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MAXIMUS FP7-ICT-2007-1-217039 Final Report MAXIMUS MAXimum fidelity Interactive Multi User display Systems Title: Final Report Version: 0.5 Deliverable type: Report Deliverable Number: D49 Workpackage: WP9 Contractual Date of Delivery: 31.08.2011 Actual Date of Delivery: 23.09.2011 Author(s): Thomas Gierlinger Reviewed by: Martin Ritz Approved by: Martin Ritz Date: 22.09.2011 Date: 23.09.2011 Date: 23.09.2011 Summary: This report presents the a publishable overview of the developments of the MAXIMUS project Responsible partner: Fraunhofer IGD File name: D49_Final_Report.doc Distribution list: Consortium and Project Officer Final Report
Transcript
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MAXIMUS FP7-ICT-2007-1-217039 Final Report

MAXIMUS MAXimum fidelity Interactive Multi User

display Systems

Title: Final Report

Version: 0.5

Deliverable type: Report Deliverable Number: D49 Workpackage: WP9

Contractual Date of Delivery: 31.08.2011 Actual Date of Delivery: 23.09.2011

Author(s):

Thomas Gierlinger

Reviewed by:

Martin Ritz

Approved by:

Martin Ritz

Date: 22.09.2011 Date: 23.09.2011 Date: 23.09.2011

Summary: This report presents the a publishable overview of the developments of the MAXIMUS project

Responsible partner: Fraunhofer IGD

File name: D49_Final_Report.doc

Distribution list: Consortium and Project Officer

Final Report

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TABLE OF CONTENTS

1. EXECUTIVE SUMMARY ............................................................................................ 3 

2. FINAL PUBLISHABLE SUMMARY REPORT ........................................................... 4 

2.1. PROJECT OVERVIEW .............................................................................................. 4 

2.2. HDR LIGHT AND MATERIAL ACQUISITION ................................................................ 7 

2.3. HDR AND EXTENDED COLOR GAMUT DISPLAY TECHNOLOGIES ............................... 8 

2.4. HDR RENDERING WITH MEASURED DATA AND DISPLAY ON THE HDR PROJECTOR .. 9 

2.5. NATURAL INTERACTION TECHNIQUES .................................................................... 11 

2.5.1. Supporting Architectural Design Review .................................................. 11 

2.5.1.1. Overview ..................................................................................... 12 

2.5.1.2. Plan ............................................................................................ 12 

2.5.1.3. Interaction Concepts ................................................................... 15 

2.5.2. Supporting Automotive Design Review .................................................... 22 

2.5.2.1. Overview ..................................................................................... 22 

2.5.2.2. Active Scene and Interaction Device .......................................... 23 

2.5.2.3. Global and Contextual Menus ................................................... 24 

2.5.2.4. Anchors ...................................................................................... 25 

2.5.2.5. Interaction Modes ....................................................................... 25 

2.5.2.6. Alternative Views ........................................................................ 27 

3. USE AND DISSEMINATION OF FOREGROUND ................................................... 28 

3.1. PUBLIC EVENTS .................................................................................................... 28 

3.2. PRIVATE EVENTS .................................................................................................. 34 

4. REPORT ON SOCIETAL IMPLICATIONS .............................................................. 39 

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1. EXECUTIVE SUMMARY

This report provides a publishable summary of the MAXIMUS project results and the

use and dissemination of foreground. According to the Cordis template, it has to also

provide data to assess the societal implications. At the time of this writing we do not

have all data necessary to complete the associated questionnaire. We therefore

propose to deliver an updated version together with the next financial statements via

NEF.

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2. FINAL PUBLISHABLE SUMMARY REPORT

2.1. Project Overview

The aim of the project MAXIMUS is to address a full high dynamic range

visualization pipeline starting with high dynamic range material and light

acquisition, providing a high dynamic range light simulation and rendering

component and finally displaying maximum fidelity image quality with color

gamut enhanced high dynamic range projection technology to bring the total

dynamic range to over 5.000.000:1.

Figure 1: Enabling technologies for the MAXIMUS high dynamic range visualization pipeline.

MAXIMUS will demonstrate these capabilities in the professional application fields:

car design, especially interior car design with an emphasis on lighting effects and

architectural and industrial design especially in-room light design. To allow

professionals and customers to work together and to easily configure lights, materials

and objects new natural multi-user interaction techniques will be developed within

MAXIMUS to round off the developments into an innovative and beneficial application

for the above mentioned markets.

Hardware Setup

The illustration below indicates the hardware setup considered appropriate for both

user groups:

Figure 2: Setup of the MAXIMUS system.

The solution involves the utilization of two screens, one vertical (which we call the

"wall") and one horizontal (which we call the "table"). The latter is primarily used for

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collaborative design review and the former for 3D presentation, though they can be

used simultaneously.

An example usage of the system would be the review of a building. In this case the

table would show 2D plans of the building while the wall presents a 3D view of the

same environment. The table is touch-sensitive, allowing the user to easily navigate a

camera through the building by pointing or dragging to a new location. As he or she

does this, the wall updates the 3D view according to the new camera

position/orientation. Re-positioning objects and light sources or changing light

intensities is also possible by interacting with the table. Additionally, and in response to

the architects request for a ‘creative desk’, the table will allow for modifications of plans

by providing ‘redlining’ functionality, where the user can sketch over existing, scanned-

in drawings.

User Interface and Input Devices

The Puck

The horizontal table will utilize a ‘puck’ style of graphical menu which can be ‘thrown’

between users situated around the table. The puck acts as a toolbox from which

commands can be found and applied. Crucially, although multiple users can annotate

using pens, a single user is in charge of the toolbox.

Users Fingers and Pen

Since the table is touch sensitive the users will be able interact with their fingers. As

additional input devices Anoto Pens are used, since the precision of a finger will not be

accurate enough to draw annotations.

"Squeezy Ball"

The vertical screen will use an innovative "Squeezy Ball" style interface device which

will allow users to interact with items and change their ‘quality’, e.g. objects on / off,

intensity of lights. As it is tracked in 3D space, the ball essentially acts as a 3D cursor

which ‘glues’ itself to objects when within reasonable proximity.

Figure 3: Left: The puck for interaction with the table: Right: Powerwall interaction with the "Squeezy Ball".

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The following images show wall and table display of the the integrated system:

Figure 4: Wall display

Figure 5: The multi-touch table top

The following sections provide an overview of the different workpackages involved in

the project together with the major results of development.

