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Konzepte der Beschreibung interaktiver Systeme / Concepts of describing interactive systemsKnöpfel, Andreas January 2004 (has links)
Interaktive System sind dynamische Systeme mit einem zumeist informationellen Kern, die über eine Benutzungsschnittstelle von einem oder mehreren Benutzern bedient werden können. Grundlage für die Benutzung interaktiver Systeme ist das Verständnis von Zweck und Funktionsweise. Allein aus Form und Gestalt der Benutzungsschnittstelle ergibt sich ein solches Verständnis nur in einfachen Fällen. Mit steigender Komplexität ist daher eine verständliche Beschreibung solcher Systeme für deren Entwicklung und Benutzung unverzichtbar.
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Abhängig von ihrem Zweck variieren die Formen vorgefundener Beschreibungen in der Literatur sehr stark. Ausschlaggebend für die Verständlichkeit einer Beschreibung ist jedoch primär die ihr zugrundeliegende Begriffswelt. Zur Beschreibung allgemeiner komplexer diskreter Systeme - aufbauend auf einer getrennten Betrachtung von Aufbau-, Ablauf- und Wertestrukturen - existiert eine bewährte Begriffswelt. Eine Spezialisierung dieser Begriffs- und Vorstellungswelt, die den unterschiedlichen Betrachtungsebenen interaktiver Systeme gerecht wird und die als Grundlage beliebiger Beschreibungsansätze interaktiver Systeme dienen kann, gibt es bisher nicht.
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Ziel dieser Arbeit ist die Bereitstellung einer solchen Begriffswelt zur effizienten Kommunikation der Strukturen interaktiver Systeme. Dadurch soll die Grundlage für eine sinnvolle Ergänzung bestehender Beschreibungs- und Entwicklungsansätze geschaffen werden. Prinzipien der Gestaltung von Benutzungsschnittstellen, Usability- oder Ergonomiebetrachtungen stehen nicht im Mittelpunkt der Arbeit.
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Ausgehend von der informationellen Komponente einer Benutzungsschnittstelle werden drei Modellebenen abgegrenzt, die bei der Betrachtung eines interaktiven Systems zu unterscheiden sind. Jede Modellebene ist durch eine typische Begriffswelt gekennzeichnet, die ihren Ursprung in einer aufbauverwurzelten Vorstellung hat. Der durchgängige Bezug auf eine Systemvorstellung unterscheidet diesen Ansatz von dem bereits bekannten Konzept der Abgrenzung unterschiedlicher Ebenen verschiedenartiger Entwurfsentscheidungen. Die Fundamental Modeling Concepts (FMC) bilden dabei die Grundlage für die Findung und die Darstellung von Systemstrukturen.
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Anhand bestehender Systembeschreibungen wird gezeigt, wie die vorgestellte Begriffswelt zur Modellfindung genutzt werden kann. Dazu wird eine repräsentative Auswahl vorgefundener Systembeschreibungen aus der einschlägigen Literatur daraufhin untersucht, in welchem Umfang durch sie die Vorstellungswelt dynamischer Systeme zum Ausdruck kommt. Defizite in der ursprünglichen Darstellung werden identifiziert. Anhand von Alternativmodellen zu den betrachteten Systemen wird der Nutzen der vorgestellten Begriffswelt und Darstellungsweise demonstriert. / Interactive systems are dynamic systems which provide services to one or more users via a user interface. Many of these systems have an information processing core. To effectively use such a system, a user needs to know about the purpose and functional concepts of the system. Only in case of a rather simple functionality, the required knowledge is likely to be obtained by mere exploration of the user interface. For complex systems, a comprehensive description is essential for effective and efficient operation, but also for system development. Especially in the context of this publication, the
focus is on the diagrams that are used for communication in the development process of interactive systems.<br><br>
With regard to its purpose these descriptions vary in form and notation. In any case,
it is the underlying terminology which is crucial to the understandability. Established
concepts and notations for the description of generic information processing
systems promote a strict separation of three categories of system structures: Compositional
structures, behavioral structures and value-range structures.<br><br>
This publication suggests a specialization of this approach for the description of interactive
systems. The definition of specific notions and semantic layers is intended to
provide a complement to existing description approaches in that field that constitutes
a mental framework to enhance the efficiency of communication about interactive systems.
