The Proximity Toolkit:
Prototyping Proxemic Interactions in Ubiquitous Computing Ecologies
UNIVERSITY OF CALGARY, GROUPLAB, 2010-2011
People naturally understand and use proxemic relationships (e.g., their distance and orientation towards others) in everyday situations. However, only few ubiquitous computing (ubicomp) systems interpret such proxemic relationships to mediate interaction (proxemic interaction). A technical problem is that developers find it challenging and tedious to access proxemic information from sensors. Our Proximity Toolkit solves this problem. It simplifies the exploration of interaction techniques by supplying fine-grained proxemic information between people, portable devices, large interactive surfaces, and other non-digital objects in a room-sized environment. The toolkit offers three key features. 1) It facilitates rapid prototyping of proxemic-aware systems by supplying developers with the orientation, distance, motion, identity, and location information between entities. 2) It includes various tools, such as a visual monitoring tool, that allows developers to visually observe, record and explore proxemic relationships in 3D space. (3) Its flexible architecture separates sensing hardware from the proxemic data model derived from these sensors, which means that a variety of sensing technologies can be substituted or combined to derive proxemic information. We illustrate the versatility of the toolkit with proxemic-aware systems built by students.
Marquardt, N., Diaz-Marino, R., Boring, S. and Greenberg, S. (2011)
The Proximity Toolkit: Prototyping Proxemic Interactions in Ubiquitous Computing Ecologies.
In ACM Symposium on User Interface Software and Technology - UIST'2011. (Santa Barbara, CA, USA), ACM Press, 11 pages, October 16-18. Include video figure, duration 4:19.
The Continuous Interaction Space: Interaction Techniques Unifying Touch and Gesture On and Above a Digital Surface
UNIVERSITY OF CALGARY, GROUPLAB, 2010-2011
The rising popularity of digital table surfaces has spawned considerable interest in new interaction techniques. Most interactions fall into one of two modalities: 1) direct touch and multi-touch (by hand and by tangibles) directly on the surface, and 2) hand gestures above the surface. The limitation is that these two modalities ignore the rich interaction space between them. To move beyond this limitation, we first contribute a unification of these discrete interaction modalities called the continuous interaction space. The idea is that many interaction techniques can be developed that go beyond these two modalities, where they can leverage the space between them. That is, we believe that the underlying system should treat the space on and above the surface as a continuum, where a person can use touch, gestures, and tangibles anywhere in the space and naturally move between them. Our second contribution illustrates this, where we introduce a variety of interaction categories that exploit the space between these modalities. For example, with our Extended Continuous Gestures category, a person can start an interaction with a direct touch and drag, then naturally lift off the surface and continue their drag with a hand gesture over the surface. For each interaction category, we implement an example (or use prior work) that illustrates how that technique can be applied. In summary, our primary contribution is to broaden the design space of interaction techniques for digital surfaces, where we populate the continuous interaction space both with concepts and examples that emerge from considering this space as a continuum.
Marquardt, N., Jota, R., Greenberg, S. and Jorge, J. (2011)
The Continuous Interaction Space: Interaction Techniques Unifying Touch and Gesture On and Above a Digital Surface.
In Proceedings of the 13th IFIP TCI3 Conference on Human Computer Interaction - INTERACT 2011. (Lisbon, Portugal), 16 pages, September 5-9.
