Jens Schneider

Dr. Jens Schneider


Research Focus & Metrics

Academic Career Length

24Years (2003-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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10 August 2020 in IEEE Internet of Things Journal
Verified
Journal Article
Closed access
AAAbdulmalik Alwarafy
Abdulmalik Alwarafy
KAKhaled A. Althelaya
Khaled A. Althelaya
MAMohamed Abdallah
Mohamed Abdallah
JSJens Schneider
Jens Schneider
MHMounir Hamdi
Mounir Hamdi
Internet of Things (IoT) is an innovative paradigm envisioned to provide massive applications that are now part of our daily lives. Millions of smart devices are deployed within complex networks to provide vibrant functionalities including communications, monitoring, and controlling of critical infrastructures. However, this massive growth of IoT devices and the corresponding huge data traffic generated at the edge of the network created additional burdens on the state-of-the-art centralized cloud computing paradigm due to the bandwidth and resources scarcity. Hence, edge computing (EC) is emerging as an innovative strategy that brings data processing and storage near to the end users, leading to what is called EC-assisted IoT. Although this paradigm provides unique features and enhanced quality of service (QoS), it also introduces huge risks in data security and privacy aspects. This paper conducts a comprehensive survey on security and privacy issues in the context of EC-assisted IoT. In particular, we first present an overview of EC-assisted IoT including definitions, applications, architecture, advantages, and challenges. Second, we define security and privacy in the context of EC-assisted IoT. Then, we extensively discuss the major classifications of attacks in EC-assisted IoT and provide possible solutions and countermeasures along with the related research efforts. After that, we further classify some security and privacy issues as discussed in the literature based on security services and based on security objectives and functions. Finally, several open challenges and future research directions for secure EC-assisted IoT paradigm are also extensively provided.

20 November 2006 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
JKJens Kruger
Jens Kruger
JSJens Schneider
Jens Schneider
RWRudiger Westermann
Rudiger Westermann
Volume rendered imagery often includes a barrage of 3D information like shape, appearance and topology of complex structures, and it thus quickly overwhelms the user. In particular, when focusing on a specific region a user cannot observe the relationship between various structures unless he has a mental picture of the entire data. In this paper we present ClearView, a GPU-based, interactive framework for texture-based volume ray-casting that allows users which do not have the visualization skills for this mental exercise to quickly obtain a picture of the data in a very intuitive and user-friendly way. ClearView is designed to enable the user to focus on particular areas in the data while preserving context information without visual clutter. ClearView does not require additional feature volumes as it derives any features in the data from image information only. A simple point-and-click interface enables the user to interactively highlight structures in the data. ClearView provides an easy to use interface to complex volumetric data as it only uses transparency in combination with a few specific shaders to convey focus and context information

15 December 2020 in Journal of Medical Internet Research
Verified
Journal Article
Open access
AAAlaa Abd-alrazaq
Alaa Abd-alrazaq
MAMohannad Alajlani
Mohannad Alajlani
DADari Alhuwail
Dari Alhuwail
JSJens Schneider
Jens Schneider
SASaif Al-Kuwari
Saif Al-Kuwari
MHMowafa Househ
Mowafa Househ
Background: In December 2019, COVID-19 broke out in Wuhan, China, leading to national and international disruptions in health care, business, education, transportation, and nearly every aspect of our daily lives. Artificial intelligence (AI) has been leveraged amid the COVID-19 pandemic; however, little is known about its use for supporting public health efforts. Objective: This scoping review aims to explore how AI technology is being used during the COVID-19 pandemic, as reported in the literature. Thus, it is the first review that describes and summarizes features of the identified AI techniques and data sets used for their development and validation. Methods: A scoping review was conducted following the guidelines of PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews). We searched the most commonly used electronic databases (eg, MEDLINE, EMBASE, and PsycInfo) between April 10 and 12, 2020. These terms were selected based on the target intervention (ie, AI) and the target disease (ie, COVID-19). Two reviewers independently conducted study selection and data extraction. A narrative approach was used to synthesize the extracted data. Results: We considered 82 studies out of the 435 retrieved studies. The most common use of AI was diagnosing COVID-19 cases based on various indicators. AI was also employed in drug and vaccine discovery or repurposing and for assessing their safety. Further, the included studies used AI for forecasting the epidemic development of COVID-19 and predicting its potential hosts and reservoirs. Researchers used AI for patient outcome–related tasks such as assessing the severity of COVID-19, predicting mortality risk, its associated factors, and the length of hospital stay. AI was used for infodemiology to raise awareness to use water, sanitation, and hygiene. The most prominent AI technique used was convolutional neural network, followed by support vector machine. Conclusions: The included studies showed that AI has the potential to fight against COVID-19. However, many of the proposed methods are not yet clinically accepted. Thus, the most rewarding research will be on methods promising value beyond COVID-19. More efforts are needed for developing standardized reporting protocols or guidelines for studies on AI.

