@article{JensHerder1999, author = {Jens Herder,}, title = {Optimization of Sound Spatialization Resource Management through Clustering}, series = {Journal of the 3D-Forum Society}, volume = {13}, journal = {Journal of the 3D-Forum Society}, number = {3}, pages = {59 -- 65}, year = {1999}, abstract = {Level-of-detail is a concept well-known in computer graphics to reduce the number of rendered polygons. Depending on the distance to the subject (viewer), the objects' representation is changed. A similar concept is the clustering of sound sources for sound spatialization. Clusters can be used to hierarchically organize mixelsand to optimize the use of resources, by grouping multiple sources together into a single representative source. Such a clustering process should minimize the error of position allocation of elements, perceived as angle and distance, and also differences between velocity relative to the sink (i.e., Doppler shift). Objects with similar direction of motion and speed (relative to sink) in the same acoustic resolution cone and with similar distance to a sink can be grouped together.}, language = {de} } @article{CohenHerderLMartens1999, author = {Cohen, Michael and Herder, Jens and L. Martens, William}, title = {Cyberspatial Audio Technology}, series = {The Journal of the Acoustical Society of Japan (E)}, volume = {20}, journal = {The Journal of the Acoustical Society of Japan (E)}, number = {6}, doi = {10.1250/ast.20.389}, pages = {389 -- 395}, year = {1999}, abstract = {Cyberspatial audio applications are distinguished from the broad range of spatial audio applications in a number of important ways that help to focus this review. Most significant is that cyberspatial audio is most often designed to be responsive to user inputs. In contrast to non-interactive auditory displays, cyberspatial auditory displays typically allow active exploration of the virtual environment in which users find themselves. Thus, at least some portion of the audio presented in a cyberspatial environment must be selected, processed, or otherwise rendered with minimum delay relative to user input. Besides the technological demands associated with realtime delivery of spatialized sound, the type and quality of auditory experiences supported are also very different from those associated with displays that support stationary sound localization.}, language = {en} } @misc{Herder2000, author = {Herder, Jens}, title = {Interactive Sound Spatialization - a Primer}, series = {MM News, University of Aizu Multimedia Center}, volume = {8}, journal = {MM News, University of Aizu Multimedia Center}, pages = {8 -- 12}, year = {2000}, abstract = {Sound spatialization is a technology which puts sound into the three dimensional space, so that it has a perceivable direction and distance. Interactive means mutually or reciprocally active. Interaction is when one action (e.g., user moves mouse) has direct or immediate influence to other actions (e.g., processing by a computer: graphics change in size). Based on this definition an introduction to sound reproduction using DVD and virtual environments is given and illustrated by applications (e.g., virtual converts).}, language = {mul} } @inproceedings{HonnoSuzukiHerder2000, author = {Honno, Kuniaki and Suzuki, Kenji and Herder, Jens}, title = {Distance and Room Effects Control for the PSFC, an Auditory Display using a Loudspeaker Array}, series = {Third International Conference on Human and Computer}, booktitle = {Third International Conference on Human and Computer}, publisher = {University of Aizu}, address = {Aizu-Wakamatsu}, pages = {71 -- 76}, year = {2000}, abstract = {The Pioneer Sound Field Controller (PSFC), a loudspeaker array system, features realtime configuration of an entire sound field,including sound source direction, virtual distance, and context of simulated environment (room characteristics: room size and liveness)for each of two sound sources. In the PSFC system, there is no native parameter to specify the distance between the sound source and sound sink (listener) and also no function to control it directrly. This paper suggests the method to control virtual distance using basic parameters: volume, room size and liveness. The implementation of distance cue is an important aspect of 3D sounds. Virtual environments supporting room effects like reverberation not only gain realism but also provide additional information to users about surrounding space. The context switch of different aural attributes is done by using an API of the Sound Spatialization Framework. Therefore, when the sound sink move through two rooms, like a small bathroom and a large living room, the context of the sink switches and different sound is obtained.