Publikationen des Fachgebiets Mensch-Computer-Interaktion

2026

2025

2024

2023

  • A Study of Insect Management Models in Agriculture
    Matthias Becker and Kin-Woon Yeow
    Proceedings of the 21st annual Industrial Simulation Conference - ISC '23
    In the study of controlling the insect population within the field of agriculture, many simulation models on herbivorous insects have been proposed. These proposed models contains various factors that determine the population development and growth of the herbivorous insects, such as temperature, light intensity and etc. Due to these factors, intensive studies have been carried out to discover the best model that suits the population development for each specific species of herbivorous insect.
  • Can You Ear Me? A Comparison of Different Private and Public Notification Channels for the Earlobe
    Dennis Stanke, Tim Dünte, Kerem Can Demir and Michael Rohs
    Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies - IMWUT '23
    The earlobe is a well-known location for wearing jewelry, but might also be promising for electronic output, such as presenting notifications. This work elaborates the pros and cons of different notification channels for the earlobe. Notifications on the earlobe can be private (only noticeable by the wearer) as well as public (noticeable in the immediate vicinity in a given social situation). A user study with 18 participants showed that the reaction times for the private channels (Poke, Vibration, Private Sound, Electrotactile) were on average less than 1 s with an error rate (missed notifications) of less than 1 %. Thermal Warm and Cold took significantly longer and Cold was least reliable (26 % error rate). The participants preferred Electrotactile and Vibration. Among the public channels the recognition time did not differ significantly between Sound (738 ms) and LED (828 ms), but Display took much longer (3175 ms). At 22 % the error rate of Display was highest. The participants generally felt comfortable wearing notification devices on their earlobe. The results show that the earlobe indeed is a suitable location for wearable technology, if properly miniaturized, which is possible for Electrotactile and LED. We present application scenarios and discuss design considerations. A small field study in a fitness center demonstrates the suitability of the earlobe notification concept in a sports context.
  • Colorful Electrotactile Feedback on the Wrist
    Tim Dünte, Justin Schulte, Malte Lucius and Michael Rohs
    Proceedings of the 22nd International Conference on Mobile and Ubiquitous Multimedia - MUM '23
    Providing rich feedback on small devices, like smartwatches, can be difficult. We propose colorful electrotactile feedback on the back of a smartwatch. Colorful electrotactile feedback provides private notifications, is energy efficient, and can express various sensations in different qualities. In a first study, 13 participants explored 49 different combinations of frequency and pulse width regarding the perceived “colorfulness” of electrotactile feedback. We investigated what sensations can be expressed with electrotactile feedback and which qualities of these sensations are conveyed. To describe the sensations, participants chose the best fitting terms from a list of 21 terms. The three most frequently selected terms were prickling (177), vibrating (163), and irritating (112). The three least frequently selected ones were twitching (31), tickling (29), and itching (28). In a second study with 17 participants we evaluated a reduced set of 9 sensations that we selected and refined based on the results of study 1. We evaluated these sensations regarding recognition rates and achieved recognition rates of up to 84% without prior learning. Furthermore, we investigated the acceptance of colorful electrotactilefeedbackandpresentamethodforaneasierandfaster calibration of electrotactile feedback.
  • To which Extent are Simulation Research Papers related to the Real World? – A Survey on the Use of Validation Methods
    Anne Vonderheide and Matthias Becker
    Proceedings of the 21st annual Industrial Simulation Conference - ISC '23
    Validation is the methodology at the end of the simulation and modelling cycle that relates the insights gained by computer calculations to the real world scenario, that is subject of study. Validation establishes credibility concerning the simulation results and implications with respect to the real system. Validation is a very important aspect in real world simulation studies, since important financial and security related decisions concerning the planning, design and optimization of the real systems might be relied. In our study, we conducted a survey on research papers in renowned simulation conferences and evaluated whether validation had been used at all, and if yes, which validation methods had been used to which extent. This reveals the relevance and trust of simulation results of the research papers concerning the real world problem addressed in that research. We found that a majority of research papers neglect the application of validation methodology. Obviously, the validity of the results of simulation studies or the impact on practical problems in the real world seems to be questionable in a vast number of cases.
  • Training Agents for Unknown Logistics Problems
    Elisa Schmidt and Matthias Becker
    Proceedings of the Companion Conference on Genetic and Evolutionary Computation - GECCO '23 Companion
    A methodology on how to prepare agents to succeed on a priori unknown logistics problems is presented. The training of the agents is and can only be executed using a small number of test problems that are taken out of a broad class of generalized logistics problems. The developed agents are then evaluated on unknown instances of the problem class. This work has been developed in the context of last year's AbstractSwarm Multi-Agent Logistics Competition. The most successful algorithms are presented, and additionally, all participating algorithms are discussed with respect to the features of the algorithms that contribute to their success. As a result, we conclude that such a broad variety of a priori unknown logistics problems can be solved efficiently if multiple different good working approaches are used, instead of trying to find one optimal algorithm. For the used test problems this method can undercut, trivial as well as non-trivial implementations, for example, algorithms based on machine learning.