In focusing to the description aspect only, design principles, system architectures
and development methods are the context but not the subject of this work.<br><br>
The separation of three semantic layers provides the foundation to distinguish
purpose-related, interaction-related and implementation-related models of interactive
systems. Each semantic layer is characterized by a specific terminology. Referring
to the idea of equivalent models, the compositional system structure varies from layer
to layer and provides the framework to ask for the observable behavior and values.
The strict assignment of system aspects to system components distinguishes this approach
from a simple layering of design decisions in the development of interactive
systems as commonly found in the relevant literature. The Fundamental Modeling
Concepts (FMC) provide the foundation for the identification and representation of
system structures.<br><br>
A selection of system descriptions taken from the relevant literature provides the starting
point to demonstrate the application of the suggested concept. Purpose, content
and form of each example are analyzed with regard to the implied system structure.
Weaknesses in the original representation are identified. Alternative models complement
the examples to illustrate the benefit of the new approach.
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Guiding Human-Computer Music Improvisation : introducing Authoring and Control with Temporal Scenarios / Guider ou composer l'improvisation musicale homme-machine à l'aide de scénarios temporelsNika, Jérôme 16 May 2016 (has links)
Cette thèse propose l’introduction de scénarios temporels pour guider ou composer l’improvisation musicale homme-machine. Ce travail étudie la dialectique entre planification et réactivité dans les systèmes interactifs dédiés à l’improvisation : des systèmes informatiques pouvant générer de la musique en relation directe avec le contexte produit par une situation de concert. On cherche ici à appréhender l'improvisation pulsée et dite « idiomatique ». En s’appuyant sur l’existence d’une structure formalisée antérieure à la performance dans de nombreux répertoires improvisés (une « grille d’accords » par exemple) ces travaux proposent : un modèle d’improvisation guidée par un « scénario » introduisant des mécanismes d’anticipation ; une architecture temporelle hybride combinant anticipation et réactivité et permettant la synchronisation du rendu multimédia avec une pulsation non métronomique ; et un cadre pour composer des sessions d’improvisation idiomatique ou non à l’échelle du scénario en exploitant la généricité des modèles. Ces recherches ont été menées en interaction constante avec des musiciens experts, en intégrant pleinement ces collaborations au processus itératif de conception des modèles et architectures. Ceux-ci ont été implémentés dans le système ImproteK, utilisé à de nombreuses reprises lors de performances avec des improvisateurs. Au cours de ces collaborations, les sessions d'expérimentations ont été associées à des entretiens et séances de réécoute afin de recueillir de nombreuses appréciations formulées par les musiciens pour valider et affiner les choix technologiques. / This thesis focuses on the introduction of authoring and controls in human-computer music improvisation through the use of temporal scenarios to guide or compose interactive performances, and addresses the dialectic between planning and reactivity in interactive music systems dedicated to improvisation. An interactive system dedicated to music improvisation generates music on the fly, in relation to the musical context of a live performance. We focus here on pulsed and idiomatic music relying on a formalized and temporally structured object, for example a harmonic progression in jazz improvisation. The same way, the models and architecture we developed rely on a formal temporal structure. This thesis thus presents: a music generation model guided by a ''scenario'' introducing anticipatory behaviors; an architecture combining this anticipation with reactivity using mixed static/dynamic scheduling techniques; an audio rendering module to perform live re-injection of captured material in synchrony with a non-metronomic beat; and a framework to compose improvised interactive performances at the ''scenario'' level. This work fully integrated frequent interactions with expert musicians to the iterative design of the models and architectures. These latter are implemented in the interactive music system ImproteK that was used at various occasions during live performances with improvisers. During these collaborations, work sessions were associated to listening sessions and interviews to gather numerous judgments expressed by the musicians in order to validate and refine the scientific and technological choices.