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2.2. HDR Light and Material Acquisition

The aim in HDR acquisition was to further develop a HDR sensor that is used to

measure BRDFs (material properties) and light fields (environment lights / light probes)

that are used for physically based image synthesis. The enhanced HDR sensor has

been integrated into a goniometer for material acquisition and into a full spherical HDR

camera system to capture lighting environments. An image of this camera and an

environmental HDR image generated with it are shown in the figure below.

Figure 6: Full spherical HDR camera (left) and environmental image capture by the device (right)

The main achievement during development was to reduce light scattering inside the

sensor and devices which results in a large increase in the dynamic range that can be

captured (increased precision of the results). The following image shows the reduction

of measuring artifacts due to the MAXIMUS developments.

Figure 7: Improvement in simultaneous dynamic range [SSDR]

The specification of improved devices is as follows:

HDR-Goniometer

Three color separation of the spectrum (RGB),

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Sensor simultaneous dynamic range [SSDR] of >~ 1:15.000.000,

Sensor electronic to support a (global) BRDF dynamic range of >~ 27 f-stops,

BRDF angular resolution of better than 0,5°,

Input angular resolution better than 2°,

BRDF acquisition time in the order of two hours,

Post-processing time in the order of one hour on a Pentium IV, clocked with 3

GHz, using less than 4GB of RAM.

HDR-Camera

Three color separation of the spectrum (RGB),

Simultaneous sensor dynamic range of >~ 1:15.000.000,

Sensor electronic to support a global dynamic range [GDR] of >~ 27 f-stops,

2.3. HDR and Extended Color Gamut Display Technologies

The aim of WP5 was to develop the necessary features on selected projector

platforms, so that the objectives of the MAXIMUS project regarding dynamic range,

color accuracy and color gamut are met. These objectives are:

to bring the dynamic range up to 100.000:1 using a fast dimming technology

and 5.000.000:1 by combining it with a second (slower) dimming system.

To increase the color gamut with 30% beyond the current EBU gamut.

To provide sustained color accuracy with less than 0.003 deviations in the u’v’

color space.

To integrate the above features also into high resolution projection platforms

with increased light output (2700lm for the QXGA resolution, 5500lm for the

10Mpix resolution).

A projector prototype with the above specifications has been developed by BARCO.

This projector also features a 16-bit input via 2 DVI ports which increases the color

precision of the displayed result. An image of this projector is shown below.

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Figure 8: HDR projector prototype.

2.4. HDR Rendering with Measured Data and Display on the HDR Projector

The developments in the HDR material an light acquisition workpackage and the HDR

display workpackage are connected through an HDR renderer developed in the project.

This renderer takes the measured HDR data as input to generate physically based

images of a virtual scene. The rendering result is an HDR image which is then

displayed on the projector, where the HDR controls are set according to the image

content. To support the end users in their application scenarios in the automotive and

architectural domain during design review sessions, the rendering has to be performed

with interactive speed. The rendering engine utilizes a hybrid rendering approach

fusing partial lighting simulation result of Precomputed Radiance Transfer (to enable

image-based lighting with soft shadows from the measured environment light data) and

GPU-based ray tracing to enable local reflections on the model. The performance of

our ray tracing implementation is in the order of frames per second, so it is interactive,

but not real-time. If frame rates > 30 fps are required, the renderer can be configured to

fall-back to PRT only lighting or even OpenGL local lighting. This of course reduces the

rendering quality. The images below show different images generated with the

developed HDR renderer.

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Figure 9: Rendering of IDG Mustang model using a measured BRDF (provided by Spheron) for the chassis and an

OpenGL light approximation for the environment. This rendering does not utilize ray tracing and is done in real-time

(> 30 fps).

Figure 10: Building interior provided by Page\Park. The image is generated using the hybrid rendering approach with

indirect lighting according to PRT and ray tracing for specular reflections.

The quality improvements possible by utilizing the 16-bit input of the HDR projector are

demonstrated in the following images. Note how the banding artifacts in this relatively

dark scene vanish by enabling the enhanced color precision.

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Figure 11: Pictures taken from the HDR rendering projection, with 8 bit (left) and 16 bit mode (right) activated.

2.5. Natural Interaction Techniques

To allow intuitive interaction with the HDR pipeline developed in this project, natural

interaction techniques have been developed that support the end users in executing

design review and presentation sessions in their respective domain. The interaction

with the wall is based on a pointing device (held in hand and aimed at the wall) which

allows navigation in the scene, manipulation of the lighting conditions and manipulation

of the geometry in the scene. This interaction and setup has been applied in user test

with end users from the automotive domain. For the table top setup the interaction is

based on multi-touch finger input and allows manipulation of a plan view of a building,

manipulation of lighting conditions and manipulation of geometries. This interaction and

setup was used for user testing with end users from the architectural domain.

Below we present the interaction functionality of the developed system.

2.5.1. Supporting Architectural Design Review

Architects define a workflow they apply when working on any project. The workflow

defines a sequence of steps that helps the architect move the project forward, including

a step that corresponds to a client design review. In this step Architects use plans,

physical models and virtual models to convey their idea to the client. This approach is

very traditional, especially when compared to the new technologies available today.

Moreover, although plans and models make for a great presentation tool they are hardy

reusable and, for this step, virtual models are generally converted to pictures that

convey the project’s feeling but that do not allow clients to walkabout the virtual model.

Our approach is to enhance new developments in display technology with interactive

solutions. That is, we pretend to provide a scenario where the large-scale display

provides a realistic (photographic) depiction of the model and still allow users to

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navigate the model. In the case of the architectural scenario, there is the additional

requirement to include plans in this prototype. Overall, we pretend to present a novel

approach to design review where plans and virtual models are integrated into a single

visualization system that allows for the traditional review process, but that also

enhances the workflow step by allowing the client to freely navigate either the plan or

the virtual model.

2.5.1.1. Overview

The implementation for this concept is based on a horizontal surface (hereby described

as tabletop) plus a high definition vertical visualization (described as HDR Projector).

The prototype provides interactive plans, on the tabletop, and virtual models, on the

HDR projector (not interactive) as well as interactive preview “polaroids” on the

tabletop.

Figure 12 - Overview of the prototype interface

2.5.1.2. Plan

The plan object (see Figure 13) attempts to represent an architectural plan as accurate

as possible and still enhance the concept with virtual functionality that take advantage

of the fact that the system includes both a vertical and horizontal display.

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Pan y Zoom

Pan x

Pan x

MoveRotate

Scale

MoveRotate

Scale

Clipping Plane

Clipping Plane

InteractiveObject

Figure 13 - Overview of the plan interface

The plan is composed by a black and white representation of the model, seen in the

center of Figure 13. We kept the plan representation as similar as possible to the

physical plans already used by architects. In Figure 13 we can highlight three different

groups of functionality: plan manipulation (in blue), interactive objects (in black) and

clipping plane (in red).