2022

  • Designing a Smart Speaker for Emergent Users: Human Plus AI Response
    Shashank Ahire
    Proceedings of the 13th Indian Conference on Human-Computer Interaction - IndiaHCI '22
    This paper reports on the development of a smart speaker for the home setting of ‘emergent’ users – those whose technology experience and resource availability are low. Earlier research has shown that AI (Artificial Intelligence) powered smart speakers struggled in recognising many emergent users requests. On the other hand, smart speakers powered by human responses were more accurate but slower. In this study, we began by determining, given a choice, emergent users prefer a smart speaker enabled by a human response or an AI response, and what are their preference criteria. We found that they were not completely inclined towards either of those choices. Rather they preferred a smart speaker based on three factors: first, the language of the request, second, the length and complexity of the request, and third, the urgency of response. We developed an integrated version of the smart speaker and evaluated it with emergent user families. From our analysis, it was evident that, when combined, AI and human responses complement each other and provide an elaborate and richer response for emergent users.
  • EnvironZen: Immersive Soundscapes via Augmented Footstep Sounds in Urban Areas
    Maximilian Schrapel, Janko Happe and Michael Rohs
    i-com: Journal of Interactive Media, Volume 21, Issue 2
    Urban environments are often characterized by loud and annoying sounds. Noise-cancelling headphones can suppress negative influences and superimpose the acoustic environment with audio-augmented realities (AAR). So far, AAR exhibited limited interactivity, e. g., being influenced by the location of the listener. In this paper we explore the superimposition of synchronized, augmented footstep sounds in urban AAR environments with noise-cancelling headphones. In an online survey, participants rated different soundscapes and sound augmentations. This served as a basis for selecting and designing soundscapes and augmentations for a subsequent in-situ field study in an urban environment with 16 participants. We found that the synchronous footstep feedback of our application EnvironZen contributes to creating a relaxing and immersive soundscape. Furthermore, we found that slightly delaying footstep feedback can be used to slow down walking and that particular footstep sounds can serve as intuitive navigation cues.
  • Exploring the Design Space of Headphones as Wearable Public Displays
    Dennis Stanke, Pia Brandt and Michael Rohs
    CHI Conference on Human Factors in Computing Systems Extended Abstracts - CHI EA '22
    The need for online meetings increased drastically during the COVID-19 pandemic. Wearing headphones for this purpose makes it difficult to know when a headphone wearing person is available or in a meeting. In this work, we explore the design possibilities of headphones as wearable public displays to show the current status or additional information of the wearer to people nearby. After two brainstorming sessions and specifying the design considerations, we conducted an online survey with 63 participants to collect opinions of potential users. Besides the preference of the colors red and green as well as using text to indicate availability, we found that only 54 % of our participants would actually wear headphones with public displays attached. The benefit of seeing the current availability status of a headphone-wearing person in an online meeting or phone call scenario were nonetheless mentioned even by participants that would not use such headphones.
  • Sign H3re: Symbol and X-Mark Writer Identification Using Audio and Motion Data from a Digital Pen
    Maximilian Schrapel, Dennis Grannemann and Michael Rohs
    Proceedings of Mensch Und Computer 2022 - MuC '22
    Although in many cases contracts can be made or ended digitally, laws require handwritten signatures in certain cases. Forgeries are a major challenge with digital contracts, as their validity is not always immediately apparent without forensic methods. Illiteracy or disabilities may result in a person being unable to write their full name. In this case x-mark signatures are used, which require a witness for validity. In cases of suspected fraud, the relationship of the witnesses must be questioned, which involves a great amount of effort. In this paper we use audio and motion data from a digital pen to identify users via handwritten symbols. We evaluated the performance our approach for 19 symbols in a study with 30 participants. We found that x-marks offer fewer individual features than other symbols like arrows or circles. By training on three samples and averaging three predictions we reach a mean F1-score of F1 = 0.87, using statistical and spectral features fed into SVMs.
  • TrackballWatch: Trackball and Rotary Knob as a Non-Occluding Input Method for Smartwatches in Map Navigation Scenarios
    Dennis Stanke, Peer Schroth and Michael Rohs
    Proceedings of the ACM on Human-Computer Interaction, Volume 6, Issue MHCI - MobileHCI '22
    A common problem of touch-based smartwatch interaction is the occlusion of the display. Although some models provide solutions like the Apple "digital crown" or the Samsung rotatable bezel, these are limited to only one degree of freedom (DOF). Performing complex tasks like navigating on a map is still problematic as the additional input option helps to zoom, but touching the screen to pan the map is still required. In this work, we propose using a trackball as an additional input device that adds two DOFs to prevent the occlusion of the screen. We created several prototypes to find a suitable placement and evaluated them in a typical map navigation scenario. Our results show that the participants were significantly faster (15.7%) with one of the trackball setups compared to touch input. The results also show that the idle times are significantly higher with touch input than with all trackball prototypes, presumably because users have to reorient themselves after panning with finger occlusion.
  • Ubiquitous Work Assistant: Synchronizing a Stationary and a Wearable Conversational Agent to Assist Knowledge Work
    Shashank Ahire, Michael Rohs and Benjamin Simon
    2022 Symposium on Human-Computer Interaction for Work - CHIWORK '22
    Recent research in Human-Computer Interaction for work has shown that conversational agents (CA) are beneficial for supporting focused work and well-being while at work. Knowledge workers struggle in maintaining focus, work schedule, and well-being. Typically, they rely on multiple tools and services for work productivity, scheduling tasks, and reminding breaks. With the goal of tackling these problems, we propose the concept of a ubiquitous work assistant (UWA), which consists of two components: a stationary CA (S-CA) and a wearable CA (W-CA). S-CA is meant to be placed on user’s work desk while W-CA is fixed on the user’s wrist. The UWA interface is distributed between S-CA and W-CA. We initiated our study by conducting semi-structured interviews with knowledge workers (N = 14). We identified their expectations from conversational agents (CAs) that would assist them in their daily work life. From the interview findings, we developed an UWA prototype that could assist users by briefing their daily schedule, monitoring their schedule, and reminding breaks. We conducted a lab study simulating a home-office environment. The findings of the study show that the knowledge workers see potential in the UWA system. Further, we discuss implications of distributed user interface (DUI) for UWA design.
  • What About My Privacy? Helping Users Understand Online Privacy Policies
    Wasja Brunotte, Larissa Chazette, Lukas Köhler, Jil Kluender and Kurt Schneider
    Proceedings of the International Conference on Software and System Processes and International Conference on Global Software Engineering - ICSSP '22
    Software systems have become an integral part of our daily lives. However, users tend to forget that they are not only consuming information, but also delivering personal information to service providers. This data collection means that users’ privacy sphere is increasingly at stake. Informing users about what and how data is collected is pivotal for reaching transparency, trustworthiness, and ethics in modern systems. The main purpose of privacy policies is to inform users about what happens to their personal data. But instead they are extensive and purposefully obfuscating. Information about data practices are hidden in long and ambiguous text passages. To mitigate this, in this paper, we present a concept implemented as a web extension to support the end-user in dealing with privacy policies by providing easier access and visual explanations to privacy-related information. We evaluated the usefulness of our tool in a user study with 65 participants. The results show that our approach helps users to find a privacy policy faster and also supports users to better comprehend the relevant information. Our tool is a first step towards facilitating to deal with privacy policies from the end-user perspective. The results of the study and the positive feedback from the participants show a high degree of acceptance and potential for the tool to increase users’ privacy awareness.