Designing User-, Hand-, and Handpart-Aware Tabletop Interactions with the TOUCHID Toolkit
UNIVERSITY OF CALGARY, GROUPLAB, 2011
Recent work in multi-touch tabletop interaction introduced many novel techniques that let people manipulate digital content through touch. Yet most only detect touch blobs. This ignores richer interactions that would be possible if we could identify (1) which hand, (2) which part of the hand, (3) which side of the hand, and (4) which person is actually touching the surface. Fiduciary-tagged gloves were previ-ously introduced as a simple but reliable technique for providing this information. The problem is that its low-level programming model hinders the way developers could rapidly explore new kinds of user- and handpart-aware interactions. We contribute the TOUCHID toolkit to solve this problem. It allows rapid prototyping of expressive multi-touch interactions that exploit the aforementioned characteristics of touch input. TOUCHID provides an easy-to-use event-driven API. It also provides higher-level tools that facilitate development: a glove configurator to rapidly associate particular glove parts to handparts; and a posture configurator and gesture configurator for register-ing new hand postures and gestures for the toolkit to recog-nize. We illustrate TOUCHID's expressiveness by showing how we developed a suite of techniques (which we consider a secondary contribution) that exploits knowledge of which handpart is touching the surface.
Marquardt, N., Kiemer, J., Ledo, D., Boring, S. and Greenberg, S. (2011)
Designing User-, Hand-, and Handpart-Aware Tabletop Interactions with the TOUCHID Toolkit.
Research report 2011-1004-16, Department of Computer Science, University of Calgary, Calgary, Alberta, Canada, July.
The Fat Thumb: Using the Thumb's Contact Size for Single-Handed Mobile Interaction.
UNIVERSITY OF CALGARY, GROUPLAB, 2011
Modern mobile devices allow a rich set of multi-finger interactions that combine modes into a single fluid act, for example, one finger for panning blending into a two-finger pinch gesture for zooming. Such gestures require the use of both hands: one holding the device while the other is interacting. While on the go, however, only one hand may be available to both hold the device and interact with it. This mostly limits interaction to a single-touch (i.e., the thumb), forcing users to switch between input modes explicitly. In this paper, we contribute the Fat Thumb interaction technique, which uses the thumb's contact size as a form of simulated pressure. This adds a degree of freedom, which can be used, for example, to integrate panning and zooming into a single interaction. Contact size determines the mode (i.e., panning with a small size, zooming with a large one), while thumb movement performs the selected mode. We discuss nuances of the Fat Thumb based on the thumb's limited operational range and motor skills when that hand holds the device. We compared Fat Thumb to three alternative techniques, where people had to pan and zoom to a predefined region on a map. Participants performed fastest with the least strokes using Fat Thumb.
Boring, S., Ledo, D., Chen, X., Marquardt, N., Tang, A., Greenberg, S. (2011)
The Fat Thumb: Using the Thumb's Contact Size for Single-Handed Mobile Interaction.
Research report 2011-1015-27, Department of Computer Science, University of Calgary, Calgary, Alberta, Canada, October.
Proxemic Interaction:
Designing for a Proximity and Orientation-Aware Environment
UNIVERSITY OF CALGARY, GROUPLAB, 2009-2010
In the everyday world, much of what we do is dictated by how we interpret spatial relationships, or proxemics. What is surprising is how little proxemics are used to mediate people’s interactions with surrounding digital devices. We imagine proxemic interaction as devices with fine-grained knowledge of nearby people and other devices – their position, identity, movement, and orientation – and how such knowledge can be exploited to design interaction techniques. In particular, we show how proxemics can: regulate implicit and explicit interaction; trigger such interactions by continuous movement or by movement of people and devices in and out of discrete proxemic regions; mediate simultaneous interaction of multiple people; and interpret and exploit people’s directed attention to other people and objects. We illustrate these concepts through an interactive media player running on a vertical surface that reacts to the approach, identity, movement and orientation of people and their personal devices.
Ballendat, T., Marquardt, N. and Greenberg, S. (2010)
Proxemic Interaction: Designing for a Proximity and Orientation-Aware Environment.
In Proceedings of the ACM Conference on Interactive Tabletops and Surfaces - ACM ITS'2010. (Saarbruecken, Germany),
ACM Press, 10 pages, November 7-10.
