TY - JOUR A1 - Petry, Christian T1 - Analysis of preprocessing and rendering light field videos JF - FHWS Science Journal N2 - Since light field cameras became available on the consumer market, its versatile functions are more and more known to computer vision communities and photographers. After all, refocusing an image after it was taken is one of the features most wished for in photography. The possibility of refocusing a video after being taken extends this feature to an additional dimension, enabling direct user interaction in videos, which could result in a new form of entertainment and user experience. This work presents different approaches of preprocessing and rendering light field videos made with a Lytro Illum, a plenoptic camera using microlenses. We compare three differently preprocessed light field videos and reveal the main issues for rendering on consumer hardware. Our results show, that one of the biggest obstacles lies in the transfer of data from light field video files to the main memory of the system. Therefore, the demosaiced and color corrected representation that balances preprocessing and resulting video file size is fastest in rendering light field video files. Rendering a short light field video directly from the main memory allows interaction like refocusing in real time and points out the need for future research on new codecs for light field videos based on non-raw light field images. KW - Light Fields KW - Videos KW - Preprocessing KW - Rendering Performance Y1 - 2016 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:863-opus-2994 VL - 3 (2015) IS - 2 SP - 58 EP - 68 ER - TY - CHAP A1 - Huffstadt, Karsten A1 - Fetzer, Toni A1 - Petry, Christian A1 - Deinzer, Frank T1 - 3D Interaction Design: Increasing the stimulus-response correspondence by using stereoscopic vision T2 - Proceedings of the 11th IEEE International Conference on Automatic Face and Gesture Recognition Conference and Workshops N2 - This paper presents a hand-based interaction approach for grabbing and manipulating virtual objects within immersive virtual environments. Considering the stimulus-response of humans, interacting with objects is easier if depth information is provided by stereoscopic vision. However, most people are used to work in monoscopic virtual environments. Therefore, we propose a case study, to analyze if an interaction approach using stereoscopic vision, compared to a conventional monoscopic vision, results in a higher user acceptance and stimulus-response correspondence. Our interaction approach is based on a robust and fast running 3D hand- and head-tracking provided by Microsoft's Kinect. We present a simple non-collision-based method for grabbing and manipulating objects within a 3D virtual environment. By tracking the head, the user is able to move within the environment and interact depending on his current position. The use of stereoscopic vision allows a natural and instinctive hand interaction with the augmented object. Finally, the experimental results and studies show how the use of stereoscopic vision improves the mental mapping and thus the user acceptance and stimulus-response correspondence in consideration of using the here presented interaction approach. Y1 - 2015 U6 - https://doi.org/10.1109/FG.2015.7163120 VL - 1 SP - 1 EP - 6 ER -