Plan manipulation

The plan manipulation is divided in five different operations: pan x, pan y, zoom, move

and rotate/scale. Each edge of the plan has a different operation and is used to pan or

zoom the black and white representation. The Figure 14 presents some examples of

the manipulation of the plan view.

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Pan x axis

Pan y axis

Zoom

Figure 14 – Plan manipulations

The four corners are defined as buttons that provide functionality for the plan window.

That is, the buttons are used to move the plan around or rotate the plan. To use these

functionalities the user only needs to touch a corner and then drag the finger. For the

move functionality, the plan will follow the finger and will be dragged, and for the

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rotate/scale, the plan will be rotated/scaled uniformly from its center to the new position

of the finger.

Interactive Objects and Clipping Plane. All functionality regarding panning or

windows was moved “outside” of the plan, to the borders. This leaves the plan space to

provide interactivity to the elements defined by the project as interactive. The main

issues of these objects will be explained in the next section.

2.5.1.3. Interaction Concepts

A Maximus scene is composed by static and non-static entities. In the architect’s

scenario, it should is possible to change the position of furniture but not walls, for

example. To easily identify the manipulable (non-static) entities within a scene, we

have introduced the concept of identifier. To identity or to tag an object there are two

ways, by menu using the tag option of by tapping on the object (but also for lights for

instance), as the Figure 15 shows:

Figure 15 – Tagging action over an object

An identifier is a small colored marker, which is assigned to the corresponding entity at

scene loading. There are three types of identifiers, each with a different color: blue for

objects (furniture), red for lights and green for cameras. A small icon within each

marker reflects the state of the associated entity (Figure 16).

Figure 16 - Object Identifiers. Left to Right: Default, Locked, Hidden and Locked and Hidden

Another very important functionality in this application is the entity manipulation. We will

explain this concept in the next section.

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Entity Manipulation

The manipulation of any entity in the system starts with the same idea: touch the

identifier of the entity. As the identifiers, the manipulators also have different colors:

blue for objects, yellow for lights and green for cameras. The Figure 17 presents the

three different manipulators for each entity type.

Object Manipulator Camera Manipulator

Figure 17 – Different manipulators for each entity

After presenting each different manipulator, the Figure 18 shows how each manipulator

is opened. The idea is the same, with the object tagged, we only need to touch on the

identifier and the corresponding manipulator will appear.

Object Manipulation Camera Manipulation

Figure 18 – Start of object, light and camera manipulation

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Now that we know the main concepts for the manipulation we will describe in more

detail the main concepts of each manipulator.

Object and Light Manipulation

To move, rotate of scale an object we use the object manipulator present above.

Comparing with the light manipulation, the most important difference is that only move

actions are allowed.

To begin a manipulation the user first touches the entity identifier, which gets replaced

by the object manipulator (Figure 18). By moving the finger, a translation is performed.

To start the rotation and scale operations, the user can touch the circle around the

finger. Translation is deactivated in this mode, and scales and rotations are performed

in separate by using different snap areas for each (Figure 19). This way we answer the

user requirements by limiting to one the possible operations at a given time.

In order to allow more precise translations of an object, we include the concept of axis

snapping. By default, snap is also applied to translation, by creating a snapping axis

around the starting point. The Figure 20 presents the snap concept applied to the

object translation operations.

Figure 20: Translation Snapping depiction

Figure 19 - Scale and Rotation Snapping depiction

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Camera Manipulations

Navigation is one of the main task of any 3D visualization scenario. In the architectural

scenario, the end users have required the possibility to control the view and be able to

navigate through the virtual environment by interacting on top of the plan of a building.

To manipulate a camera, users need to touch the 2D or 3D representation of the

camera. To identify existing camera on the scenario, the main Maximus menu allows

the user to tag all the cameras highlighting them.

The 2D user interface is organized into two parts. The first element of the interface is a

2D representation of the position of the camera and its look at position on top of the

plan. This manipulator was shown in the Figure 17. The navigation of the camera can

be done interaction with those two 2D buttons, allowing controlling its position and point

of interest independently. Additionally the 2D representation is complemented by a field

of view representation providing more feedback about the camera orientation to the

user.

The second element, the “polaroid” is a preview of the camera presented as an

interactive snapshot near to the location of the camera. This preview acts as a floating

window on top of the plan, which can be moved, rotated and scaled. Its behavior is

same of the plan, as previous described and shown. The Figure 21 presents this

preview. Comparing with the plan, there are two additional features: activate view and

close. The activate view transfers this view to the large screen and the close button will

close the camera manipulator and this preview.

Figure 21 – Camera preview

Since the plan presents an orthogonal view of the scene, we propose to use the

preview of the camera to propose a natural way to control both tilting orientation and

height of the camera. This is done using gestures with a different number of fingers

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over the camera preview. By dragging over the preview using one finger, users can tilt

the camera on the up/down and right/left directions changing the point of interest of the

camera. By dragging using two fingers the user can pan the camera on the up/down

and right/left directions.

Panning camera using two fingers over the

photo

Tilting camera using two fingers over the

photo

Figure 22 – Gestures over the preview view

To interact with this widget the user only needs to touch on the green circles and move

the finger. If the user touches the left one, the position of the camera is being changed,

but in the other hand, if the right widget is moved, only the looking point is moved.

Menus

A global menu (see Figure 23) is available to Lock or Unlock objects, Show and Hide

identifiers and Reset Scene a set of manipulable objects properties. Through this menu

the user can also quit the application. In this image we see two different states of the

menu. To open and close the menu the user need to tap in the center of the menu.

Figure 23 - Left: closed main menu. Right: open main menu.

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Also we have contextual menus for each object type. In this case, we have object and

light menus. The Figure 24 and Figure 25 show these two menus. The contextual

menu is used to change the properties of an entity, such as state or material, and to

initiate certain operations, such as defining a camera path. There is one contextual

menu (closed by default) associated with each entity, and while opened no other

operations are permitted on that same entity - it becomes implicitly locked.

To open a contextual menu the user needs to tap on the identifier of the desired entity

and the menu will appear. To close it, simply touch the identifier and the menu will

close. The Figure 26 presents illustrates this action.

Figure 26 – Tapping action used to open the contextual menu

When some entity state property is changed, the identifier will reflect this action. Also, if

the entity is locked or hidden, when the menu is closed, the user only needs to touch

the identifier and the menu will appear.

