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Dive into the research topics where Felix Hülsmann is active.

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Featured researches published by Felix Hülsmann.


virtual reality software and technology | 2015

Realizing a low-latency virtual reality environment for motor learning

Thomas Waltemate; Felix Hülsmann; Thies Pfeiffer; Stefan Kopp; Mario Botsch

Virtual Reality (VR) has the potential to support motor learning in ways exceeding beyond the possibilities provided by real world environments. New feedback mechanisms can be implemented that support motor learning during the performance of the trainee and afterwards as a performance review. As a consequence, VR environments excel in controlled evaluations, which has been proven in many other application scenarios. However, in the context of motor learning of complex tasks, including full-body movements, questions regarding the main technical parameters of such a system, in particular that of the required maximum latency, have not been addressed in depth. To fill this gap, we propose a set of requirements towards VR systems for motor learning, with a special focus on motion capturing and rendering. We then assess and evaluate state-of-the-art techniques and technologies for motion capturing and rendering, in order to provide data on latencies for different setups. We focus on the end-to-end latency of the overall system, and present an evaluation of an exemplary system that has been developed to meet these requirements.


virtual reality software and technology | 2016

The impact of latency on perceptual judgments and motor performance in closed-loop interaction in virtual reality

Thomas Waltemate; Irene Senna; Felix Hülsmann; Marieke Rohde; Stefan Kopp; Marc O. Ernst; Mario Botsch

Latency between a users movement and visual feedback is inevitable in every Virtual Reality application, as signal transmission and processing take time. Unfortunately, a high end-to-end latency impairs perception and motor performance. While it is possible to reduce feedback delay to tens of milliseconds, these delays will never completely vanish. Currently, there is a gap in literature regarding the impact of feedback delays on perception and motor performance as well as on their interplay in virtual environments employing full-body avatars. With the present study at hand, we address this gap by performing a systematic investigation of different levels of delay across a variety of perceptual and motor tasks during full-body action inside a Cave Automatic Virtual Environment. We presented participants with their virtual mirror image, which responded to their actions with feedback delays ranging from 45 to 350 ms. We measured the impact of these delays on motor performance, sense of agency, sense of body ownership and simultaneity perception by means of psychophysical procedures. Furthermore, we looked at interaction effects between these aspects to identify possible dependencies. The results show that motor performance and simultaneity perception are affected by latencies above 75 ms. Although sense of agency and body ownership only decline at a latency higher than 125 ms, and deteriorate for a latency greater than 300 ms, they do not break down completely even at the highest tested delay. Interestingly, participants perceptually infer the presence of delays more from their motor error in the task than from the actual level of delay. Whether or not participants notice a delay in a virtual environment might therefore depend on the motor task and their performance rather than on the actual delay.


Proceedings of the 10th International Symposium on Computer Science in Sports (ISCSS) | 2016

Multi-Level Analysis of Motor Actions as a Basis for Effective Coaching in Virtual Reality

Felix Hülsmann; Cornelia Frank; Thomas Schack; Stefan Kopp; Mario Botsch

In order to effectively support motor learning in Virtual Reality, real-time analysis of motor actions performed by the athlete is essential. Most recent work in this area rather focuses on feedback strategies, and not primarily on systematic analysis of the motor action to be learnt. Aiming at a high-level understanding of the performed motor action, we introduce a two-level approach. On the one hand, we focus on a hierarchical motor performance analysis performed online in a VR environment. On the other hand, we introduce an analysis of cognitive representation as a complement for a thorough analysis of motor action.


international conference on multimodal interfaces | 2015

A Multimodal System for Real-Time Action Instruction in Motor Skill Learning

Iwan de Kok; Julian Hough; Felix Hülsmann; Mario Botsch; David Schlangen; Stefan Kopp

We present a multimodal coaching system that supports online motor skill learning. In this domain, closed-loop interaction between the movements of the user and the action instructions by the system is an essential requirement. To achieve this, the actions of the user need to be measured and evaluated and the system must be able to give corrective instructions on the ongoing performance. Timely delivery of these instructions, particularly during execution of the motor skill by the user, is thus of the highest importance. Based on the results of an empirical study on motor skill coaching, we analyze the requirements for an interactive coaching system and present an architecture that combines motion analysis, dialogue management, and virtual human animation in a motion tracking and 3D virtual reality hardware setup. In a preliminary study we demonstrate that the current system is capable of delivering the closed-loop interaction that is required in the motor skill learning domain.