Applying Proxemics to Mediate People’s Interaction with Devices in Ubiquitous Computing Ecologies
UNIVERSITY OF CALGARY, GROUPLAB, 2009-2010
Through vastly increasing availability of digital devices in people’s everyday life, ubiquitous computing (ubicomp) ecologies are emerging. An important challenge here is the design of adequate techniques that facilitate people’s interaction with these ubicomp devices. In my research, I explore how the knowledge of people’s and devices’ spatial relationships – called proxemics – can be applied to interaction design. I introduce concepts of proxemic interactions that consider fine-grained information of proxemics to mediate people’s interactions with digital devices, such as large digital surfaces or portable personal devices. In particular, my work considers four dimensions that are essential to determine basic proxemic relationships of people and devices: position, orientation, movement, and identity. I outline my previous and current work towards a framework of proxemic interaction, the design of adequate development tools, and the implementation and evaluation of applications that illustrate concepts of proxemic interactions.
Marquardt, N. and Greenberg, S. (2010)
Applying Proxemics to Mediate People’s Interaction with Devices in Ubiquitous Computing Ecologies.
In Doctoral Symposium at ACM Conference on Interactive Tabletops and Surfaces - ITS'2010. (Saarbruecken, Germany), 4 pages, November 7-10.
What Caused that Touch? Expressive Interaction with a Surface through Fiduciary-Tagged Gloves
UNIVERSITY OF CALGARY, GROUPLAB, 2010
The hand has incredible potential as an expressive input device. Yet most touch technologies imprecisely recognize limited hand parts (if at all), usually by inferring the hand part from the touch shapes. We introduce the fiduciary-tagged glove as a reliable, inexpensive, and very expressive way to gather input about: (a) many parts of a hand (fingertips, knuckles, palms, sides, backs of the hand), and (b) to discriminate between one person’s or multiple peoples’ hands. Examples illustrate the interaction power gained by being able to identify and exploit these various hand parts.
Marquardt, N., Kiemer, J. and Greenberg, S. (2010)
What Caused That Touch? Expressive Interaction with a Surface through Fiduciary-Tagged Gloves.
In Proceedings of the ACM Conference on Interactive Tabletops and Surfaces - ACM ITS'2010. (Saarbruecken, Germany),
ACM Press, 4 pages plus video, November 7-10.
Rethinking RFID: Awareness and Control For Interaction With RFID Systems
UNIVERSITY OF CALGARY, GROUPLAB,
MICROSOFT RESEARCH CAMBRIDGE, 2009-2010
People now routinely carry radio frequency identification (RFID) tags – in passports, driver’s licenses, credit cards, and other identifying cards – where nearby RFID readers can access privacy-sensitive information on these tags. The problem is that people are often unaware of security and privacy risks associated with RFID, likely because the technology remains largely invisible and uncontrollable for the individual. To mitigate this problem, we introduce a collection of novel yet simple and inexpensive tag designs. Our tags provide reader awareness, where people get visual, audible, or tactile feedback as tags come into the range of RFID readers. Our tags also provide information control, where people can allow or disallow access to the information stored on the tag by how they touch, orient, move, press, or illuminate the tag.
Marquardt, N., Talor, A., Villar, N. and Greenberg, S. (2010)
Rethinking RFID: Awareness and Control For Interaction With RFID Systems.
In Proceedings of the ACM Conference on Human Factors in Computing Systems - ACM CHI'2010. ACM Press, 10 pages, April. In Press.
Marquardt, N., Talor, A., Villar, N. and Greenberg, S. (2010)
Visible and Controllable RFID Tags.
In Video Showcase, DVD Proceedings of the ACM Conference on Human Factors in Computing Systems - ACM CHI'10. ACM Press, 6 pages, April 10-15. Video and paper, demonstrated live at CHI.
Marquardt, N. and Taylor, A. (2009)
RFID Reader Detector and Tilt-Sensitive RFID Tags.
In DIY for CHI: Methods, Communities, and Values of Reuse and Customization.
(Workshop held at the ACM CHI 2009 Conference, Boston, Mass.),
(Buechley, L., Paulos, E., Rosner, D., Williams, A., Ed.), April 5.