}, language = {en} } @inproceedings{Herder2001, author = {Herder, Jens}, title = {Applications of Spatial Auditory Displays in the Context of Art and Music}, series = {Human Supervision and Control in Engineering and Music}, booktitle = {Human Supervision and Control in Engineering and Music}, publisher = {Universit{\"a}t Kassel}, address = {Kassel}, year = {2001}, language = {en} } @article{Herder2001, author = {Herder, Jens}, title = {Interactive Content Creation with Virtual Set Environments}, series = {Journal of the 3D-Forum Society}, volume = {15}, journal = {Journal of the 3D-Forum Society}, number = {4}, pages = {53 -- 56}, year = {2001}, abstract = {Digital broadcasting enables interactive \sc tv studios with virtual set environments. This presentation reviews current technology and describes the requirements for such systems. Interoperability over the production, streaming, and viewer levels requires open interfaces. As the technology allow more interaction, it becomes inherent difficult to control the quality of the viewers experience.}, language = {en} } @inproceedings{YamazakiHerder2000, author = {Yamazaki, Yasuhiro and Herder, Jens}, title = {Exploring Spatial Audio Conferencing Functionality in Multiuser Virtual Environments}, series = {The Third International Conference on Collaborative Virtual Environments}, booktitle = {The Third International Conference on Collaborative Virtual Environments}, publisher = {ACM}, address = {San Francisco}, pages = {207 -- 208}, year = {2000}, abstract = {A chatspace was developed that allows conversation with 3D sound using networked streaming in a shared virtual environment. The system provides an interface to advanced audio features, such as a "whisper function" for conveying a confided audio stream. This study explores the use of spatial audio to enhance a user's experience in multiuser virtual environments.}, language = {en} } @incollection{SuzukiNishojiHerder2000, author = {Suzuki, Kenji and Nishoji, Yuji and Herder, Jens}, title = {Implementation of Aural Attributes for Simulation of Room Effects in Virtual Environments}, series = {ACM Multimedia 2000}, booktitle = {ACM Multimedia 2000}, publisher = {ACM}, address = {Los Angeles}, pages = {439 -- 441}, year = {2000}, abstract = {The audio design for virtual environments includes simulation of acoustical room properties besides specifing sound sources and sinks and their behavior. Virtual environments supporting room reverberation not only gain realism but also provide additional information to the user about surrounding space. Catching the different sound properties by the different spaces requires partitioning the space by the properties of aural spaces. We define soundscape and aural attributes as an application and multimedia content interface. Calculated data on an abstract level is sent to spatialization backends. Part of this research was the implementation of a device driver for the Roland Sound Space Processor. This device not only directionalizes sound sources, but also controls room effects like reverberation.}, language = {en} } @inproceedings{Herder2000, author = {Herder, Jens}, title = {Challenges of Virtual Sets: From Broadcasting to Interactive Media}, series = {Seventh International Workshop on Human}, booktitle = {Seventh International Workshop on Human}, publisher = {University of Aizu}, address = {Aizu-Wakamatsu}, pages = {13 -- 17}, year = {2000}, abstract = {Virtual sets have evolved from computer-generated, prerendered 2D backgrounds to realtime, responsive 3D computer graphics and are nowadays standard repertoire of broadcasting divisions. The graphics, which are combined with real video feed becoming moresophisticated, real looking and more responsive. We will look at the recent developments and suggest further developments like integration of spatial audio into the studio production and generating interactive media streams. Educational institutes recognize the demands of the rising media industry and established new courses on media technology like the Duesseldorf University of Applied Sciences.}, language = {en} } @article{HonnoSuzukiHerder2000, author = {Honno, Kuniaki and Suzuki, Kenji and Herder, Jens}, title = {Distance and Room Effects Control for the PSFC, an Auditory Display using a Loudspeaker Array}, series = {Journal of the 3D-Forum Society}, volume = {14}, journal = {Journal of the 3D-Forum Society}, number = {4}, pages = {146 -- 151}, year = {2000}, abstract = {The Pioneer Sound Field Controller (PSFC), a loudspeaker array system, features realtime configuration of an entire sound field, including sound source direction, virtual distance, and context of simulated environment (room characteristics: room size and liveness) for each of two sound sources. In the PSFC system, there is no native parameter to specify the distance between the sound source and sound sink (listener) and also no function to control it directrly. This paper suggests the method to control virtual distance using basic parameters: volume, room size and liveness. The implementation of distance cue is an important aspect of 3D sounds. Virtual environments supporting room effects like reverberation not only gain realism but also provide additional information to users about surrounding space. The context switch of different aural attributes is done by using an API of the Sound Spatialization Framework. Therefore, when the sound sink move through two rooms, like a small bathroom and a large living room, the context of the sink switches and different sound is obtained.