motion in games | 2017

Accurate online alignment of human motor performances

Felix Hülsmann; Stefan Kopp; Andreas Richter; Mario Botsch

Many approaches for motion processing or motion analysis employ Dynamic Time Warping (DTW) for temporally aligning an input movement with a reference movement. DTW, however, does not work online since it requires the complete input trajectory. Its online extension Open-End DTW can lead to poor alignments. In this paper we propose Weight-Optimized Open-End DTW, which combines path-length weighting and joint weights optimized from training data. We demonstrate our method to work online and to outperform Open-End DTW in terms of alignment quality.


intelligent virtual agents | 2017

The Intelligent Coaching Space: A Demonstration

Iwan de Kok; Felix Hülsmann; Thomas Waltemate; Cornelia Frank; Julian Hough; Thies Pfeiffer; David Schlangen; Thomas Schack; Mario Botsch; Stefan Kopp

Here we demonstrate our Intelligent Coaching Space, an immersive virtual environment in which users learn a motor action (e.g. a squat) under the supervision of a virtual coach. We detail how we assess the ability of the coachee in executing the motor action, how the intelligent coaching space and its features are realized and how the virtual coach leads the coachee through a coaching session.


Computers & Graphics | 2018

Classification of motor errors to provide real-time feedback for sports coaching in virtual reality — A case study in squats and Tai Chi pushes

Felix Hülsmann; Jan Philip Göpfert; Barbara Hammer; Stefan Kopp; Mario Botsch

Abstract For successful fitness coaching in virtual reality, movements of a trainee must be analyzed in order to provide feedback. To date, most coaching systems only provide coarse information on movement quality. We propose a novel pipeline to detect a trainee’s errors during exercise that is designed to automatically generate feedback for the trainee. Our pipeline consists of an online temporal warp of a trainee’s motion, followed by Random-Forest-based feature selection. The selected features are used for the classification performed by Support Vector Machines. Our feedback to the trainee can consist of predefined verbal information as well as automatically generated visual augmentations. For the latter, we exploit information on feature importance to generate real-time feedback in terms of augmented color highlights on the trainee’s avatar. We show our pipeline’s superiority over two popular approaches from human activity recognition applied to our problem, k-Nearest Neighbor, combined with Dynamic Time Warping (KNN-DTW), as well as a recent combination of Convolutional Neural Networks with a Long Short-term Memory Network. We compare classification quality, time needed for classification, as well as the classifiers’ ability to automatically generate augmented feedback. In an exemplary application, we demonstrate that our pipeline is suitable to deliver verbal as well as automatically generated augmented feedback inside a CAVE-based sports training environment in virtual reality.


international conference on artificial neural networks | 2016

Non-negative Kernel Sparse Coding for the Analysis of Motion Data

Babak Hosseini; Felix Hülsmann; Mario Botsch; Barbara Hammer

We are interested in a decomposition of motion data into a sparse linear combination of base functions which enable efficient data processing. We combine two prominent frameworks: dynamic time warping (DTW), which offers particularly successful pairwise motion data comparison, and sparse coding (SC), which enables an automatic decomposition of vectorial data into a sparse linear combination of base vectors. We enhance SC via efficient kernelization which extends its application domain to general similarity data such as offered by DTW, and its restriction to non-negative linear representations of signals and base vectors in order to guarantee a meaningful dictionary. We also implemented the proposed method in a classification framework and evaluated its performance on various motion capture benchmark data sets.


virtual reality international conference | 2014

Wind and warmth in virtual reality: implementation and evaluation

Felix Hülsmann; Julia Fröhlich; Nikita Mattar; Ipke Wachsmuth


Proceedings of the Workshop Virtuelle & Erweiterte Realität 2013 | 2013

Wind and warmth in virtual reality - requirements and chances

Felix Hülsmann; Nikita Mattar; Julia Fröhlich; Ipke Wachsmuth

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