2021

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2014

2013

  • A Digital Game to Support Voice Treatment for Parkinson ’ s Disease
    Markus Krause, Jan Smeddinck and Ronald Meyer
    CHI'013 extended abstracts on Human factors in computing systems
    Parkinson's disease causes a wide range of motor impairments that also affect speech. Even patients with mild speech motor disabilities do suffer from symptoms such as reduced dynamics, melody, tone, pace and continuity of speech. Besides invasive or drug based treatments, effective logopedic treatments do exist. However, constant training is a key factor for this type of therapy. Digital games can be one way to enhance patient's motivation for repetitive exercises both in therapy sessions and in prolonged use at home. This paper examines the possibilities of such a digital logopedic game developed for PD patients and reports first promising study results that indicate an increased peak voice loudness of the players' voice when playing the game.
  • A Multi-agent Flooding Algorithm for Search and Rescue Operations in Unknown Terrain
    Matthias Becker, Florian Blatt and Helena Szczerbicka
    Multiagent System Technologies
    In this paper we will introduce a new multi-agent algorithm for the use in search and rescue scenarios for exploration of unknown terrain. This method combines the concept of exploration from the flood algorithm and the path optimizing features of the ant algorithm. The first part leads to a fast exploration of the unknown terrain, while the second part constructs short paths from points of interest back to the base. Together this enables the starting of rescue operations parallel to the ongoing search. We demonstrate the feasibility of our approach by agent-based simulations. The simulations show, that our approach is comparable in speed and quality with already existing algorithms, delivering the additional benefit of short paths to points of interest, and adhering to the inherent limitations of these kind of scenarios.
  • Applicability of bio-inspired and graph-theoretic algorithms for the design of complex fault-tolerant graphs
    Matthias Becker, Florian Schmidt and Helena Szczerbicka
    2013 IEEE International Conference on Systems, Man, and Cybernetics
    Fault-tolerant networks are needed for many applications, such as telecommunication networks, electricity networks, traffic, routing, and others. Several methods for constructing fault-tolerant networks out of a given set of nodes exists, among them classical graph-theoretic ones, and recently also several bio-inspired algorithms have been proposed for such application. In this paper we study the performance of these different algorithms for that problem. Performance means that both the complexity of the algorithm for a given problem size and the quality of the generated networks are taken into account. We conclude that classical algorithms that belong to a certain complexity class are efficient for small to medium size problems, while at some point, for larger problems, bio-inspired solutions are more efficient to get a solution.
  • Combining acceleration and gyroscope data for motion gesture recognition using classifiers with dimensionality constraints
    Sven Kratz, Michael Rohs and Georg Essl
    Proceedings of the 2013 international conference on Intelligent user interfaces - IUI '13
    Motivated by the addition of gyroscopes to a large number of new smart phones, we study the effects of combining accelerometer and gyroscope data on the recognition rate of motion gesture recognizers with dimensionality constraints. Using a large data set of motion gestures we analyze results for the following algorithms: Protractor3D, Dynamic Time Warping (DTW) and Regularized Logistic Regression (LR). We chose to study these algorithms because they are relatively easy to implement, thus well suited for rapid prototyping or early deployment during prototyping stages. For use in our analysis, we contribute a method to extend Protractor3D to work with the 6D data obtained by combining accelerometer and gyroscope data. Our results show that combining accelerometer and gyroscope data is beneficial also for algorithms with dimensionality constraints and improves the gesture recognition rate on our data set by up to 4\%.
  • Designing Systems with Homo Ludens in the Loop
    Markus Krause
    Handbook of Human Computation
    A recurrent challenge for human computation is motivation. Motivation is not only a prevailing topic for crowd based human computation it is also multifarious. Contributors support human computation projects for money, fun, and many other reasons. Probably the most appealing motivation from a requester’s perspective is an intrinsic interest in the task itself, although this is a rare situation. Therefore, when designing a human computation system a key challenge to accept and handle is to offer a valuable reward for contributors. One possible approach to this challenge is to design human computation systems in a way that makes their use an inherently pleasurable experience. A powerful concept to make tasks more pleasurable is to use game design to add playful elements to the task or merge the task completely into a digital game. This chapter describes concepts, methods, and pitfalls of this approach. It will give hints to identify suitable tasks, design an overall strategy, and deal with the evaluation of data in playful human computation systems.
  • Focused and Casual Interactions: Allowing Users to Vary Their Level of Engagement
    Henning Pohl and Roderick Murray-Smith
    Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '13 - CHI '13
    We describe the focused–casual continuum, a framework for describing interaction techniques according to the degree to which they allow users to adapt how much attention and effort they choose to invest in an interaction conditioned on their current situation. Casual interactions are particularly appropriate in scenarios where full engagement with devices is frowned upon socially, is unsafe, physically challenging or too mentally taxing. Novel sensing approaches which go beyond direct touch enable wider use of casual interactions, which will often be ‘around device’ interactions. We consider the degree to which previous commercial products and research prototypes can be considered as fitting the focused– casual framework, and describe the properties using control theoretic concepts. In an experimental study we observe that users naturally apply more precise and more highly engaged interaction techniques when faced with a more challenging task and use more relaxed gestures in easier tasks.
  • Imaginary Reality Gaming: Ball Games Without a Ball
    Patrick Baudisch, Henning Pohl, Stefanie Reinicke, Emilia Wittmers, Patrick Lühne, Marius Knaust, Sven Köhler, Patrick Schmidt and Christian Holz
    Proceedings of the 26th annual ACM Symposium on User Interface Software and Technology - UIST '13
    We present imaginary reality games, i.e., games that mimic the respective real world sport, such as basketball or soccer, except that there is no visible ball. The ball is virtual and players learn about its position only from watching each other act and a small amount of occasional auditory feedback, e.g., when a person is receiving the ball. Imaginary reality games maintain many of the properties of physical sports, such as unencumbered play, physical exertion, and immediate social interaction between players. At the same time, they allow introducing game elements from video games, such as power-ups, non-realistic physics, and player balancing. Most importantly, they create a new game dynamic around the notion of the invisible ball. To allow players to successfully interact with the invisible ball, we have created a physics engine that evaluates all plausible ball trajectories in parallel, allowing the game engine to select the trajectory that leads to the most enjoyable game play while still favoring skillful play.