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Processus compositionnels interactifs : une architecture pour la programmation et l'exécution des structures musicales. / Interactive compositional processes : a framework for programming and rendering musical structuresBouche, Dimitri 12 December 2016 (has links)
Cette thèse vise à établir un système informatique permettant le calcul de structures musicales, leurs représentations/manipulations à un niveau compositionnel, ainsi que leurs diffusions interactives. Elle constitue une étude à la croisée de multiples domaines informatiques : la modélisation des systèmes discrets, l'ordonnancement, la conception logicielle ou encore les interfaces homme-machine. Nous proposons une architecture dans laquelle la modification des programmes peut affecter leurs sorties, y compris durant la phase de restitution, tout en conservant les avantages compositionnels d'une approche temps-différé. Nous introduisons également de nouveaux outils pour planifier leur exécution grâce à la conception de scenarios dynamiques, que nous appelons la meta-composition. Les mécanismes de calcul et de restitution sont entremêlés : la restitution peut être affectée par des calculs qu'elle a elle-même déclenchés. Les différents résultats décrits dans ce manuscrit sont implantés dans le logiciel de composition OpenMusic, qui peut alors modéliser les ¿uvres à la fois comme des structures musicales et comme des programmes en continuelle exécution. / This thesis aims at designing a computer system enabling the computation of musical structures, their presentation/handling on a compositional side, and their interactive rendering. It is a study at the crossroads between several computer science research fields : discrete systems modeling, scheduling, software design and human-computer interfaces. We propose an architecture where program editing can affect their outputs, including during the rendering phase, while preserving the compositional benefits of a deferred-time approach. Compositions are therefore considered as continually running programs, where computation and rendering mechanisms are interleaved. We introduce new tools and interfaces to arrange their execution through time thanks to dynamic temporal scenario scripting, which we call meta-composing. The different results described in this manuscript are implemented in the computer-aided composition environment OpenMusic.
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An Interactive Learning Tool for Early Algebra Education: Design, Implementation, Evaluation and DeploymentMeenakshi Renganathan, Siva 21 September 2017 (has links)
No description available.
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System Art : Inquiring the Artistic Potential of Interactive Systems through Formalist ApproachKontorovič, Alisa January 2024 (has links)
This article introduces the concept of System Art and lays a foundation for creating a cohesive and functional framework for artistic interactive system analysis. The paper applies Russian Formalist theory for that purpose, explores the existing literature that covers such topics as Art Games and Videogame Formalism, and identifies the gaps in the currently existing works that should be addressed before building such framework: the lack of clearly defined interactive system elements, the lack of artistic device categorization, the lack of understanding of the role meaning plays in an artistic piece, and the lack of understanding different types of Defamiliarization effect – a notion proposed by Russian Formalists (Shklovsky, 2015) and adapted to games by Mitchell (2016). This article builds a foundation for creating an artistic system-oriented analysis theory, that would in turn be able to become a part of a bigger framework for studying digital games as an interdisciplinary form of artistic expression.
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Interação multimodal adaptativa embarcada em robótica assistiva para comunicação com pessoas com deficiênciaJohn, Edward Simon 24 February 2016 (has links)
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Previous issue date: 2016-02-24 / Nenhuma / Pessoas que enfrentam dificuldades de comunicação em suas atividades diárias, por apresentarem necessidades especiais para ver ou ouvir, são uma significativa parcela da população brasileira. Técnicas de robótica assistiva vêm sendo desenvolvidas para apoiar este público em determinadas atividades, com bons resultados sendo observados. Entretanto os dispositivos de robótica assistiva disponíveis para comunicação são, em geral, direcionados ao atendimento de um público específico e não consideram o atendimento das necessidades de um público misto, composto por pessoas com diferentes necessidades. Embora existam modelos versáteis quanto a canais de entrada e saída, não se observa a implementação dos recursos para atendimento de um amplo conjunto de necessidades. Dado esse contexto, este trabalho propõe um modelo de sistema de Interação Multimodal Humano Computador, embarcado em um robô assistivo, capaz de adaptar o conjunto de meios de interação necessários para a comunicação de acordo com o tipo e o grau de necessidades do usuário, fornecendo informações relevantes por meio dos canais adequados de acordo com cada deficiência. O modelo também inclui um conjunto de recursos destinados a obter informações em fontes diversas e disponibilizar estes resultados aos usuários. A abordagem proposta enfatiza o gerenciamento de usuários e a adaptação do uso dos canais de interação às suas características. Foi desenvolvido um protótipo com um conjunto de serviços ambientados no contexto de um campus universitário, com capacidade de atender à dúvidas e necessidades sobre este ambiente. Os testes realizados com este protótipo envolveram um grupo de 14 (quatorze) usuários com deficiência e suscitaram atitudes positivas quanto a aspectos de usabilidade como facilidade de uso, utilidade, conforto e eficácia. / People facing communication difficulties in their daily activities, because they have special needs to see or hear, are a significant portion of the Brazilian population. Robotic assistive techniques have been developed to support this public in certain activities, with good results being observed. However, assistive robotic devices available for communication are generally oriented to give heed to a specific audience and do not meet the needs of a mixed audience, composed of people with different needs. While there are versatile models in terms of input and output channels, the implementation of the resources in order to attend a wide range of needs is not seen. Given this context, this work proposes a model of Multimodal Human-Computer Interaction System, embedded in an assistive robot, able to adapt the set of interaction means for communication according to the type and degree of user needs, providing relevant information through appropriate channels according to each disability. The model also includes a set of features to obtain information from various sources and provide these results to users. The proposed approach emphasizes user management and adaptation of the use of interaction channels to their characteristics. A prototype with a set of services in the context of a university campus and capable of meeting the questions and needs of this environment was developed. The experiments with this prototype involved a group of 14 (fourteen) handicapped users and elicited positive attitudes towards usability aspects as ease of use, utility, comfort and efficiency.