Jain, A., Marquardt, N. and Taylor, A. (2008)
Near_Future RFID.
In Proceedings of Ethnographic Praxis in Industry Conference - EPIC.
American Anthropology Association, pages 332-333. Artifact submission (similar to Demonstration).
Revealing the Invisible: Visualizing the Location and Event Flow of Distributed Physical Devices
UNIVERSITY OF CALGARY, GROUPLAB, 2009-2010
Distributed physical user interfaces comprise networked sensors, actuators and other devices attached to a variety of computers in different locations. Developing such systems is no easy task. It is hard to track the location and status of component devices, even harder to understand, validate, test and debug how events are transmitted between devices, and hardest yet to see if the overall system behaves correctly. Our Visual Environment Explorer supports developers of these systems by visualizing the location and status of individual and/or aggregate devices, and the event flow between them. It visualizes the current event flow between devices as they are received and transmitted, as well as the event history. Events are displayable at various levels of detail. The visualization also shows the activity of active applications that use these physical devices. The tool is highly interactive: developers can explore system behavior through spatial navigation, zooming, multiple simultaneous views, event filtering and details-on-demand, and through time-dependent semantic zooming.
Marquardt, N., Gross, T., Carpendale, S. and Greenberg, S. (2010)
Revealing the Invisible: Visualizing the Location and Event Flow of Distributed Physical Devices.
In Proceedings of the Fourth International Conference on Tangible, Embedded and Embodied Interaction - TEI'10. (Cambridge, MA, USA), ACM Press, 8 pages, January 25-27.
The Haptic Tabletop Puck: Tactile Feedback for Interactive Tabletops
UNIVERSITY OF CALGARY, GROUPLAB, 2009
In everyday life, our interactions with objects on real tables include how our fingertips feel those objects. In comparison, current digital interactive tables present a uniform touch surface that feels the same, regardless of what it presents visually. In this paper, we explore how tactile interaction can be used with digital tabletop surfaces. We present a simple and inexpensive device – the Haptic Tabletop Puck – that incorporates dynamic, interactive haptics into tabletop interaction. We created several applications that explore tactile feedback in the area of haptic information visualization, haptic graphical interfaces, and computer supported collaboration. In particular, we focus on how a person may interact with the friction, height, texture and malleability of digital objects.
Marquardt, N., Nacenta, M., Young, J., Carpendale, S.,
and Greenberg, S. and Sharlin, E. (2009)
The Haptic Tabletop Puck: Tactile Feedback for Interactive Tabletops.
In ITS '09: Proceedings of ACM International Conference on Interactive Tabletops and Surfaces,
November 23–25, 2009, Banff, Alberta, Canada.
Marquardt, N., Nacenta, M., Young, J., Carpendale, S.,
and Greenberg, S. and Sharlin, E. (2009)
The Haptic Tabletop Puck: The Video.
In DVD Proceedings of Interactive Tabletops and Surfaces - ITS'09. (Banff, Canada), ACM Press, November 23-25.
The Continuous Interaction Space: Integrating Gestures Above a Surface with Direct Touch
UNIVERSITY OF CALGARY, GROUPLAB, 2009
The advent of touch-sensitive and camera-based digital surfaces has spawned considerable development in two types of hand-based interaction techniques. In particular, people can interact: 1) directly on the surface via direct touch, or 2) above the surface via hand motions. While both types have value on their own, we believe much more potent interactions are achievable by unifying interaction techniques across this space. That is, the underlying system should treat this space as a continuum, where a person can naturally move from gestures over the surface to touches directly on it and back again. We illustrate by example, where we unify actions such as selecting, grabbing, moving, reaching, and lifting across this continuum of space.
Marquardt, N., Jota, R., Greenberg, S. and Jorge, J. (2009)
The Continuous Interaction Space: Integrating Gestures Above a Surface with Direct Touch.
Research report 2009-925-04, Department of Computer Science,
University of Calgary, Calgary, Alberta, Canada, April.