Figure 24 – Object Menu

Figure 25 – Light Menu

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Clipping Plane Widgets

The last functionality of our application is the clip plane, allowing us to see on the large

screen different sections of the 3D model. To control these sections we create a 2D

representation on the plan which defines its position on the 3D model. The Figure 27

presents this widget. To define its position on the 3D model, the user only needs to

touch in one identifier and then move its finger.

Figure 27 – Clip Plane widget

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2.5.2. Supporting Automotive Design Review

The Maximus prototype is an visualization tool that enables users to navigate a realistic

virtual model. This document serves as a user manual that explains how to interact

with the tool and what functionalities are available.

2.5.2.1. Overview

The prototype main goal is to provide the most realistic depiction of the car models. To

maintain the illusion of realism, we provide a minimalist interface that only includes the

following information:

Active Scene. It renders model loaded, using the Maximus render module. Users can

move the camera, or the model, click on model parts to open contextual menus or

choose alternate views that will change the active scene.

Fig 28: Maximus prototype screenshot

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Alternative View. List of alternative views defined by the car designers. It includes

both orthogonal and perspective views. The current prototype includes 3/4 back, 3/4

front and interior as perspective views and left, right, front, back and top as orthogonal

views.

Interaction Mode. Shows the active interaction mode. There are two interaction

modes: navigation and manipulation. They provide different ways to interact with the

active scene and are explain in this document.

Global Menu. The Maximus logo is a global menu, which provides functionality to

control ambient light attributes, reset scene initial attributes and quit the application.

(Figure 1 shows the global menu closed in the top right corner)

2.5.2.2. Active Scene and Interaction Device

The active scene is the main interactive area where users can, according to the

interaction mode, navigate around the car or manipulate the model (rotation, etc.).

Users interact using the Squeezy ball hardware.

The interaction device controls a cursor using a pointing metaphor. The device includes

a gyroscope (similar to the Nintendo wiimote) that allows us to recognize rotations plus

marker tracking to accurate position the device in real-space. With this information we

can infer pointing and rotations and use this information to position a mouse cursor or

to rotate objects, using wrist movements. Users start by holding the device in a

comfortable way (see Figure 29) and point it to the center of the display; this calibrates

the device from the remaining of the session.

Interaction is similar to mouse-based interfaces. Users move the cursor to the desired

location and click the button (left or right). Users can select alternative views, change

the interaction mode and open contextual menus. Each interaction mode has their

specific actions for each button (they require the user to hold the button down), these

will be explained in the respective sub-sections.

Fig 29: Interaction Device

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2.5.2.3. Global and Contextual Menus

There are two kinds of menu: global and contextual menus. They allow users to access

functions without cluttering the interface. Our menus are circular, this means that each

option opens a new orbit that shows the sub-actions for the selected option. Figure 3 -

left shows a closed Global menu, Figure 30 - right represents the three layer menu

after clicking on the Maximus logo and then, clicking on the Global Light (Highlighted

on Figure 30 - Right by the cursor).

Global menus can be activated by clicking on the Maximus logo. The Global menu

provides the following functionality:

Reset. Reset the scene to their original settings. This includes object position, rotation

and color changes.

Global Light Changes the light intensity and the actives scene background

Quit Quits the application

Fig 30: Global Menu. Left: Closed menu. Right: Open menu

Fig 31: Context Menu. Left: Light menu. Right: Object menu.

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Contextual menus (see Figure 31) provide access to functionality that is specific to an

object or a light. A contextual menu is open by clicking on top of a object Figure 32

shows a change of color using the contextual menu, the user executed the following

steps:

1. Move the cursor to the chassis

2. Click on any button to open up the contextual menu. This will open the chassis

contextual menu

3. Click on the yellow color

The Contextual Menu provides the following functionality:

Reset. Reset the object to the original settings.

Lock / Unlock Prevents the user from making changes to the object. (it creates a lock

anchor)

Show/hide It shows/hides all objects in the scene. (it creates a show anchor)

Light Intensity Only available in lights, changes the light intensity.

Color Only available in objects, changes the object color.

2.5.2.4. Anchors

Whenever a object or light is locked or hidden the system creates a icon that gives the

user feedback on the state of that object. This is particularly relevant for hidden objects,

that are otherwise invisible when hidden. Figure 33 shows the icons for lock and hidden

objects. A user can click on the icon to remove the restrictions.

2.5.2.5. Interaction Modes

The prototype supports two interaction modes: navigation and manipulation(See Figure

34). User can change interaction modes by clicking on the top left button (see Figure

28).

Fig 32: The user changes the chassis color from red to yellow using contextual menu

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Navigation

Navigation is the default interaction mode. It is used to visualize an object, zoom on

specific object parts and rotate the scene. The input device configuration for the

navigation interaction mode is as follows:

Right Button: hold the button and point to pan. Hold the right button and move the

device closer to the display to zoom. The zoom is focused on the cursor position. Thus,

if the cursor is position on top of a wheel and zoom is activated, the active scene will

focus on the wheel.

Left Button: hold the button and point to move the camera around the object

Click any button to open a contextual menu

Fig 34: Interaction Mode icons, the system shows the active mode on top left.

Manipulation

Manipulation is a secondary interaction mode that allows objects to be moved and

rotated. This mode can move specific object parts (if the model allows it). It is possible,

for example, to move the hood of a car to check the engine. The input device

configuration for the navigation interaction mode is as follows:

Right Button: hold the button and point, or hold and move the device closer to/away

from the display, to translate an object in the three axis.

Fig 33: Examples of Anchor. The tire is hidden and the chassis is locked. Right: Icons used for each anchor.

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Left Button: hold the button and point to rotate the object

Click any button to open a contextual menu

Examine

Examine helps users inspect object details, by hiding every object except the target.

When this mode is activated rotation commands, revolve around the object instead of a

fixed scene point. Selecting another mode unhides all objects and rotates the target to

the original position.

The input device configuration for the navigation interaction mode is as follows:

Right Button: hold the button and point, or hold and move the device closer to/away

from the display, to zoom the object.

Left Button: hold the button and point to rotate the object (examine around a center

point)

Click any button to open a contextual menu

2.5.2.6. Alternative Views

According to user requirements, it should be possible to quickly change camera

position. As such, an after consulting with the users we provide a list of alternative

views on the bottom of the display. This list provides both orthogonal and perspective

views and allows users to jump from one view to another. Users can not configure

these views, but they are updated whenever there is a change in object (such as

translating an object or changing a color). Figure 35 shows the list of alternative views.

Fig 35: Alternative view list. The system provides five orthogonal views and three perspective views.