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Αλληλεπιδραστικό σύστημα μετατροπής προτάσεων φυσικής γλώσσας σε κατηγορηματική λογική πρώτης τάξης με αυτόματη εισαγωγή προτάσεων και δημιουργία υποδείξεων για το χρήστηΠερίκος, Ισίδωρος 07 April 2011 (has links)
Η αναπαράσταση γνώσης αποτελεί ένα σημαντικό πεδίο της τεχνητής νοημοσύνης. Ενώ η αναπαράσταση γνώσης για τον κόσμο στην καθημερινή ζωή μας γίνεται σε φυσική γλώσσα, για τα υπολογιστικά συστήματα είναι απαραίτητο να χρησιμοποιηθεί ένας συμβολισμός που να παρέχει ακριβή αναπαράσταση της γνώσης, κάτι που δεν μπορεί να παρέχει η φυσική γλώσσα λόγω της πολυσημαντικότητας των προτάσεων. Μια γλώσσα αναπαράστασης είναι η Κατηγορηματική Λογική Πρώτης Τάξης –ΚΛΠΤ (First Order Logic-FOL).
Η ΚΛΠΤ ως γλώσσα αναπαράσταση γνώσης και αυτομάτου συλλογισμού έχει πολλές πτυχές. Μια από αυτές με την οποία ασχολούμαστε στην παρούσα διπλωματική είναι η μετατροπή φυσικής γλώσσας (ΦΓ) σε Κατηγορηματική Λογική Πρώτης Τάξης (ΚΛΠΤ). Πρόκειται για μια ad-hoc διαδικασία, για την οποία δεν υπάρχει κάποιος συγκεκριμένος αλγόριθμος.
Στα πλαίσια της παρούσας διπλωματικής εργασίας αναπτύχθηκε ένα σύστημα το οποίο μοντελοποιεί την διαδικασία της μετατροπή φυσικής γλώσσας (ΦΓ) σε κατηγορηματική λογική (ΚΛΠΤ) και αυτοματοποιεί την διαδικασία εισαγωγής προτάσεων-παραδειγμάτων για τον χρήστη-διδάσκοντα. Παράλληλα μέσω μιας αλληλεπιδραστικής διεπαφής (User Interface) κατευθύνει τον χρήστη-φοιτητή κατά την διάρκεια της μετατροπής παρέχοντας βοήθειες και υποδείξεις για κάθε πρόταση.
Ο χρήστης-διδάσκοντας μπορεί να εισάγει προτάσεις-παραδείγματα σε ΚΛΠΤ στο σύστημα. Στην συνέχεια κάθε πρόταση ΚΛΠΤ αναλύεται αυτόματα στα βήματα της διαδικασίας και αποθηκεύονται τα κατάλληλα στοιχεία.
Μια άλλη πτυχή της διπλωματικής αποτελεί η υλοποίηση της ημι-αυτοματοποίησης της παραγωγής κατάλληλων υποδείξεων σε όλα βήματα της διαδικασίας για κάθε πρόταση. Για την υλοποίηση αυτή χρειάστηκε να γίνει μια κατηγοριοποίηση των επιπέδων των παρεχόμενων υποδείξεων και μια τυποποίηση των λεκτικών εκφράσεων των αντίστοιχων μηνυμάτων. / Knowledge Representation is a fundamental topic of Artificial Intelligence. In everyday life people use natural language to communicate, however natural language cannot be used for knowledge representation in computer systems. The main reason is that natural language has not clear semantic.