}, language = {en} } @article{HerderYamazaki2000, author = {Herder, Jens and Yamazaki, Yasuhiro}, title = {A Chatspace Deploying Spatial Audio for Enhanced Conferencing}, series = {Journal of the 3D-Forum Society}, volume = {15}, journal = {Journal of the 3D-Forum Society}, number = {1}, year = {2000}, language = {en} } @inproceedings{CohenHerderMartens2001, author = {Cohen, Michael and Herder, Jens and Martens, William}, title = {Panel: Eartop computing and cyberspatial audio technology}, series = {IEEE-VR2001: IEEE Virtual Reality}, booktitle = {IEEE-VR2001: IEEE Virtual Reality}, publisher = {IEEE}, address = {Yokohama}, isbn = {0-7695-0948-7}, pages = {322 -- 323}, year = {2001}, language = {en} } @incollection{HerderGeigerLehmannetal.2009, author = {Herder, Jens and Geiger, Christian and Lehmann, Anke and Vierjahn, Tom and W{\"o}ldecke, Bj{\"o}rn}, title = {Designstrategien f{\"u}r den Einsatz von vibrotaktielem Feedback in Mixed Reality Anwendungen}, series = {Augmented \& Virtual Reality in der Produktentstehung}, volume = {232}, booktitle = {Augmented \& Virtual Reality in der Produktentstehung}, editor = {Gausemeier, J{\"u}rgen and Grafe, Michael}, publisher = {Heinz Nixdorf Institut, Universit{\"a}t Paderborn}, address = {Paderborn}, isbn = {978-3-939350-71-2}, pages = {225 -- 240}, year = {2009}, language = {de} } @article{HerderWoerzbergerTwelkeretal.2002, author = {Herder, Jens and W{\"o}rzberger, Ralf and Twelker, Uwe and Albertz, Stefan}, title = {Use of Virtual Environments in the Promotion and Evaluation of Architectural Designs}, series = {Journal of the 3D-Forum Society}, volume = {16}, journal = {Journal of the 3D-Forum Society}, number = {4}, pages = {117 -- 122}, year = {2002}, abstract = {Virtual environments can create a realistic impression of an architectural space during the architectural design process, providing a powerful tool for evaluation and promotion during a project's early stages. In comparison to pre-rendered animations, such as walkthroughs based on CAD models, virtual environments can offer intuitive interaction and a more life like experience. Advanced virtual environments allow users to change realtime rendering features with a few manipulations, switching between different versions while still maintaining sensory immersion. This paper reports on an experimental project in which architectural models are being integrated into interactive virtual environments, and includes demonstrations of both the possibilities and limitations of such applications in evaluating, presenting and promoting architectural designs.}, language = {en} } @article{HerderCohen2002, author = {Herder, Jens and Cohen, Michael}, title = {The Helical Keyboard: Perspectives for Spatial Auditory Displays and Visual Music}, series = {Journal of New Music Research}, volume = {31}, journal = {Journal of New Music Research}, number = {3}, pages = {269 -- 281}, year = {2002}, abstract = {Auditory displays with the ability to dynamically spatialize virtual sound sources under real-time conditions enable advanced applications for art and music. A listener can be deeply immersed while interacting and participating in the experience. We review some of those applications while focusing on the Helical Keyboard project and discussing the required technology. Inspired by the cyclical nature of octaves and helical structure of a scale, a model of a piano-style keyboard was prepared, which was then geometrically warped into a helicoidal configuration, one octave/revolution, pitch mapped to height and chroma. It can be driven by MIDI events, real-time or sequenced, which stream is both synthesized and spatialized by a spatial sound display. The sound of the respective notes is spatialized with respect to sinks, avatars of the human user, by default in the tube of the helix. Alternative coloring schemes can be applied, including a color map compatible with chromastereoptic eyewear. The graphical display animates polygons, interpolating between the notes of a chord across the tube of the helix. Recognition of simple chords allows directionalization of all the notes of a major triad from the position of its musical