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3. USE AND DISSEMINATION OF FOREGROUND

3.1. Public events

An entry in the table below indicates a presentation on a conference or other public event, with recordings or proceedings of this presentation,

open to the public.

Audience

(type + size) Event

Type of

dissemin

ation

action

Involved

partner Reference Result/outcome vs. purpose

Web Continuous Public

website

All, lead

by GCU

www.maximus-fp7.eu

A publically available website has been established,

containing information on the project, the objectives, the

consortium members, etc… It also includes latest news, i.e.

about realizations in the project.

RTT

Conference,

Milan, June

2008

Oral

presentati

on

Italdesign

Giugiaro

“Dal bozetto alla verifica

virtuale: stato dell’arte e

prospettive” Luca Jozzo

(“From the sketch to the virtual validation: state of the art and perspectives”)

Italdesign Giugiaro gave a presentation about the styling

process current procedures, limits, requirements and future

developments. During the presentation, a brief explanation

of the MAXIMUS project was given, highlighting the project

objectives and innovative approach

R&D Display

experts – (ca.

300 people in

room)

SID

International

Symposium

2008

June 2008

Oral

presentati

on +

technical

digest

BARCO Challenges and Technologies

for Multi-Channel Projection

Systems. P. Vandenberghe, B.

Maximus, SID International

Symposium, Digest of Technical

Papers, Volume XXXIX, Book I,

The Barco publication explains a.o. topics the concept of the

dimming systems to obtain a high dynamic range (HDR)

display. Such dimming systems have a higher potential to be

applied to higher brightness projectors than other systems.

The purpose of the paper and presentation was to inform the

display community and advertize this concept as an efficient

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pp. 167-170

http://link.aip.org/link/?DTPSD

S/39/167/1

way to achieve HDR in projection without a light output

penalty, acknowledging the support of EC in this field

through the MAXIMUS project.

CHI’09, April,

Boston, USA,

2009, ACM.

Oral

presentati

on

INESC ID A Comparative Study of

Interaction Metaphors for

Large-Scale Displays. Ricardo

Jota, João M. Pereira and

Joaquim A. Jorge

Interaction with the squeezy ball requires us to research

human factors related to (1) the ergonomy of the device and

(2) interaction techniques that best fit the device. The paper

presented at CHI presents our first results on interaction

techniques for the squeezy ball. This paper corrabolates our

choices in the Maximus first prototype regarding interaction

techniques applied to the squeezy ball.

Light + Building

2008, April

2008 -

International

Trade Fair for

Architecture

and

Technology;

Presence

at trade

fair

IGD http://light-

building.messefrankfurt.com/fran

kfurt/en/home.html

An extended version of the IMPROVE renderer was

demonstrated and information on MAXIMUS was distributed.

This was the first time this fair was attended by Fraunhofer-

IGD and it became clear that the participants are relevant for

MAXIMUS (architects and lighting designers), so there will

also a visit to the next fair in 2010 (it's a 2 years cycle)

Computer

Graphics

Community

SIGGRAPH

2008 and

IPT/EDT 2008

Conferen

ce

exhibition

IGD Poster and short paper in the co-

located Immersive Projection

Technologies / Emerging Display

Technologies Workshop

Fraunhofer has been at SIGGRAPH 2008 where the results

of the IMPROVE project were shown as a poster and via a

short paper. Although the focus was on IMPROVE, also

information about the MAXIMUS project was provided

17th EPCG,

Portugal, 2009

INESC-IDDispositivo de Interacção para Ecrã de Grandes Dimensões, B. de Araújo, R. Jota, J. Fernandes, A. Ferreira e J.A.Madeiras Pereira, Actas do 17º Encontro Português de Computação Gráfica (17º EPCG), Covihã, Portugal, Outubro 2009

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Computer

Graphics

Community

SIGGRAPH

Asia 2009

Conferen

ce,

dissemin

ation

IGD Santos, Pedro; Schmedt,

Hendrik; Hohmann, Sebastian;

Stork, André: The Hybrid

Outdoor Tracking Extension

for the Daylight Blocker

Display. In: Inakage, Masa

(Hrsg.); ACM SIGGRAPH:

Siggraph Asia 2009. Full

Conference DVD-ROM. New

York : ACM Press, 2009, 1 p.

Presentation of Daylight blocking HMD and marker-less

tracking plus sensor fusion. Dissemination of current

MAXIMUS project through flyer along poster presentation on

related technologies

Computer

Graphics

Community

Journal of Real-

Time Image

Processing,

Special Issue

IGD T. Gierlinger, D. Danch, A. Stork,

'Rendering techniques for

mixed reality', DOI

10.1007/s11554-009-0137-x

Invited by Mr. Carlsohn

R&D

institutes and

technology

companies

Innovation

Days 2009

Demo INESC-ID

Participation at “Innovation Days 2009”: a technology fair in

Lisbon which gathers R&D institutes and technology-based

companies. In this event INESC-ID showed the first

prototype of the multi-touch surface developed within the

MAXIMUS project.

Computer

Graphics

Community

IEEE VR2010 Conferen

ce,

Research

demo

IGD P. Santos, T. Gierlinger, H.

Schmedt, O.Machui, A. Stork,

'The ultimate display – yet

another try', Research Demo,

IEEE VR2010, March 20-24,

Boston, USA

Showing a combination of the IMPROVE Daylight blocker

display using the MAXIMUS rendering component and HDR

acquisition

Computer

Graphics

Community

SIMAUD 2010 Conferen

ce, Full

paper

IGD P. Santos, D. Acri, T. Gierlinger, H. Schmedt, 'Supporting Outdoor Mixed Reality Applications for Architecture and Cultural Heritage',

Showing the technological evolution along three European

research projects: IMPROVE, CINeSPACE and present

MAXIMUS project.

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Symposium on Simulation for Architecture and Urban Design at the 2010 Spring Simulation Multiconference, SIMAUD 2010, Orlando, FL, USA

First contact to Autodesk RTD was established.

Computer

Graphics

Community

Symposium on

Virtual and

Augmented

Reality 2010,

Brasil, May 24-

27, 2010

IGD Open CL vs. CUDA for ray

tracing, R. Huff, T. Neves, T.

Gierlinger, A. Storck, A. Kuijper,

and D. Fellner, Symposium on

Virtual and Augmented Reality

2010 – SVR2010, 4p, 2010

Computer

Graphics

Community

CGI’10

Singapore,

June 8-11,

2010

IGD A general two-level

acceleration structure for

interactive ray tracing on the

gpu, R. Huff, T. Neves, T.