A basic KR language is First-Order Logic (FOL), the main representative of logic-based representation languages, which is part of almost any introductory AI course and textbook. Teaching FOL as a knowledge representation and reasoning language includes many aspects. One of them is the translation of natural language (NL) sentences into FOL formulas, often called logic formalization of NL sentences. It is an ad-hoc process; there is no specific algorithm that can be automated within a computer. This is mainly due to the fact that NL has no clear semantics as FOL does.
During this master thesis, a web-based interactive system has been developed. It’s main aim is to provide a structured process to students and guide them in translating a NL sentence into a FOL one. Also an assistant system has been created to automate the insert of new sentences into the system. The teacher can insert the sentence in natural language and it’s FOL formula. Then the formula is automatically analyzed and the necessary information for the translation is extracted and stored.
Another work done during this master thesis is the implementation of a semi-automatic help generation system. The aim of this system is to recognize the students’ errors and provide them help and guidelines during the stages of the conversion process.
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Designing Accessible User Interfaces for All by Means of Adaptive SystemsLoitsch, Claudia 23 October 2018 (has links)
Accessible user interfaces are useful for people from a population with the widest range of capabilities. People with severe impairments primarily benefit from assistive technology while built-in software-based accessibility functionality and its customisation is advantageous to many other people who experience temporary or situational disabilities. However, increasing software customisation does not naturally result in better user interfaces or reduces barriers. Quite the reverse! Finding proper adjustments requires high computer literacy. Moreover, users must create mental models for different user interfaces and must be able to translate between them back and forth because several digital devices are used sequentially or simultaneous for multifaceted contexts.
This thesis investigates accessible design for multifaceted usage of Information and Communication Technology (ICT) such as desktop, mobile devices, web-based applications or ubiquitous services to address people from a population with the widest range of capabilities. Particular attention is given to user-adaptive systems because they can overcome the limitations of manual forms of personalisation and thus can lead to better user interfaces for all people.
The presented work is organised in three parts. The first part elaborates the foundations of accessible design. A distinctive domain of a user-adaptive systems called Adaptive Inclusive Interactive System (AIIS) is introduced to show personalisation embodies a new form of accessible design. AIISs distinguish from other user-adaptive systems because they take disability as a starting point for user modelling. Against the background of existing classifications, the common ground between AIIS and other domains of user-adaptive systems is elaborated and distinctive features of AIIS are discussed. The adaptor type of inference is newly introduced in order to describe use-adaptive systems adapting a single application and those considering the interplay of accessibility aids available on an interactive device. More specifically, the interaction within and across different configuration layers (i.e.\,operating system, application, assistive technology, web) is taken into account by inferring from existing knowledge to customisation for new platforms. Furthermore, functional requirements and design choices for AIISs are demonstrated along with five specific use cases; in particular respecting information appliances in ubiquitous or individual environments, highly customisable general purpose computers, multi-user application contexts and multi-screen behaviour.
In addition, a systematic literature review of AIISs was conducted to discuss limitations of current approaches and to analyse the degree of user diversity targeted by existing systems. Results show, although multi-device and context-sensitive approaches are widely addressed, identified challenges are not sufficiently treated. Results of the literature survey show further, the adaptation theory of AIISs is mostly based on stereotypical assumptions about commonly known groups of impairments. A main limitation of stereotypes is that within-group diversity cannot be modelled. Feature-based user models such as needs and preferences are promising but seldom applied by AIISs.
The second part of this thesis describes a knowledge-based approach to user interface adaptation from preferences and for special needs. The approach was implemented as the Rule-based Matchmaker (RBMM) component of the Global Public Inclusive Infrastructure (GPII). The GPII is a software architecture to facilitate the auto-configuration of ICT such as desktop computers running MS Windows or Linux, Android-based mobile devices or public terminals such as automated teller machines. Compared to the state of the art, the inference of the proposed knowledge-approach is not encoded into explicit rules deriving adaptations from impairment groups by propositional logic. Instead, a domain ontology and logical assertions were formalised to allow inferences compatible with those applied by accessibility experts who set-up interactive devices for people with disabilities. This knowledge was described in a generic and feature-based manner to ensure scalability of the inference about diverse user demands and heterogeneous accessibility aids. The formalisation of the domain knowledge and the logical rules fulfil several challenges, including deducing configurations in cases where a user need cannot be satisfied by device customisation or can be satisfied by a multitude of accessibility aids that interfere with one another. As the proposed system emulates decision-making of accessibility experts, automatically deduced configurations were validated against manual configurations of ten accessibility experts. Results show, the average matching score of the developed system is high. Thus, the proposed system can be considered being capable of making precise decisions towards personalising user interfaces based on user needs and preferences.