root. The system is designed to allow, for instance, separate audition of harmony and melody, commonly played by the left and right hands, respectively, on a normal keyboard. Perhaps the most exotic feature of the interface is the ability to fork one{\~A}­s presence, replicating subject instead of object by installing multiple sinks at arbitrary places around a virtual scene so that, for example, harmony and melody can be separately spatialized, using two heads to normalize the octave; such a technique effectively doubles the helix from the perspective of a single listener. Rather than a symmetric arrangement of the individual helices, they are perceptually superimposed in-phase, co-extensively, so that corresponding notes in different registers are at the same azimuth.}, language = {en} } @incollection{HerderNovotny2003, author = {Herder, Jens and Novotny, Thomas}, title = {Spatial Sound Design and Interaction for Virtual Environments in the Promotion of Architectural Designs}, series = {Third International Workshop on Spatial Media}, booktitle = {Third International Workshop on Spatial Media}, address = {Aizu-Wakamatsu}, pages = {7 -- 11}, year = {2003}, abstract = {Virtual environment walkthrough applications are generally enhanced by a user's interactions within a simulated architectural space, but the enhancement that stems from changes in spatial sound that are coupled with a user's behavior are particularly important, especially within regard to creating a sense of place. When accompanied by stereoscopic image synthesis, spatial sound can immerse the user in a high-realism virtual copy of the real world. An advanced virtual environment that allow users to change realtime rendering features with a few manipulations has been shown to enable switching between different versions of a modeled space while maintaining sensory immersion. This paper reports on an experimental project in which an architectural model is being integrated into such an interactive virtual environment. The focus is on the spatial sound design for supporting interaction, including demonstrations of both the possibilities and limitations of such applications in presenting and promoting architectural designs, as well as in three-dimensional sketching.}, language = {de} } @incollection{HerderJaenschHorstetal.2004, author = {Herder, Jens and Jaensch, Kai and Horst, Bruno and Novotny, Thomas}, title = {Testm{\"a}rkte in einer Virtuellen Umgebung - Die Bestimmung von Preisabsatzfunktionen zur Unterst{\"u}tzung des Innovationsmanagements}, series = {Augmented and Virtual Reality in der Produktentstehung}, volume = {149}, booktitle = {Augmented and Virtual Reality in der Produktentstehung}, editor = {Gausemeier, J{\"u}rgen and Grafe, Michael}, publisher = {Heinz Nixdorf Institut, Universit{\"a}t Paderborn}, address = {Paderborn}, isbn = {3-935433-58-1}, pages = {97 -- 110}, year = {2004}, abstract = {Multimediale Technologien werden in der Marktforschung immer st{\"a}rker eingesetzt, um flexible und kosteng{\"u}nstige Studien durchzuf{\"u}hren. Im Innovationsprozess kann dabei auf die langj{\"a}hrigen Erfahrungen zur{\"u}ckgegriffen werden, die durch den Einsatz der Computersimulation in der technischen Produktentwicklung zustande gekommen sind. In sehr fr{\"u}hen Phasen des Innovationsprozesses k{\"o}nnen durch Einsatz der neuen Technologien die Markteinf{\"u}hrungskonzepte f{\"u}r neue Produkte getestet werden. Die Applikationen der virtuellen Realit{\"a}t bieten ein einzigartiges Potential, neue Produkte einschlie{\"i}‚lich des Marketingkonzeptes zu testen, ohne dass dieses Produkt bereits physisch vorhanden sein muss. Am Beispiel eines Elementes des Marketingkonzeptes, der Preispolitik, zeigt die vorliegende Studie auf, welches Potential die virtuelle Kaufsituation von Produkten bietet. Der Fokus des Projektes liegt auf der interaktiven Produktpr{\"a}sentation in einer virtuellen Umgebung, die in eine Online-Befragung mit zus{\"a}tzlichen Werbefilmen eingebettet ist. Visuell hochwertige 3D-Produktpr{\"a}sentationen versetzen den Probanden in eine virtuelle Einkaufsumgebung, die einem realen Szenario entspricht. Die virtuellen Produkte werden in mehreren Kaufentscheidungsrunden zu unterschiedlichen Preisen angeboten. Der Preisuntersuchung geht eine Pr{\"a}sentation ausgew{\"a}hlter Werbespots sowie eine produktbezogene Befragung voraus. Im Anschluss an die virtuellen Preisentscheidungen werden die Eindr{\"u}cke sowie einige Kontrollgr{\"o}en abgefragt. In weitergehenden Studien dieser Art k{\"o}nnen die Wirkungen mehrerer Marketing-Instrumente zu einem Zeitpunkt untersucht werden, in dem sich die Produkte noch im Entwicklungsprozess befinden. Auf diesem Weg lassen sich auch Wettbewerbsvorteile bestehender Produkte effizienter erkennen und nutzen. Mit den hoch entwickelten Computer- und Visualisierungstechnologien ist ein m{\"a}chtiges Werkzeug entstanden, das bereits f{\"u}r kommerzielle Pr{\"a}sentationen und Produktstudien eingesetzt wird. Zuk{\"u}nftig kann es auch in Kombination mit Internetanwendungen und klassischen Methoden der Marktforschung zu einem sehr fr{\"u}hen Zeitpunkt umfassende Erkenntnisse {\"u}ber ein Produkt liefern.