Gierlinger, A. Storck, A. Kuijper

and D. Fellner, Computer

Graphics International 2010 –

CGI 2010, SP19-1—SP19-4,

2010

Computer

Graphics

Community

SIGGRAPH

2010

July 2010

Poster IGD A Full HDR Pipeline from

Acquisistion to Projection, by

P. Santos, T. Gierlinger, R. Huff,

M. Ritz, and A. Stork, ACM

SIGGRAPH 2010, Los Angeles,

USA

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Computer

Graphics

Community

Graphics

Interface 2010

INESC-IDA Comparison of Ray Pointing Techniques for Very Large Displays, Jota, R., Nacenta, M.A., Jorge, J.A., Carpendale, S. and Greenberg, S. To be published in Graphics Interface 2010, May 31 to June 2, Ottawa, Ontario, Canada

Cultural

Heritage

Community

VAST’10

France,

September

2010

IGD High Resolution Acquisition of Detailed Surfaces with Lens-Shifted Structured Light, M. Ritz, M. Scholz, M. Goesele, A. Storck, VAST10: The 11th International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage, 2010. Full papers: 1-8

Display R&D

community

(ca. 100

persons)

SID

International

Display

Workshops

2010

Dec. 2010

Oral

presentati

on and

proceedin

gs

BARCO High Resolutions Projection

Systems with High Dynamic

Range Capabilities, B.

Maximus, P. Candry and H.

Nakano, Proceedings of the 17th

International Display Workshops,

Vol. 2, pp. 1483-1486.

http://www.idw.ne.jp/10record.ht

ml

Barco presented a new method to determine the bitdepth

required to display and process HDR images, based on the

visibility of contouring artifacts. The objective was to

demonstrate the Barco knowledge on HDR image

processing and to indicate the quality of the HDR image

processing and reproduction in the Barco (LCOS) projector

platforms.

Symposium on

Virtual and

Augmented

Reailty

Brasil, 23-23

May 2011

IGD A comparison of xpu platforms

exemplified with ray tracing

algorithms, R. Huff, T.

Gierlinger, A. Kuijper, A. Storck,

and D. fellner, Symposium on

Virtual and Augmented Reality

2011 – SVR2011, pp. 1-8, IEEE,

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2011

Simulation -

Training

community &

customers

Image

Conference

2011

June 2011

Oral

presentati

on and

proceedin

gs

BARCO Aspects of High Dynamic

Range Imaging on High

Resolution Projection

Systems, B. Maximus, Proceed-

ings of the Image 2011

Conference, Scottsdale USA, 6-9

June 2011

Barco presented the aspects of HDR imaging that has to be

taken into account in immersive systems to the Training

community (flight simulators, etc…). The requirements are

very similar to the V&AR applications where the MAXIMUS

project is more focused on. The aspects discussed are the

chosen HDR strategy via dimming, the impact of projector

and system contrast ratio, and the processing bitdepth

requirements.

Architects

and architect

students (ca.

30)

Showcase

event at Glas-

gow Caledo-

nian University

14 June, 2011

Project

presenta-

tion and

demo of

prototype

GCU,

INESC-

ID, and

other

partners

See also report on:

http://www.maximus-

fp7.eu/index.html#

The objective was to present the project in a first session,

and to collect feedback on the prototype from the demos in a

second session.

Computer

Graphics

Community

SIGGRAPH

2011

11 Aug, 2011

Talk Spheron Next-Generation Image Based

Lighting Using HDR Video, J.

Unger, S. Gustavson, J.

Kronander, G. Bonnet*, G.

Kaiser*. (* = Spheron)

http://www.siggraph.org/s2011/

for_attendees/talks/sessions/1

73

The figure above depicts a rendering-result based on a

spatially resolved HDR acquisition (more than only one

HDR-sphere has been acquired) which results in better

rendering quality.

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Forth

Dimension

Displays

Seminar

Sept 2011

Seminar GCAL http://www.forthdd.com/company/press-releases/2011/09/immerse-yourself-exclusive-invitation

Planned for 27/9/2011

3.2. Private events

An event listed in this table indicates a presence at a tradefair or conference without a public presentation, a private lecture, private meetings

with stakeholders, internal conferences, etc… including discussions on the MAXIMUS project topics.

Partner Action

IGD Fraunhofer-IGD has regularly demonstrated activities to visitors in the past project period. These demonstrations usually include current

developments in the rendering area. Demonstrations for members of the following companies / institutes have been carried out where the plans /

current results of the rendering workpackage of MAXIMUS were shown.

o 12.03.2009 Delft University (Netherlands)

o 27.03.2009 University of British Columbia (Canada)

o 24.04.2009 University of East London (UK)

o 04.05.2009 Nelson Mandela Metropolitan University (Republic of South Africa)

o 02.06.2009 Chinese Academy of Sciences (China)

o 01.07.2009 ISRA VISION AG (Germany)

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o 08.07.2009 Magna Car Top Systems GmbH (Germany)

o 03.11.2009 Universität Hasselt (Germany)

o 12.11.2009 Johannes Kepler Uni Linz / NAIST (Austria / Japan)

o 27.11.2009 Dräger Medical (Germany)

o 27.11.2009 Petrobras (Brazil)

o 04.12.2009 Brown University (USA)

o 22.02.2010 Multimedia Institute, Trento (Italy)

o 15.03.2010, DIADEIS Benelux: HDR rendering demo

o 30.04.2010, Fraunhofer IAIS, Germany: HDR rendering demo, Material Acquisition

o 23.06.2010, INRIA France: HDR rendering demo, Material Acquisition

o 09.09.2010, Microsoft Corp. India: HDR rendering demo, Material Acquisition

o 22.09.2010, Fraunhofer ZV, Munich, Germany: HDR rendering demo, Material Acquisition

o 25.01.2011, Fraunhofer Malaysia: HDR rendering demo, Material Acquisition

o 09.03.2011, Merck KgaA, Germany: Material Acquisition

o 22.07.2011, ISRA VISION AG, Germany: HDR rendering demo, Material Acquisition

o 29.07.2011, Fraunhofer IDM@NTU: HDR rendering demo, Material Acquisition

Spheron Tradeshows attended by Spheron:

o Focus 2008, 2009, 2010, 2011, Photography & CGI, UK

o Siggraph 2008, 2009, 2010, 2011 (CAN), Special Interest Group Graphics, USA

o Photokina 2008, 2010, Photography, Germany

o SPAR 2010 (The Netherlands), 2011 (USA)