  • It is about Time : Time Aware Quality Management for Interactive Systems with Humans in the Loop
    Markus Krause and Robert Porzel
    CHI'13 extended abstracts on Human factors in computing systems
    In recent years crowd-based and human computation systems have attracted increasing attention in science and industry. For applications that are driven by input from a multitude of human raters, ensuring data reliability and organizing an interactive workflow constitute a new challenge. In this paper we describe a novel approach to ensure data quality in crowd-based and human computation systems. The proposed algorithm features the potential for direct feedback and interactivity while producing little computational overhead.
  • Mobile Game User Research : The World as Your Lab ?
    Jan Smeddinck and Markus Krause
    GUR'13 Proceedings of the CHI Game User Experience Research Workshop
    With the advent of mobile games and the according growing and competitive market, game user research can provide valuable insights and a competitive edge if methods and procedures are employed that match the distinct challenges that mobile devices, games and usage scenarios induce. We present a summary of parameters that frame the research setup and procedure, focusing on the trade-offs between lab and field studies and the related decision whether to pursue large-scale and quantitative or small-scale focused research accompanied by qualitative methods. We then illustrate the implications of these considerations on real world projects along the lines of two evaluations of different input methods for the action-puzzle mobile game Somyeol: a local study with 37 participants and a mixed design of qualitative and quantitative methods, and the strictly quantitative analysis of game-play data from 117,118 users. The findings underline the importance of small-scale evaluations prior to release.
  • On the potential of semi-conservative look-ahead estimation in approximative distributed discrete event simulation
    Desheng Fu, Matthias Becker and Helena Szczerbicka
    Proceedings of the 2013 Summer Computer Simulation Conference
    One major problem of distributed discrete event simulation is the poor performance due to the huge overhead for maintaining the order of causality, so that the execution time cannot be reduced significantly compared to sequential simulation. This holds especially when the processes are tightly coupled and the look-ahead is very short. On the other hand, results of many simulations are obtained from a number of independent outputs, which are of stochastic nature and a small deviation of a limited amount of outputs is acceptable. Acceptance of such deviations in a controlled way could affect a trade-off between the simulation accuracy and the execution time. The goal of our investigation is to develop a methodology to handle the trade-off. In this paper, we propose a new way of distributed simulation with semi-conservative look-ahead estimation, where we accept causality errors to a certain and limited extent. In our approach, we consider a semi-conservative estimation allowing limited over-estimation. If the look-ahead is over-estimated, unsolved causality errors will be resolved by a very efficient recovery procedure at the expense of simulation errors. Results from a case study demonstrate that our approach is able to maximize the look-ahead with respect to the predefined error bounds and can reduce the execution time of many simulations. We do however also point out the limitations of the mechanism and the trend of our further investigation.
  • Online simulation based decision support system for resource failure management in multi-site production environments
    Sebastian Bohlmann, Matthias Becker, Sinan Balci, Helena Szczerbicka and Eric Hund
    2013 IEEE 18th Conference on Emerging Technologies \& Factory Automation (ETFA)
    Planning in a multi-site, non-mass production environment is a special challenge because of several sources of uncertainty. Unlike in mass production facilities, in our setting the current state is not easily and exactly known when the case of re-planning occurs. The planning procedure has to contribute to that fact, as well as to further uncertainties concerning the effects of a plan when evaluating the plan. Thus in this work, we apply online simulation as means for re-planning multi-site production in the case of resource failure. This work is a first step where two alternatives are considered when a resource fails: either wait for repair of the resource, or transport another instance of this resource from another site, if there is more than one available. Our study shows that the planning using online simulation is superior to a static strategy such as `always wait for repair' or `always import resource' in case of resource failure.
  • Supporting interaction in public space with electrical muscle stimulation
    Max Pfeiffer, Stefan Schneegass and Florian Alt
    Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication - UbiComp '13 Adjunct
    As displays in public space are augmented with sensors, such as the Kinect, they enable passersby to interact with the content on the screen. As of today, feedback on the user action in such environments is usually limited to the visual channel. However, we believe that more immediate and intense forms, in particular haptic feedback, do not only increase the user experience, but may also have a strong impact on user attention and memorization of the content encountered during the interaction. Haptic feedback can today be achieved through vibration on the mobile phone, which is strongly dependent on the location of the device. We envision that fabrics, such as underwear, can in the future be equipped with electrical muscle stimulation, thus providing a more natural and direct way of haptic feedback. In this demo we aim to showcase the potential of applying electrical muscle stimulation as direct haptic feedback during interaction in public spaces in the context of a Kinect-based game for public displays.
  • Tickle: A surface-independent interaction technique for grasp interfaces
    Katrin Wolf, Robert Schleicher, Sven Kratz and Michael Rohs
    Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction - TEI '13
    We present a wearable interface that consists of motion sensors. As the interface can be worn on the user's fingers (as a ring) or fixed to it (with nail polish), the device controlled by finger gestures can be any generic object, provided they have an interface for receiving the sensor's signal. We implemented four gestures: tap, release, swipe, and pitch, all of which can be executed with a finger of the hand holding the device. In a user study we tested gesture appropriateness for the index finger at the back of a handheld tablet that offered three different form factors on its rear: flat, convex, and concave (undercut). For all three shapes, the gesture performance was equally good, however pitch performed better on all surfaces than swipe. The proposed interface is an example towards the idea of ubiquitous computing and the vision of seamless interactions with grasped objects. As an initial application scenario we implemented a camera control that allows the brightness to be configured using our tested gestures on a common SLR device.

