, stereoscopic display of 3D data provides an additional depth cue, but until now challenges and limitations for multi-touch interaction in this context have not been considered. In this paper we present new multi-touch paradigms that combine traditional 2D interaction performed in monoscopic mode with 3D interaction and stereoscopic projection, which we refer to as interscopic multi-touch surfaces (iMUTS).
... in the algorithms can be carried out in a numerically robust way (as for exam-ple described b... more ... in the algorithms can be carried out in a numerically robust way (as for exam-ple described by Brinkmann and Hinrichs [9] or by ... Hence, we ran the algorithms on data sets ranging from small to quite large comparing the absolute internal memory time complexities of both ...
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Papers by Klaus Hinrichs