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o Intergeo 2010, Germany

o GEO 2011, United Kingdom

o Heritage Photography Conference, United Kingdom

Lectures given by Spheron:

o 2008, TU Reutlingen, department of Transportation, Germany

o 2008, Warwick University, Department of Computer Science, UK

o 2008, FH Zweibrücken, Department of Computer Science, Germany

o 2008, TU Cologne, Department of Photography, Germany

o 2008, TU Darmstadt, Department of Computer Vision, Germany

o 2009, HDR Symposium, San Francisco, USA

o 2009, TU Cologne, Department of Photography (Award speech for Robert-Luther Price)

o 2010 & 2011, RWTH Aachen, Germany

o 2010, TU Kaiserslautern, Germany

o 2010, FH Cologne, Germany

o 2010 & 2011, FH Darmstadt, Germany

o 2010 & 2011, Warwick University, United Kingdom

o 2010 & 2011, Linkoeping University, Sweden

o 2010, FH Hof, Germany

o 2011, Victoria & Albert, United Kingdom

o 2011, TU-Kaiserslautern, Germany

o 2011, TU-Stuttgart, Germany

o 2011, TU-Cologne, Germany

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Industrial process shareholders:

o 2008, 2009, 2010, Autodesk, USA

o 2008, 2009, 2010, 2011, Dolby Laboratories, USA

o 2010, 2011, The Foundry, United Kingdom

o 2010, Northrop Grumman, USA

o 2010, BMW, Germany

o 2010, BASF, Germany

o 2010, General Motors, USA & India

o 2010, AliceLabs, The Netherlands

o 2011, Sony ImageWorks, USA

o 2011, Electronic Arts, United Kingdom

o 2011, Victoria & Albert, United Kingdom

BARCO Internal discussion forum:

o 01.09.2011: Internal Barco 3D conference, including a summary of the HDR requirements, and a presentation of the new

shuttered wheel active stereo application using 2 high resolution (10Mpix) LCOS projectors. Objective is internal awareness

increase of 3D applications with HDR possibilities.

ID

Giugiaro

User tests (See D46):

o 12-15.04.2011: Automotive user tests in Turin (15 participants)

o 26-27.07.2011: Automotive user tests in Turin (8 participants)

GCAL User tests (See D46):

o 26-27.05.2011: Architectural user tests in Glasgow

o 04.08.2011: Architectural user tests in Glasgow

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Seminar:

o 27.09.2011 (planned): at Fourth Dimension Displays - Immerse Yourself. Web-site: http://www.forthdd.com/company/press-

releases/2011/09/immerse-yourself-exclusive-invitation

Internet activities / magazines:

o http://whatdondoes.com/2011/08/maximus-2/

o Articles in Caledonian Outlook magazine, Scotsman newspaper.

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4. REPORT ON SOCIETAL IMPLICATIONS

A General Information (completed automatically when Grant Agreement number is entered.

Grant Agreement Number:

Title of Project:

Name and Title of Coordinator:

B Ethics

1. Did your project undergo an Ethics Review (and/or Screening)?

If Yes: have you described the progress of compliance with the relevant Ethics Review/Screening Requirements in the frame of the periodic/final project reports?

Special Reminder: the progress of compliance with the Ethics Review/Screening Requirements

should be described in the Period/Final Project Reports under the Section 3.2.2 'Work Progress

and Achievements'

No

2. Please indicate whether your project involved any of the following issues

(tick box) :

YES

RESEARCH ON HUMANS

Did the project involve children?

Did the project involve patients?

Did the project involve persons not able to give consent?

Did the project involve adult healthy volunteers?

Did the project involve Human genetic material?

Did the project involve Human biological samples?

Did the project involve Human data collection?

RESEARCH ON HUMAN EMBRYO/FOETUS

Did the project involve Human Embryos?

Did the project involve Human Foetal Tissue / Cells?

Did the project involve Human Embryonic Stem Cells (hESCs)?

Did the project on human Embryonic Stem Cells involve cells in culture?

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Did the project on human Embryonic Stem Cells involve the derivation of cells from Embryos?

PRIVACY

Did the project involve processing of genetic information or personal data (eg. health, sexual lifestyle, ethnicity, political opinion, religious or philosophical conviction)?

Did the project involve tracking the location or observation of people?

RESEARCH ON ANIMALS

Did the project involve research on animals?

Were those animals transgenic small laboratory animals?

Were those animals transgenic farm animals?

Were those animals cloned farm animals?

Were those animals non-human primates?

RESEARCH INVOLVING DEVELOPING COUNTRIES

Did the project involve the use of local resources (genetic, animal, plant etc)?

Was the project of benefit to local community (capacity building, access to healthcare, education etc)?

DUAL USE

Research having direct military use 0 Yes 0

No

Research having the potential for terrorist abuse

C Workforce Statistics

3. Workforce statistics for the project: Please indicate in the table below the number of people who worked on the project (on a headcount basis).

Type of Position Number of Women Number of Men

Scientific Coordinator

Work package leaders

Experienced researchers (i.e. PhD holders)

PhD Students

Other

4. How many additional researchers (in companies and universities) were recruited specifically for this project?

Of which, indicate the number of men:

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D Gender Aspects 5. Did you carry out specific Gender Equality Actions under the project?

x

Yes No

6. Which of the following actions did you carry out and how effective were they? Not at all

effective Very

effective

Design and implement an equal opportunity policy Set targets to achieve a gender balance in the workforce Organise conferences and workshops on gender Actions to improve work-life balance Other:

7. Was there a gender dimension associated with the research content – i.e. wherever people were the focus of the research as, for example, consumers, users, patients or in trials, was the issue of gender considered and addressed?

Yes- please specify

No

E Synergies with Science Education

8. Did your project involve working with students and/or school pupils (e.g. open days, participation in science festivals and events, prizes/competitions or joint projects)?

Yes- please specify

x No

9. Did the project generate any science education material (e.g. kits, websites, explanatory booklets, DVDs)?

Yes- please specify

x No

F Interdisciplinarity

10. Which disciplines (see list below) are involved in your project? Main discipline1: Associated discipline1: Associated discipline1:

G Engaging with Civil society and policy makers

11a Did your project engage with societal actors beyond the research community? (if 'No', go to Question 14)

Yes No

1 Insert number from list below (Frascati Manual).

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11b If yes, did you engage with citizens (citizens' panels / juries) or organised civil society (NGOs, patients' groups etc.)?

No Yes- in determining what research should be performed Yes - in implementing the research Yes, in communicating /disseminating / using the results of the project

11c In doing so, did your project involve actors whose role is mainly to organise the dialogue with citizens and organised civil society (e.g. professional mediator; communication company, science museums)?