2012

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2009

  • Bridging the gap between the Kodak and the Flickr generations: A novel interaction technique for collocated photo sharing
    Christian Kray, Michael Rohs, Jonathan Hook and Sven Kratz
    Int. J. Hum.-Comput. Stud.
    Passing around stacks of paper photographs while sitting around a table is one of the key social practices defining what is commonly referred to as the ‘Kodak Generation’. Due to the way digital photographs are stored and handled, this practice does not translate well to the ‘Flickr Generation’, where collocated photo sharing often involves the (wireless) transmission of a photo from one mobile device to another. In order to facilitate ‘cross-generation’ sharing without enforcing either practice, it is desirable to bridge this gap in a way that incorporates familiar aspects of both. In this paper, we discuss a novel interaction technique that addresses some of the constraints introduced by current communication technology, and that enables photo sharing in a way, which resembles the passing of stacks of paper photographs. This technique is based on dynamically generated spatial regions around mobile devices and has been evaluated through two user studies. The results we obtained indicate that our technique is easy to learn and as fast, or faster than, current technology such as transmitting photos between devices using Bluetooth. In addition, we found evidence of different sharing techniques influencing social practice around photo sharing. The use of our technique resulted in a more inclusive and group-oriented behavior in contrast to Bluetooth photo sharing, which resulted in a more fractured setting composed of sub-groups.
  • Games for Games
    Aneta Takhtamysheva, Robert Porzel and Markus Krause
    HComp'09 Proceedings of the ACM SIGKDD Workshop on Human Computation
    The present work and demonstration system aims at finding an efficient and cost-effective human computation method to expand the linguistic capabilities of interactive games that need it to respond appropriately to the language based input of their users. As a showcase scenario for the experiments conducted, we took interactive fiction applications and examined how the human computation game design and scoring approaches affects the quality of the data gathered. The ensuing analysis of the data confirms our initial hypothesis that game approaches can provide both the qualitative and quantitative data needed for the corresponding interactive games.
  • HoverFlow: Expanding the Design Space of Around-Device Interaction
    Sven Kratz and Michael Rohs
    Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services - MobileHCI '09
    In this paper we explore the design space of around-device interaction (ADI). This approach seeks to expand the interaction possibilities of mobile and wearable devices beyond the confines of the physical device itself to include the space around it. This enables rich 3D input, comprising coarse movement-based gestures, as well as static position-based gestures. ADI can help to solve occlusion problems and scales down to very small devices. We present a novel around-device interaction interface that allows mobile devices to track coarse hand gestures performed above the device's screen. Our prototype uses infrared proximity sensors to track hand and finger positions in the device's proximity. We present an algorithm for detecting hand gestures and provide a rough overview of the design space of ADI-based interfaces.
  • Impact of Item Density on Magic Lens Interactions
    Michael Rohs, Georg Essl, Johannes Schöning, Anja Naumann, Robert Schleicher and Antonio Krüger
    Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services - MobileHCI '09
    We conducted a user study to investigate the effect of visual context in handheld augmented reality interfaces. A dynamic peephole interface (without visual context beyond the device display) was compared to a magic lens interface (with video see-through augmentation of external visual context). The task was to explore objects on a map and look for a specific attribute shown on the display. We tested different sizes of visual context as well as different numbers of items per area, i.e. different item densities. We found that visual context is most effective for sparse item distributions and the performance benefit decreases with increasing density. User performance in the magic lens case approaches the performance of the dynamic peephole case the more densely spaced the items are. In all conditions, subjective feedback indicates that participants generally prefer visual context over the lack thereof. The insights gained from this study are relevant for designers of mobile AR and dynamic peephole interfaces by suggesting when external visual context is most beneficial.
  • Impact of item density on the utility of visual context in magic lens interactions
    Michael Rohs, Robert Schleicher, Johannes Schöning, Georg Essl, Anja Naumann and Antonio Krüger
    Personal Ubiquitous Comput.
    This article reports on two user studies investigating the effect of visual context in handheld augmented reality interfaces. A dynamic peephole interface (without visual context beyond the device display) was compared to a magic lens interface (with video see-through augmentation of external visual context). The task was to explore items on a map and look for a specific attribute. We tested different sizes of visual context as well as different numbers of items per area, i.e. different item densities. Hand motion patterns and eye movements were recorded. We found that visual context is most effective for sparsely distributed items and gets less helpful with increasing item density. User performance in the magic lens case is generally better than in the dynamic peephole case, but approaches the performance of the latter the more densely the items are spaced. In all conditions, subjective feedback indicates that participants generally prefer visual context over the lack thereof. The insights gained from this study are relevant for designers of mobile AR and dynamic peephole interfaces, involving spatially tracked personal displays or combined personal and public displays, by suggesting when to use visual context.
  • Improving the Communication of Spatial Information in Crisis Response by Combining Paper Maps and Mobile Devices
    Johannes Schöning, Michael Rohs, Antonio Krüger and Christoph Stasch
    Mobile Response
    Efficient and effective communication between mobile units and the central emergency operation center is a key factor to respond successfully to the challenges of emergency management. Nowadays, the only ubiquitously available modality is a voice channel through mobile phones or radio transceivers. This makes it often very difficult to convey exact geographic locations and can lead to misconceptions with severe consequences, such as a fire brigade heading to the right street address in the wrong city. In this paper we describe a handheld augmented reality approach to support the communication of spatial information in a crisis response scenario. The approach combines mobile camera devices with paper maps to ensure a quick and reliable exchange of spatial information.
  • Interactivity for Mobile Music-Making
    Georg Essl and Michael Rohs
    Organised Sound