Situated Messages for Asynchronous Human-Robot Interaction
UNIVERSITY OF CALGARY, GROUPLAB, 2008/2009
An ongoing issue in human robot interaction (HRI) is how people and robots communicate with one another. While there is considerable work in real-time human-robot communication, fairly little has been done in asynchronous realm. Our approach, which we call situated messages, lets humans and robots asynchronously exchange information by placing physical tokens – each representing a simple message – in meaningful physical locations of their shared environment. Using knowledge of the robot’s routines, a person can place a message token at a location, where the location is typically relevant to redirecting the robot’s behavior at that location. When the robot passes nearby that location, it detects the message and reacts accordingly. Similarly, robots can themselves place tokens at specific locations for people to read. Thus situated messages leverages embodied interaction, where token placement exploits the everyday practices and routines of both people and robots. We describe our working prototype, introduce application scenarios, explore message categories and usage patterns, and suggest future directions.
Marquardt, N., Young, J., Sharlin, E. and Greenberg, S. (2009)
Situated Messages for Asynchronous Human-Robot Interaction.
In Adjunt Proc. Human Robot Interaction (Late Breaking Abstracts) - HRI'09. (San Diego, California),
2 pages plus poster, March 11-13.
Prototyping Distributed Physical User Interfaces
BAUHAUS-UNIVERSITY WEIMAR,
UNIVERSITY OF CALGARY, GROUPLAB, 2007/2008
This project continued the research about prototyping distributed physical user interfaces, that started with the Shared Phidgets toolkit. The developed toolkit integrates distributed sensors and actuators, and provides easy to use programming strategies for developers to build their envisioned interactive systems. The runtime platform of the toolkit hides the complexity of hardware integration and network synchronisation. The implemented developer library as well as the introduced programming strategies address developers with diverse development skills. Appliance case studies illustrate the applicability of the toolkit and the provided utilities to support the rapid prototyping process.
Marquardt, N. (2008)
Developer
Toolkit and Utilities for Rapidly Prototyping Distributed Physical User
Interfaces,
Diploma Thesis (MSc), Cooperative Media Lab, Bauhaus-University Weimar, Germany.
Utilities for Controlling, Testing, and Debugging of Distributed Information Appliances
BAUHAUS-UNIVERSITY WEIMAR,
UNIVERSITY OF CALGARY, GROUPLAB, 2007/2008
To support the testing, debugging, and deployment of distributed physical user interfaces, a collection of development utilities allow the monitoring and control of all connected components at runtime. For instance, visualisations can be used to explore the distributed hardware components and the built appliances in their geographical context. These utilities allow gaining insight into the internal communication processes of the distributed infrastructure. Furthermore, the simulation utilities facilitate the testing and debugging of the developed appliances.
Marquardt, N. (2008)
Developer
Toolkit and Utilities for Rapidly Prototyping Distributed Physical User
Interfaces,
Diploma Thesis (MSc), Cooperative Media Lab, Bauhaus-University Weimar, Germany.


Tangible Interfaces and Remote Awareness
MICROSOFT RESEARCH CAMBRIDGE, 2006
The objective of this research project was the prototype development of tangible user interfaces that help to provide awareness between remote collaborators. The research furthermore included a system prototype that could be used as surrogate/proxy of remote located people (by using video and audio streaming and extending this device with various tangible controls, sensors, and actuators).
A second part of the research explored the ways of how digital media (like video, photos) can be made 'tangible', in order that the exploration of this digital content can be more intuitive for people. Various prototypes have been built to illustrate the concepts of 'tangible digital media'.
Shared Phidgets
UNIVERSITY OF CALGARY, GROUPLAB, 2005/2006
The Shared Phidgets toolkit provides a library and tools that enables the
rapid protoyping of physical user interfaces with remote located devices. The
Phidgets can be accessed and controlled over the network, while all the network
specific technology is hidden from the application developer.