}, language = {en} } @inproceedings{HerderVonolfenGriesertetal.2004, author = {Herder, Jens and Vonolfen, Wolfgang and Griesert, Arnfried and Heuer, Stefan and Hoffmann, Ansgar and H{\"o}ppner, Bernd}, title = {Interactive Virtual Set Applications for Post Production}, series = {University of Aizu 2004 - Seventh International Conference on Human}, booktitle = {University of Aizu 2004 - Seventh International Conference on Human}, address = {Aizu-Wakamatsu}, year = {2004}, abstract = {Virtual set environments for broadcasting become more sophisticated as well as the visual quality improves. Realtime interaction and production-specific visualization implemented through plugin mechanism enhance the existing systems like the 3DK. This work presents the integration of the Intersense IS-900 SCT camera tracking and 3D interaction into the 3DK virtual studio environment. The main goal of this work is the design of a virtual studio environment for post productions, which includes video output as well as media streaming formats such as MPEG-4. The systems allows high quality offline rendering during post production and 3D interaction by the moderator during the recording.}, language = {en} } @incollection{HerderWoerzbergerJuttneretal.2005, author = {Herder, Jens and W{\"o}rzberger, Ralf and Juttner, Carsten and Twelker, Uwe}, title = {Verwendung von Grafikkarten-Prozessoren (GPUs) f{\"u}r eine interaktive Produktvisualisierung in Echtzeit unter Verwendung von Shadern und Videotexturen}, series = {Augmented and Virtual Reality in der Produktentstehung}, volume = {167}, booktitle = {Augmented and Virtual Reality in der Produktentstehung}, editor = {Gausemeier, J{\"u}rgen and Grafe, Michael}, publisher = {Heinz Nixdorf Institut, Universit{\"a}t Paderborn}, address = {Paderborn}, pages = {23 -- 36}, year = {2005}, abstract = {Die Visualisierung von Produkten in Echtzeit ist in vielen Bereichen ein hilfreicher Schritt, um potentiellen Kunden eine Vorstellung vom Einsatzgebiet und einen {\"U}berblick {\"u}ber die finale Anwendung zu erlauben. In den letzten Jahren haben neue Technologien in der Grafikkartenindustrie dazu gef{\"u}hrt, dass fr{\"u}her nur auf teuren Grafikworkstations verf{\"u}gbare M{\"o}glichkeiten nun auch mit relativ kosteng{\"u}nstigen Karten, welche f{\"u}r den Einsatz in Standard-PCs konzipiert wurden, realisierbar sind. Es wird an einem Modellentwurf des Innenraums des People Cargo Movers gezeigt, wie die Beleuchtung innerhalb einer Echtzeitvisualisierung durch Shader realisiert werden kann. Als Lichtquelle wird dabei eine Landschaftsaufnahme herangezogen, welche als eine von mehreren Videotexturen eingebunden wurde. Außerdem werden real im virtuellen Studio gefilmte Personen im Innenraum gleicherma{\"i}‚en {\"u}ber Videotexturen dargestellt und ebenfalls durch die Landschaft beleuchtet.}, language = {de} } @article{NovotnyJaenschHerder2005, author = {Novotny, Tom and Jaensch, Kai and Herder, Jens}, title = {A Database Driven and Virtual Reality supported Environment for Marketing Studies}, series = {Journal of the 3D-Forum Society}, volume = {19}, journal = {Journal of the 3D-Forum Society}, number = {4}, pages = {95 -- 101}, year = {2005}, abstract = {In today's market research mechanisms multi modal technologies are significant tools to perform flexible and price efficient studies for not only consumer products but also consumer goods. Current appraisal mechanisms in combination with applied computer graphics can improve the assessment of a product's launch in the very early design phase or an innovation process. The combination of online questionnaires, Virtual Reality (VR) applications and a database management system offers a powerful tool to let a consumer judge products as well as innovated goods even without having produced a single article. In this paper we present an approach of consumer good studies consisting of common as well as interactive VR product presentations and online questionnaires bases on a bidirectional database management solution to configure and manage numerous studies, virtual sets, goods and participants in an effective way to support the estimation of the received data. Non-programmers can create their test environment including a VR scenario very quickly without any effort. Within the extensive knowledge of consumer goods, marketing instruments can be defined to shorten and improve the rollout process in the early product stages.}, language = {en} }