    Mobile phones offer an attractive platform for interactive music performance. We provide a theoretical analysis of the sensor capabilities via a design space and show concrete examples of how different sensors can facilitate interactive performance on these devices. These sensors include cameras, microphones, accelerometers, magnetometers and multitouch screens. The interactivity through sensors in turn informs aspects of live performance as well as composition though persistence, scoring, and mapping to musical notes or abstract sounds.
  • LittleProjectedPlanet: An Augmented Reality Game for Camera Projector Phones
    Markus Löchtefeld, Johannes Schöning, Michael Rohs and Antonio Krüger
    Workshop on Mobile Interaction with the Real World (MIRW at MobileHCI 2009), Bonn, Germany, September 15, 2009
    With the miniaturization of projection technology the integration of tiny projection units, normally referred to as pico projectors, into mobile devices is not longer ction. Such integrated projectors in mobile devices could make mobile projection ubiquitous within the next few years. These phones soon will have the ability to project large-scale information onto any surfaces in the real world. By doing so the interaction space of the mobile device can be expanded to physical objects in the environment and this can support interaction concepts that are not even possible on modern desktop computers today. In this paper, we explore the possibilities of camera projector phones with a mobile adaption of the Playstation3 game LittleBigPlanet. The camera projector unit is used to augment the hand drawings of a user with an overlay displaying physical interaction of virtual objects with the real world. Players can sketch a 2D world on a sheet of paper or use an existing physical configuration of objects and let the physics engine simulate physical procedures in this world to achieve game goals.
  • Map Torchlight: A Mobile Augmented Reality Camera Projector Unit
    Johannes Schöning, Michael Rohs, Sven Kratz, Markus Löchtefeld and Antonio Krüger
    Proceedings of the 27th international conference extended abstracts on Human factors in computing systems - CHI '09
    The advantages of paper-based maps have been utilized in the field of mobile Augmented Reality (AR) in the last few years. Traditional paper-based maps provide high-resolution, large-scale information with zero power consumption. There are numerous implementations of magic lens interfaces that combine high-resolution paper maps with dynamic handheld displays. From an HCI perspective, the main challenge of magic lens interfaces is that users have to switch their attention between the magic lens and the information in the background. In this paper, we attempt to overcome this problem by using a lightweight mobile camera projector unit to augment the paper map directly with additional information. The "Map Torchlight" is tracked over a paper map and can precisely highlight points of interest, streets, and areas to give directions or other guidance for interacting with the map.
  • On Classification Approaches for Misbehavior Detection in Wireless Sensor Networks
    Matthias Becker, Martin Drozda, Sven Schaust, Sebastian Bohlmann and Helena Szczerbicka
    Journal of Computers
    Adding security mechanisms to computer and communication systems without degrading their performance is a difficult task. This holds especially for wireless sensor networks, which due to their design are especially vulnerable to intrusion or attack. It is therefore important to find security mechanisms which deal with the limited resources of such systems in terms of energy consumption, computational capabilities and memory requirements. In this document we discuss and evaluate several learning algorithms according to their suitability for intrusion and attack detection. Learning algorithms subject to evaluation include bio-inspired approaches such as Artificial Immune Systems or Neural Networks, and classical such as Decision Trees, Bayes classifier, Support Vector Machines, k-Nearest Neighbors and others. We conclude that, in our setup, the more simplistic approaches such as Decision Trees or Bayes classifier offer a reasonable performance. The performance was, however, found to be significantly dependent on the feature representation.
  • Performance Efficiency Measuring and Prediction of Wafer Fabrication Operation with a Combined Clustering and Neural Network Approach
    Matthias Becker, Helena Szczerbicka and Mei-Chen Lo
    Asia Pacific Industrial Engineering and Management Systems Conference
    Most of the performance assessment of semiconductor manufacturer is based on their self-appraisal or subjective judgments. The needs to measure fabrication (fab) operation performance along with its various dimensions have led to the development of a large number of quantitative performance indicators. An overall scheme to measure the performance of fab operation involving multi-input and multi-effects (output) has not been well established yet. In this study, we approach the performance assessment and prediction by combining clustering approaches with Artificial Neural Networks (ANN) approaches. We use historical data from a Taiwan semiconductor major player which comprise input/investment data (such as headcount, salary, cost for machines, running the fab,...) as well as output of each fab (such as margin, waferoutput rate, stepmove, number of patents). The data comprise several years, during which some of the fabs have been ramped up. In the first phase of our approach, we studied several clustering algorithms (K-Means, X-means, Kernel K-Means, SIB, and EM) on the data. We found several clusterings that were meaningful according to human experts. One of the clustering approaches clearly divided one older fab from newer fabs, and also was able to distinguish fabs in ramping up phase from fabs that are in stable operation phase. Other approaches formed clusters according to the grade of performance (bad, medium-bad, medium-good, good) of the data sets. Second, we use the classification to let a neural network learn the status of a fab, so that for a new fab, the status can be judged by the neural net. In a third step, we let a neural network learn the relationship between the multiple inputs and outputs. As result we found a neural net structure that is able to predict changes in the inputs of a fab on the different output factors. By this we enable the fab management to obtain a prediction, which effect a planned measure (eg increase or decrease of headcount) has on the output of the fab, that is the performance figures.
  • PhotoMap: Using Spontaneously Taken Images of Public Maps for Pedestrian Navigation Tasks on Mobile Devices
    Johannes Schöning, Antonio Krüger, Keith Cheverst, Michael Rohs, Markus Löchtefeld and Faisal Taher
    Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services - MobileHCI '09
    In many mid- to large-sized cities public maps are ubiquitous. One can also find a great number of maps in parks or near hiking trails. Public maps help to facilitate orientation and provide special information to not only tourists but also to locals who just want to look up an unfamiliar place while on the go. These maps offer many advantages compared to mobile maps from services like Google Maps Mobile or Nokia Maps. They often show local landmarks and sights that are not shown on standard digital maps. Often these 'You are here' (YAH) maps are adapted to a special use case, e.g. a zoo map or a hiking map of a certain area. Being designed for a fashioned purpose these maps are often aesthetically well designed and their usage is therefore more pleasant. In this paper we present a novel technique and application called PhotoMap that uses images of 'You are here' maps taken with a GPS-enhanced mobile camera phone as background maps for on-the-fly navigation tasks. We discuss different implementations of the main challenge, namely helping the user to properly georeference the taken image with sufficient accuracy to support pedestrian navigation tasks. We present a study that discusses the suitability of various public maps for this task and we evaluate if these georeferenced photos can be used for navigation on GPS-enabled devices.