.NET components and interface skins facilitate the development, and the included
tools (such as the server, connector, controlling and observing applications)
let the programmer easily overview and control the Phidget components.
The toolkit uses a distributed Model-View-Controller (dMVC) design pattern to
represent every device so that data associated with the model is easily queried
and manipulated. Therefore the programmer can also access the model directly
(implemented as a shared dictionary) and reading and writing entries in the
shared dictionary.
Marquardt, N. and Greenberg, S. (2007)
Shared Phidgets: A Toolkit for Rapidly Prototyping Distributed Physical User
Interfaces.
In TEI '07: Proceedings of the 1st international conference on
Tangible and embedded interaction (February 15-17, Baton Rouge, Louisiana, USA),
ACM Press, pp. 13-20.
Marquardt, N. and Greenberg, S. (2006)
Shared Phidgets: A Toolkit for Rapidly Prototyping Distributed Physical User
Interfaces.
Report 2006-829-22, Department of Computer Science, University
of Calgary, Calgary, Alberta, Canada, T2N 1N4. April.
Technical Report: Shared Phidgets (PDF, 890 kB, 10 pages)
GroupLab Research Visit Report (PDF, 13 MB, 17 pages, german)
Project Presentation (PDF, 1.8 MB, 23 slides)
GroupLab at the University of Calgary, Prof. Saul Greenberg
SharedPhidgets project page at the GroupLab
SharedPhidgets project page at the Cooperative Media Lab
Download page and instructions
Tutorials and examples
Phidgets
Inc.
Collaboration Bus
BAUHAUS UNIVERSITY WEIMAR, COOPERATIVE MEDIA LAB, 2004/2005
The CollaborationBus application is a graphical editor that provides abstractions from base technology and thereby allows multifarious users to configure Ubiquitous Computing environments. By composing pipelines users can easily specify the information flows from selected sensors via optional filters for processing the sensor data to actuators changing the system behaviour according to the users' wishes. Users can compose pipelines for both home and work environments. An integrated sharing mechanism allows them to share their own compositions, and to reuse and build upon others' compositions. Real-time visualisations help them understand how the information flows through their pipelines.
Gross, T. and Marquardt, N. (2007)
CollaborationBus: An Editor for the Easy Configuration of Complex Ubiquitous
Computing Environments.
In Proceedings of the Fifteenth Euromicro
Conference on Parallel, Distributed, and Network - Based Processing - PDP 2007
(Feb. 7-9, Naples, Italy). IEEE Computer Society Press, Los Alamitos, CA,
(accepted).
Gross, T. and Marquardt, N. (2006)
CollaborationBus: An Editor for the Easy Configuration of Complex Ubiquitous
Computing Environments.
Technical Report # BUW - CSCW - 2006 - 02,
Computer - Supported Cooperative Work Group, Faculty of Media, Bauhaus -
University Weimar, Bauhausstr. 11, 99423 Weimar, Germany, April.
Technical Report: Collaboration Bus (PDF, 1.6 MB, 20 pages)
Developer Documentation (PDF, 2.3 MB, 37 pages)
Poster (PDF, 19 MB, 1 page)
Project Presentation (PDF, 1.9 MB, 30 slides)
Concept Presentation (PDF, 1.4 MB, 33 slides)
Collaboration Bus Video (MP4, 76 MB, 8 min)
Collaboration Bus project page at the Cooperative Media Lab
Download (ZIP, 4.6 MB, Windows and Mac OS X)
CollaborationBus user documentation
Internal link: BSCW workspace
SensBase: Ubiquitous Computing Middleware
BAUHAUS UNIVERSITY WEIMAR, COOPERATIVE MEDIA LAB, 2004/2005
Sens-ation is an open and generic service-oriented platform, which provides powerful, yet easy-to-use, tools to software developers who want to develop context-aware, sensor-based infrastructures. The service-oriented paradigm of Sens-ation enables standardised communication within individual infrastructures, between infrastructures and their sensors, but also among distributed infrastructures. On a whole, Sens-ation facilitates the development allowing developers to concentrate on the semantics of their infrastructures, and to develop innovative concepts and implementations of context-aware systems.
