Thomas Rieger

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With the introduction of software agents and assistants, the concept of so-called social user interfaces evolved, incorporating natural language interaction, context awareness and anthropomorphic representations of visuals, scales, and degrees of freedom for interactions. Today's challenge is to build a suitable visualization architecture for(More)
With the advent of software agents and assistants, the concept of so called conversational user interfaces evolved, incorporating natural language interaction, dialogue management, and anthropomorphic representations. Today's challenge is to build a suitable visualization architecture for anthropomorphic conversational user interfaces, and to design(More)
This paper describes the concept and control of a 3d Avatar system with mimic and gestures as a conversational user interface. The Avatar system including gestures and mimic is based on morphing techniques. It allows to generate sign language and mouth motion at lip reading quality in real time. The concept of a Speech Act is introduced and a table is(More)
This paper describes the approach and the application of a generic set of user variables within the EMBASSI project. Within three application areas – home infotainment, automobile electronics, and public PoS – we collected the demands on variables for user profiling. The concrete set of the generic user variables are presented as well as the application of(More)
A continuously operated electrostatic trap for polar molecules is demonstrated. The trap has a volume of approximately 0.6 cm3 and holds molecules with a positive Stark shift. With deuterated ammonia from a quadrupole velocity filter, a trap density of approximately 10(8) cm(-3) is achieved with an average lifetime of 130 ms and a motional temperature of(More)
We describe a multilevel controller for selection of proper behavior for 2D and 3D avatars and virtual characters. We call this multilevel controller 'level of abstraction controller' (LAC), as it is responsible for the managing of different levels of abstraction. In this work we define three levels of abstraction for the commands of the behavior(More)
Computers are becoming more and more ubiquitous, moving from the desktop into our everyday life. Today's challenge is to build a suitable visu-alization architecture for anthropomorphic conversational user interfaces which will run on different devices like laptops, PDAs and mobile phones. This new kind of interface will be adaptive to the current user,(More)
We describe the VR-NaSty system as well as its evaluation and discuss some implications for the presentation of information. The VR-NaSty is a virtual narrator, which gets its content information enriched with meta information about a underlying story structure. It uses this information to calculate the expressiveness (or intensity) of its facial expression(More)