Third part of this thesis comprises three empirical studies in order to discover specific domain knowledge with respect to insufficiently investigated AIISs-specific use cases as well as ICT-related requirements of certain user groups. Findings of this part of the thesis can be put to partial use -- for instance -- by extending the domain ontology of the proposed knowledge-based approach to user interface adaptation from preferences and for special needs. The first foundational user study investigates what people with disabilities know about their needs and preferences. The results show, user models must include ICT-related difficulties described at a more abstract level in addition to needs and preferences. Findings also demonstrate a wide range of individual requirements that must be considered by AIIS. Knowledge obtained from this user study was primarily used to derive requirements for the implemented RBMM. The second user study addresses a specific use case of AIIS, one that targets multi-user applications. More specifically, contradicting preferences in multi-user application contexts were analysed. Results comprise conflict resolution approaches that can be applied and further investigated by user-adaptive systems targeting this specific use case. A third user study explores ICT-related requirements of people with dementia because cognitive disabilities are not adequately covered by accessible design. The findings indicate an intersection of requirements with existing accessibility guidelines but they emphasise aspects not covered previously.
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Prototype of a Virtual Experiment Information System for the Mont Terri Underground Research LaboratoryGräbling, Nico, Sen, Özgur Ozan, Bilke, Lars, Cajuhi, Tuanny, Naumov, Dmitri, Wang, Wenqing, Ziefle, Gesa, Jaeggi, David, Maßmann, Jobst, Scheuermann, Gerik, Kolditz, Olaf, Rink, Karsten 03 November 2023 (has links)
Underground Research Laboratories (URLs) allow geoscientific in-situ experiments at
large scale. At the Mont Terri URL in Switzerland, international research groups conduct
numerous experiments in parallel. The measured and simulated data as well as research
results obtained from them are highly relevant as they improve the general understanding
of geological processes, for example in the context of radioactive waste disposal.
Unfortunately, the data obtained at the test site is often only available to researchers
who are directly involved in a particular experiment. Furthermore, typical visualisation
techniques of such data by domain scientists often lack spatial context and accessing and
exploring the data requires prior technical knowledge and a high level of effort.We created
a digital replica of the Mont Terri URL and thereby implemented a prototype of a Virtual
Experiment Information System that integrates highly heterogeneous data from several
different sources. It allows accessing and exploring the relevant data embedded in its
spatial context without much prior technical knowledge. Both, simulation results and
observation data are displayed within the same system. The 4D visualisation approach
focuses on three exemplary experiments conducted at Mont Terri and is easily transferable
to other experiments or even other URLs. The Unity Game Engine has been used to
develop the prototype. This allowed to build the application for various output devices like
desktop computers or Virtual Reality hardware without much additional effort. The
implemented system reduces the technical effort required to access and explore highly
relevant research data and lowers the cognitive effort usually needed to gain insights from
measurements, simulation models and context data. Moreover, it promotes exchange
among research groups by enabling interactive visualisations embedded in the URL’s
spatial context. In addition, a future use of the system for the communication of scientific
methods and results to stakeholders or the general public is plausible.
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Corrigendum: Prototype of a virtual experiment information system for the Mont Terri underground research laboratoryGräbeling, Nico, Sen, Özgür Ozan, Bilke, Lars, Cajuhi, Tuanny, Naumov, Dmitri, Wang, Wenqing, Ziefle, Gesa, Jaeggi, David, Maßmann, Jobst, Scheuermann, Gerik, Kolditz, Olaf, Rink, Karsten 25 January 2024 (has links)
In the published article, there was an error concerning the FE Experiment. Incorrect
information was used regarding the heaters’ power and temperature. A correction has
been made to Chapter 3: Visualisation of Selected Experiments, Sub-section 3.3 “Full-
Scale Emplacement Experiment”, Paragraph 1. The sentence previously stated:
“They work with up to 1,500W each and emit heat up to 195°C.”
The corrected sentence now states:
“They work with up to 1,350W each and emit heat up to 135°C.”
The authors apologize for this error and state that this does not change the scientific
conclusions of the article in any way. The original article has been updated.
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