  • Playful tagging: folksonomy generation using online games
    Markus Krause and Hidir Aras
    WWW '09 Proceedings of the 18th international conference on World wide web
    Collaborative Tagging is a powerful method to create folksonomies that can be used to grasp/filter user preferences or enhance web search. Recent research has shown that depending on the number of users and the quality of user-provided tags powerful community-driven semantics or "ontologies" can emerge - as it was evident analyzing user data from social web applications such as del.icio.us or Flickr. Unfortunately, most web pages do not contain tags and, thus, no vocabulary that describes the information provided. A common problem in web page annotation is to motivate users for constant participation, i.e. tagging. In this paper we describe our approach of a binary verification game that embeds collaborative tagging into on-line games in order to produce domain specific folksonomies.
  • Quality control of a light metal die casting process using artificial neural networks
    Matthias Becker
    2009 IEEE International Conference on Computational Cybernetics (ICCC)
    In this work we present an approach that uses a neural net for an online control of the cooling process in light metal die casting industry. Normally the die casting process is controlled manually or semi-manually, and quality control is done well after the cooling process. In our approach we increase the product quality during the production process by monitoring the cooling process with an infra red camera and heating or cooling different parts of the mold. The control is done using a neural net, which has been trained with data from previous casting processes, where the quality has been judged by experts. We conclude that this approach is a feasible way to online monitor and increase product quality in die casting.
  • Squeezing the Sandwich: A Mobile Pressure-Sensitive Two-Sided Multi-Touch Prototype
    Georg Essl, Michael Rohs and Sven Kratz
    Demonstration at the 22nd Annual ACM Symposium on User Interface Software and Technology (UIST), Victoria, BC, Canada
    Two-sided pressure input is common in everyday interactions such as grabbing, sliding, twisting, and turning an object held between thumb and index finger. We describe and demonstrate a research prototype which allows for twosided multitouch sensing with continuous pressure input at interactive rates and we explore early ideas of interaction techniques that become possible with this setup. The advantage of a two-sided pressure interaction is that it enables high degree-of-freedom input locally. Hence rather complex, yet natural interactions can be designed using little finger motion and device space.
  • TaxiMedia: An Interactive Context-Aware Entertainment and Advertising System
    Florian Alt, Alireza Sahami Shirazi, Max Pfeiffer, Paul Holleis and Albrecht Schmidt
    2nd Pervasive Advertising Workshop at Informatics 2009
    The use of public transport vehicles, such as trams, buses, and taxis as an advertising space is increasing since several years. However mainly the outside of the vehicles is used to show advertisements using paintings, foil or roofmounted displays. Nowadays, with advances in display technologies, small highresolution displays can be easily embedded in vehicles and be used for entertainment or advertising purposes. In this paper we introduce an interactive context-ware advertising system designed for cabs, which is targeted to offer context-aware information such as advertisements, points of interest, events, etc. during a cab ride. Additionally it is possible for advertisers to upload their contents and define areas where their advertisements should be shown.
  • Tread profile optimization for tires with multiple pitch tracks
    Matthias Becker, Sebastian Jaschke and Helena Szczerbicka
    Proceedings of the IEEE 13th international conference on Intelligent Engineering Systems
    Reduction of noise is a growing subject of interest in the automotive industry, especially in tire manufacturing. After construction of the basic tire design, that is design of the material and the basic building blocks called pitches, the last step in noise engineering of a tire is the determination of the pitch sequence of a tire. In this step the different types of pitches are put together regarding several constraints. Since there are a combinatorial number of valid pitch sequences, the goal is to find a valid pitch sequence with optimal noise characteristics. Due to the complexity of the problem, the globally optimal pitch sequence cannot be found by exhaustive search and intelligent algorithms such as Heuristic Optimization Algorithms, have to be used in order to find at least a locally optimal pitch sequence. Several successful approaches for this problem can be found in the literature for tires consisting out of just one pitch sequence. In this work tires consisting out of multiple pitch sequence (several tracks) are considered. We show how we can use algorithms for single track optimization and how we can combine them best for finding noise optimal tire designs for multiple pitch track tires.
  • Unobtrusive Tabletops: Linking Personal Devices with Regular Tables
    Sven Kratz and Michael Rohs
    Workshop Multitouch and Surface Computing at CHI'09
    In this paper we argue that for wide deployment, interactive surfaces should be embedded in real environments as unobtrusively as possible. Rather than deploying dedicated interactive furniture, in environments such as pubs, cafés, or homes it is often more acceptable to augment existing tables with interactive functionality. One example is the use of robust camera-projector systems in real-world settings in combination with spatially tracked touch-enabled personal devices. This retains the normal usage of tabletop surfaces, solves privacy issues, and allows for storage of media items on the personal devices. Moreover, user input can easily be tracked with high precision and low latency and can be attributed to individual users.
  • Using Hands and Feet to Navigate and Manipulate Spatial Data
    Johannes Schöning, Florian Daiber, Antonio Krüger and Michael Rohs
    Proceedings of the 27th international conference extended abstracts on Human factors in computing systems - CHI '09
    We demonstrate how multi-touch hand gestures in combination with foot gestures can be used to perform navigation tasks in interactive systems. The geospatial domain is an interesting example to show the advantages of the combination of both modalities because the complex user interfaces of common Geographic Information System (GIS) requires a high degree of expertise from its users. Recent developments in interactive surfaces that enable the construction of low cost multi-touch displays and relatively cheap sensor technology to detect foot gestures allow the deep exploration of these input modalities for GIS users with medium or low expertise. In this paper, we provide a categorization of multitouch hand and foot gestures for the interaction with spatial data on a large-scale interactive wall. In addition we show with an initial evaluation how these gestures can improve the overall interaction with spatial information.