Yes No

12. Did you engage with government / public bodies or policy makers (including international organisations)

No Yes- in framing the research agenda Yes - in implementing the research agenda

Yes, in communicating /disseminating / using the results of the project

13a Will the project generate outputs (expertise or scientific advice) which could be used by policy makers?

Yes – as a primary objective (please indicate areas below- multiple answers possible) Yes – as a secondary objective (please indicate areas below - multiple answer possible) No

13b If Yes, in which fields?

Agriculture

Audiovisual and Media

Budget

Competition

Consumers

Culture

Customs

Development Economic and

Monetary Affairs

Education, Training, Youth

Employment and Social Affairs

Energy

Enlargement

Enterprise

Environment

External Relations

External Trade

Fisheries and Maritime Affairs

Food Safety

Foreign and Security Policy

Fraud

Humanitarian aid

Human rights

Information Society

Institutional affairs

Internal Market

Justice, freedom and security

Public Health

Regional Policy

Research and Innovation

Space

Taxation

Transport

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13c If Yes, at which level? Local / regional levels National level European level International level

H Use and dissemination

14. How many Articles were published/accepted for publication in peer-reviewed journals?

To how many of these is open access2 provided?

How many of these are published in open access journals?

How many of these are published in open repositories?

To how many of these is open access not provided?

Please check all applicable reasons for not providing open access:

publisher's licensing agreement would not permit publishing in a repository no suitable repository available no suitable open access journal available no funds available to publish in an open access journal lack of time and resources lack of information on open access other3: ……………

15. How many new patent applications (‘priority filings’) have been made? ("Technologically unique": multiple applications for the same invention in different jurisdictions should be counted as just one application of grant).

16. Indicate how many of the following Intellectual Property Rights were applied for (give number in each box).

Trademark

Registered design

Other

17. How many spin-off companies were created / are planned as a direct result of the project?

Indicate the approximate number of additional jobs in these companies:

18. Please indicate whether your project has a potential impact on employment, in comparison with the situation before your project:

Increase in employment, or In small & medium-sized enterprises Safeguard employment, or In large companies Decrease in employment, None of the above / not relevant to the project

2 Open Access is defined as free of charge access for anyone via Internet. 3 For instance: classification for security project.

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Difficult to estimate / not possible to quantify

19. For your project partnership please estimate the employment effect

resulting directly from your participation in Full Time Equivalent (FTE = one person working fulltime for a year) jobs:

Difficult to estimate / not possible to quantify

Indicate figure:

I Media and Communication to the general public

20. As part of the project, were any of the beneficiaries professionals in communication or media relations?

Yes No

21. As part of the project, have any beneficiaries received professional media / communication training / advice to improve communication with the general public?

Yes No

22 Which of the following have been used to communicate information about your project to the general public, or have resulted from your project?

Press Release Coverage in specialist press Media briefing Coverage in general (non-specialist) press TV coverage / report Coverage in national press Radio coverage / report Coverage in international press Brochures /posters / flyers Website for the general public / internet DVD /Film /Multimedia Event targeting general public (festival, conference,

exhibition, science café)

23 In which languages are the information products for the general public produced?

Language of the coordinator English Other language(s)

Question F-10: Classification of Scientific Disciplines according to the Frascati Manual 2002

(Proposed Standard Practice for Surveys on Research and Experimental Development, OECD

2002):

FIELDS OF SCIENCE AND TECHNOLOGY

1. NATURAL SCIENCES

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1.1 Mathematics and computer sciences [mathematics and other allied fields: computer

sciences and other allied subjects (software development only; hardware development

should be classified in the engineering fields)]

1.2 Physical sciences (astronomy and space sciences, physics and other allied subjects)

1.3 Chemical sciences (chemistry, other allied subjects)

1.4 Earth and related environmental sciences (geology, geophysics, mineralogy, physical

geography and other geosciences, meteorology and other atmospheric sciences

including climatic research, oceanography, vulcanology, palaeoecology, other allied

sciences)

1.5 Biological sciences (biology, botany, bacteriology, microbiology, zoology, entomology,

genetics, biochemistry, biophysics, other allied sciences, excluding clinical and

veterinary sciences)

2 ENGINEERING AND TECHNOLOGY

2.1 Civil engineering (architecture engineering, building science and engineering,

construction engineering, municipal and structural engineering and other allied subjects)

2.2 Electrical engineering, electronics [electrical engineering, electronics, communication

engineering and systems, computer engineering (hardware only) and other allied

subjects]

2.3. Other engineering sciences (such as chemical, aeronautical and space, mechanical,

metallurgical and materials engineering, and their specialised subdivisions; forest

products; applied sciences such as geodesy, industrial chemistry, etc.; the science and

technology of food production; specialised technologies of interdisciplinary fields, e.g.

systems analysis, metallurgy, mining, textile technology and other applied subjects)

3. MEDICAL SCIENCES

3.1 Basic medicine (anatomy, cytology, physiology, genetics, pharmacy, pharmacology,

toxicology, immunology and immunohaematology, clinical chemistry, clinical

microbiology, pathology)

3.2 Clinical medicine (anaesthesiology, paediatrics, obstetrics and gynaecology, internal

medicine, surgery, dentistry, neurology, psychiatry, radiology, therapeutics,

otorhinolaryngology, ophthalmology)

3.3 Health sciences (public health services, social medicine, hygiene, nursing,

epidemiology)

4. AGRICULTURAL SCIENCES

4.1 Agriculture, forestry, fisheries and allied sciences (agronomy, animal husbandry,

fisheries, forestry, horticulture, other allied subjects)

4.2 Veterinary medicine

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5. SOCIAL SCIENCES

5.1 Psychology

5.2 Economics

5.3 Educational sciences (education and training and other allied subjects)

5.4 Other social sciences [anthropology (social and cultural) and ethnology, demography,

geography (human, economic and social), town and country planning, management,

law, linguistics, political sciences, sociology, organisation and methods, miscellaneous

social sciences and interdisciplinary , methodological and historical S1T activities

relating to subjects in this group. Physical anthropology, physical geography and

psychophysiology should normally be classified with the natural sciences].

6. HUMANITIES

6.1 History (history, prehistory and history, together with auxiliary historical disciplines such

as archaeology, numismatics, palaeography, genealogy, etc.)

6.2 Languages and literature (ancient and modern)

6.3 Other humanities [philosophy (including the history of science and technology) arts,

history of art, art criticism, painting, sculpture, musicology, dramatic art excluding artistic

"research" of any kind, religion, theology, other fields and subjects pertaining to the

humanities, methodological, historical and other S1T activities relating to the subjects in

this group]


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