Gross, T., Egla, T. and Marquardt, N.
Sens-ation: A Service-Oriented Platform for Developing Sensor-Based
Infrastructures.
International Journal of Internet Protocol Technology (IJIPT) 1, 3 (2006). pp.
159-167. (ISSN Online: 1743-8217, ISSN Print: 1743-8209).
Sens-ation Journal Article (PDF, 0.4 MB, 9 pages)
Sens-ation Technical Report (PDF, 0.6 MB, 15 pages)
Developer Documentation (PDF, 5.6 MB, 132 pages)
Poster
(PDF, 13.2 MB, 1 page)
Project Presentation (PDF, 3.3 MB, 32 slides)
Talk 1: Introduction and AXIS (PDF, 0.8 MB, 15 slides)
Talk 2: Sensor Adapter (PDF, 0.8 MB, 14 slides)
Talk 3: Client and Server (PDF, 1.6 MB, 22 slides)
Talk 4: Bayesian Networks and Mobile UI (PDF, 2.9 MB, 44 slides)
Talk 5: Mobile Client Classes (PDF, 0.4 MB, 8 slides)
Talk 6: Client Classes (PDF, 0.6 MB, 17 slides)
Talk 7: Mobile UI and Sensors (PDF, 1.6 MB, 26 slides)
Talk 8: Security, Sound, and Bluetooth (PDF, 0.7 MB, 26 slides)
SensBase Video (MP4, 77 MB, 8 min)
SensBase project page at the Cooperative Media Lab
Sens-ation project series at the Cooperative Media Lab
Internal link: BSCW workspace
Swarm Intelligence
BAUHAUS UNIVERSITY WEIMAR, VIRTUAL REALITY LAB, 2004
The basic principle of the swarm intelligence algorithms is to divide complex calculations between multiple, simple executive agents. The computer science algorithms are inspired by observations of real ant swarms, since they solve complex tasks by simple local behaviour and activities.
With this swarm simulation implementation, various SI algorithms can be used to cluster data sets and display the virtual swarm environment with a two or three dimensional visualization. The applied algorithms are founded on the research of V. Ramos, J. Handl, M. Dorigo, E. Bonabeau, E. D. Lumer, B. Faieta and some other researchers of the swarm intelligence science community. Furthermore there are various extensions to the original systems, such as dynamic pheromone evaporation, object switching while carrying another object, dynamic picking and dropping probabilities, varying border conditions, changes of the world dimensions in two and three dimensions as well as elegant solutions for some problems concerning orientation and boundary conditions.
For the visualization of the environment of the swarms we used two dimensional worlds, as well as varying three dimensional ?orlds (e.g. cube, dish and tube). We have analyzed the swarms sorting behaviour in the environments, and also evaluated the main swarm features: flexibility, robustness, decentralized organization and self-organization of the swarm. The self-organization of the swarm is based on the feedback that each agent can transmit with the change of the swarm's environment (e.g. picking or dropping) or the deposition of pheromones. More details about our research can be found in the Developer Documentation; however, this documentation is only available in German.
Swarm Intelligence Documentation (PDF, 25.9 MB, 153 pages, german)
Intelligenz von Schwaermen (PDF, 1.2 MB, 29 pages, german)
Flyer (PDF, 6.8 MB, 4 pages, german)
Poster 1 (PDF, 2.2 MB, 1 page, german)
Poster 2 (PDF, 2.8 MB, 1 page, german)
Poster 3 (PDF, 5.3 MB, 1 page, german)
First Project Presentation (PDF, 3.8 MB, 24 slides, german)
Final Project Presentation (PDF, 4.1 MB, 35 slides, german)











