24 November 2021 in Journal of Medical Internet Research
Verified
Journal Article
Open access
ATAbdulrahman Takiddin
Abdulrahman Takiddin
JSJens Schneider
Jens Schneider
YYYin Yang
Yin Yang
AAAlaa Abd-alrazaq
Alaa Abd-alrazaq
MHMowafa Househ
Mowafa Househ
Background: Skin cancer is the most common cancer type affecting humans. Traditional skin cancer diagnosis methods are costly, require a professional physician, and take time. Hence, to aid in diagnosing skin cancer, artificial intelligence (AI) tools are being used, including shallow and deep machine learning–based methodologies that are trained to detect and classify skin cancer using computer algorithms and deep neural networks. Objective: The aim of this study was to identify and group the different types of AI-based technologies used to detect and classify skin cancer. The study also examined the reliability of the selected papers by studying the correlation between the data set size and the number of diagnostic classes with the performance metrics used to evaluate the models. Methods: We conducted a systematic search for papers using Institute of Electrical and Electronics Engineers (IEEE) Xplore, Association for Computing Machinery Digital Library (ACM DL), and Ovid MEDLINE databases following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews (PRISMA-ScR) guidelines. The studies included in this scoping review had to fulfill several selection criteria: being specifically about skin cancer, detecting or classifying skin cancer, and using AI technologies. Study selection and data extraction were independently conducted by two reviewers. Extracted data were narratively synthesized, where studies were grouped based on the diagnostic AI techniques and their evaluation metrics. Results: We retrieved 906 papers from the 3 databases, of which 53 were eligible for this review. Shallow AI-based techniques were used in 14 studies, and deep AI-based techniques were used in 39 studies. The studies used up to 11 evaluation metrics to assess the proposed models, where 39 studies used accuracy as the primary evaluation metric. Overall, studies that used smaller data sets reported higher accuracy. Conclusions: This paper examined multiple AI-based skin cancer detection models. However, a direct comparison between methods was hindered by the varied use of different evaluation metrics and image types. Performance scores were affected by factors such as data set size, number of diagnostic classes, and techniques. Hence, the reliability of shallow and deep models with higher accuracy scores was questionable since they were trained and tested on relatively small data sets of a few diagnostic classes.

1 January 2003
Verified
Conference Paper
Closed access
JSJens Schneider
Jens Schneider
RWR. Westermann
R. Westermann
A survey of graphics developers on the issue of texture mapping hardware for volume rendering would most likely find that the vast majority of them view limited texture memory as one of the most serious drawbacks of an otherwise fine technology. In this paper, we propose a compression scheme for static and time-varying volumetric data sets based on vector quantization that allows us to circumvent this limitation. We describe a hierarchical quantization scheme that is based on a multiresolution covariance analysis of the original field. This allows for the efficient encoding of large-scale data sets, yet providing a mechanism to exploit temporal coherence in non-stationary fields. We show, that decoding and rendering the compressed data stream can be done on the graphics chip using programmable hardware. In this way, data transfer between the CPU and the graphics processing unit (GPU) can be minimized thus enabling flexible and memory efficient real-time rendering options. We demonstrate the effectiveness of our approach by demonstrating interactive renditions of Gigabyte data sets at reasonable fidelity on commodity graphics hardware.

14 February 2022 in JMIR Serious Games
Verified
Journal Article
Open access
AAAlaa Abd-alrazaq
Alaa Abd-alrazaq
MAMohannad Alajlani
Mohannad Alajlani
DADari Alhuwail
Dari Alhuwail
JSJens Schneider
Jens Schneider
LALaila Akhu-Zaheya
Laila Akhu-Zaheya
MHMowafa Househ
Mowafa Househ
Background: Anxiety is a mental disorder characterized by apprehension, tension, uneasiness, and other related behavioral disturbances. One of the nonpharmacological treatments used for reducing anxiety is serious games, which are games that have a purpose other than entertainment. The effectiveness of serious games in alleviating anxiety has been investigated by several systematic reviews; however, they were limited by design and methodological weaknesses. Objective: This study aims to assess the effectiveness of serious games in alleviating anxiety by summarizing the results of previous studies and providing an up-to-date review. Methods: We conducted a systematic review of randomized controlled trials (RCTs). The following seven databases were searched: MEDLINE, CINAHL, PsycINFO, ACM Digital Library, IEEE Xplore, Scopus, and Google Scholar. We also conducted backward and forward reference list checking for the included studies and relevant reviews. Two reviewers independently carried out the study selection, data extraction, risk of bias assessment, and quality of evidence appraisal. We used a narrative and statistical approach, as appropriate, to synthesize the results of the included studies. Results: Of the 935 citations retrieved, 33 studies were included in this review. Of these, 22 RCTs were eventually included in the meta-analysis. Very low–quality evidence from 9 RCTs and 5 RCTs showed no statistically significant effect of exergames (games entailing physical exercises) on anxiety levels when compared with conventional exercises (P=.70) and no intervention (P=.27), respectively. Although 6 RCTs demonstrated a statistically and clinically significant effect of computerized cognitive behavioral therapy games on anxiety levels when compared with no intervention (P=.01), the quality of the evidence reported was low. Similarly, low-quality evidence from 3 RCTs showed a statistically and clinically significant effect of biofeedback games on anxiety levels when compared with conventional video games (P=.03). Conclusions: This review shows that exergames can be as effective as conventional exercises in alleviating anxiety; computerized cognitive behavioral therapy games and exergames can be more effective than no intervention, and biofeedback games can be more effective than conventional video games. However, our findings remain inconclusive, mainly because there was a high risk of bias in the individual studies included, the quality of meta-analyzed evidence was low, few studies were included in some meta-analyses, patients without anxiety were recruited in most studies, and purpose-shifted serious games were used in most studies. Therefore, serious games should be considered complementary to existing interventions. Researchers should use serious games that are designed specifically to alleviate depression, deliver other therapeutic modalities, and recruit a diverse population of patients with anxiety.