2008

2007

  • DISCRETE EVENT SYSTEMS--PETRI NET-BASED MODELING AND SIMULATION IN THEORY AND PRACTICE
    Matthias Becker
    Eurosim
    The theory of modeling formalisms for Discrete Event Systems has a long history and is well developed, many algorithms for modeling and efficient analysis of the modeled systems exist. However in many practical applications or commercial software, the theory is not used. The reasons are manifold. The question is, whether the theoretical concepts are not suited for practical applications, or whether the problem lies in the proper transfer to practice. Other problems lie in the sometimes missing flexibility of theoretical models, to some extend in missing good software that would enable the practical use of such models. In this work we review Petri net based methodologies with regard to their applicability in practice, and try to understand why many aspects of the theory of modeling and simulation do not find their way into practice. We identify crucial factors such as support of complex models and hierarchic modeling capabilities. These factors not only concern the modeling methodology, but also need to be implemented in a software tool. The availability of a software supporting a modeling concept is another important factor. The software should also have an adequate and appealing graphical representation because at the end, the practitioners have to be convinced to’buy’the theoretical concept, and that will only be the case, if decision makers can recognize’their’system easily. Furthermore we survey a number of papers about application of Petri nets to find out to which extend these applications are practical ones, ie whether the applications are of academic nature, proof of concept, toy size or inside a productive environment.
  • Generating Interactive 3-D Models for Discrete-Event Modeling Formalisms
    Matthias Becker
    Cyberworlds, 2007. CW'07. International Conference on
    In this paper an automatic transformation of arbitrary manufacturing models (modeled as queuing net or stochastic Petri net) to an interactive 3D visualization and animation (realized in a game-engine) is presented. The motivation behind this is, to make the very useful but rather boring mathematical models formulated as queuing net or Petri net easily accessible for users and decision makers, who are not interested in the details of the mathematical modeling formalism. Queuing networks and Petri nets have a long tradition and are a well accepted means for modeling, simulation and analysis of discrete event systems. Although these formalisms have a graphical notation intuitive to use for experts, they lack a good presentation layer which is needed for acceptance in industry or for commercial purposes, or for academic non experts.
  • NEURAL NETWORKS AND OPTIMIZATION ALGORITHMS APPLIED FOR CONSTRUCTION OF LOW NOISE TREAD PROFILES
    Matthias Becker, Helena Szczerbicka and Michael Thomas
    Cybernetics and Systems: An International Journal
    In this article we evaluate and compare diverse methodologies for designing low-noise tread profiles. Finding a low noise tread profile under given constraints can be described as a search in search space which is typically of the order of a 50– to 70-dimensional vector space. A complete search for the optimal tread profile is not possible even with today's computers. Thus in this work we compare the feasibility of three classes of algorithms for tread profile construction. First, we discuss approaches of speeding up the generation and analysis of tread profiles. Second we use two algorithms for iterative construction of large tread profiles out of several smaller tread profiles known to be of good quality. One of these algorithms is based on Neural Networks. Third, we evaluate heuristic optimization algorithms such as Genetic Algorithms and Simulated Annealing. Last we compare suitability and efficiency of our approaches.
  • Performance of routing protocols for real wireless sensor networks
    Matthias Becker, Sven Schaust and Eugen Wittmann
    Proceedings of the 10th International Symposium on Performance Evaluation of Computer and Telecommunication Systems - SPECTS '07
    The main task of a Wireless Sensor Network (WSN) is to collect data and either send it to a base station immediately or to store it locally until the data is requested by a base station. WSN form a wireless network without specific infrastructure thus efficient routing protocols are necessary to let a data packet find its way from one specific sensor node through the network to the base station. Since WSN are a quite new technology, in a first step existing routing protocols from other types of wireless networks have been employed in WSN. However these protocols are not well suited for WSN, since the characteristics of the technology and the application of other wireless networks may be quite different from those in WSNs. As consequence the adopted routing protocols often perform badly in the context of WSN. In this work we study the usability of several routing protocols in a real world environmental monitoring task and show how the performance of wireless routing protocols can be improved significantly if adapted carefully for the use in WSN. Finally, the performance of the different available routing protocols is then measured and compared through actual deployment of the WSN using cricket motes, which have been designed by U.C. Berkeley.

2006

2005

2003

  • A STUDY OF CONTROL VIA ON-LINE SIMULATION USING STOCHASTIC PETRI NETS
    Matthias Becker, Thomas Bessey and Helena Szczerbicka
    European Simulation Symposium (ESS)
    Complex systems such as flexible manufacturing systems and traffic systems typically evolve with alternating periods of transient and nearly steady-state behavior; such systems often show suboptimal performance. Thus, it is desirable to optimize the system’s performance on-line by adjusting the system’s parameters properly before a performance drop is to occur. To this end, the system’s future evolution is assessed in advance repeatedly by means of on-line simulation. However, there are several problems accompanying this approach, particularly the demand of real-time decisions, that have not been sufficiently solved yet. Aiming at studying the dynamics of on-line control as well as its impact on the system’s operation, we built a stochastic Petri net model that simulates online control of a simple open queueing network as it performs by means of on-line simulation. The system under control is easy to study since it has known properties and can be considered as part of a manufacturing system; jobs arriving at the system have to be dispatched to one of two machines, each providing a queue for jobs waiting to be processed. The processing times of the machines are deterministic or stochastic, while the jobs’ arrival times are stochastic. With on-line simulation, the system’s future performance is assessed by virtually dispatching a new job to either of the machines, based on the system’s current state; the results are compared and thus lead to the real decision concerning to what machine the new job should be dispatched in order to minimize the work in progress.
  • Modeling and simulation of a complete semiconductor manufacturing facility using Petri nets
    Matthias Becker
    Emerging Technologies and Factory Automation, 2003. Proceedings. ETFA'03. IEEE Conference
    Most studies employing Petri nets in semiconductor manufacturing model only one specific area (e.g. etching) in detail, and model the rest of the manufacturing process, e.g. by abstract input/output behavior. In our study, we show the feasibility of using Petri nets for modeling the complete production process. We use the first set of test data provided by the MASM-LAB, Arizona State University. It is a process of a two-product system making non-volatile memory chips. For modeling, we use our own tool PSim, which is based on a combined queuing and Petri net formalism. The integration of queues makes the modeling of parts waiting in front of a machine quite concise and intuitive. PSim offers a hierarchical and modular modeling approach, which is especially feasible for large and complex systems. We use the modular approach by once defining the structure of a machine as Petri net and then instantiating as many machines as needed. Then we model the operators, resources and the movement of parts between the machines as specified in the production plan. As a result, we can state that Petri nets are feasible for modeling a complete semiconductor manufacturing process.
  • Planning the Reconstruction of a Shiplift by Simulation of a Stochastic Petri Net Model
    Matthias Becker and Thomas Bessey
    European Simulation Symposium
    In this case study, two alternatives for reconstruction of an existing shiplift are evaluated. At the moment, the shiplift consists of two long chambers. One chamber is to be rebuilt. Instead of rebuilding it in its original length, a shorter and cheaper chamber could also be built.

2002

2001

2000

1999

  • PNiQ: Integration of queuing networks in generalised stochastic Petri nets
    Matthias Becker and Helena Szczerbicka
    IEE Proceedings-Software
    Generalised stochastic Petri nets (GSPN) and queuing networks are combined at the modelling level by defining Petri Nets including Queuing Networks (PNiQ). The definition is especially designed to allow approximate analysis by aggregation of the queuing nets and replacing them with GSPN elements. Usually the aggregation of combined GSPN and queuing network models is carried out manually which limits the use of this technique to experts and furthermore may easily lead to modelling errors and larger approximation errors than inherent in the method. These are avoided by the definition of PNiQ which shows how to incorporate queuing networks into GSPN and provides interfaces between them. This makes combined modelling easier and less error-prone. Steady state analysis of the model can be carried out automatically: queuing network parts are analysed with efficient queuing network algorithms for large nets and replaced by GSPN subnets that model the delay of tokens in the queuing network. The resulting GSPN can then be handled with state-of-the-art tools.

1998