@article{RakowFaeskornWoykeSchieferetal.2009, author = {Rakow, Thomas C. and Faeskorn-Woyke, Heide and Schiefer, Bernhard and Vossen, Gottfried and W{\"a}sch, J{\"u}rgen}, title = {Tools f{\"u}r die Lehre im Fach Datenbanken}, series = {Datenbank-Spektrum}, volume = {9}, journal = {Datenbank-Spektrum}, number = {29}, issn = {1618-2162}, pages = {5 -- 13}, year = {2009}, language = {de} } @incollection{Rakow2007, author = {Rakow, Thomas C.}, title = {Datenbanken im Web}, series = {Taschenbuch Datenbanken}, booktitle = {Taschenbuch Datenbanken}, editor = {Kudrass, Thomas}, publisher = {Hanser}, address = {M{\"u}nchen}, isbn = {978-344-640944-6}, publisher = {Hochschule D{\"u}sseldorf}, pages = {198 -- 238}, year = {2007}, language = {de} } @inproceedings{Rakow2007, author = {Rakow, Thomas C.}, title = {Meine Weltbibliothek}, series = {Informatik 2007: Informatik trifft Logistik; Beitr{\"a}ge der 37. Jahrestagung der Gesellschaft f{\"u}r Informatik e.V. (GI); 24. - 27. September 2007 in Bremen}, volume = {GI-Edition Proceedings, 110}, booktitle = {Informatik 2007: Informatik trifft Logistik; Beitr{\"a}ge der 37. Jahrestagung der Gesellschaft f{\"u}r Informatik e.V. (GI); 24. - 27. September 2007 in Bremen}, editor = {Koschke, Rainer and Herzog, Otthein and R{\"o}diger, Karl-Heinz and Ronthaler, Marc}, publisher = {Gesellschaft f{\"u}r Informatik; Jahrestagung der Gesellschaft f{\"u}r Informatik e.V.}, address = {Bonn}, isbn = {978-3-88579-204-8}, pages = {515 -- 520}, year = {2007}, abstract = {In dem Artikel wird die Nutzungwissenschaftlicher Literatur in der Informatik vor zwanzig und zehn Jahren sowie heute beschrieben. Die vorhandenen Vor- und Nachteile und der historische Wandel in der Nutzung werden dargestellt. Auf diesem Vergleich basierend werden Empfehlungen f{\"u}r die Zukunft der wissenschaftlichen Literaturnutzung in Form einer Weltbibliothek 2.0 gegeben.}, language = {de} } @misc{Herder1992, author = {Herder, Jens}, title = {Konzeption, Implementierung und Integration einer Komponente zur inkrementellen Bezeichner- und Operatoranalyse innerhalb des PSGs}, address = {Darmstadt}, organization = {Technische Hochschule Darmstadt}, year = {1992}, abstract = {Der Programmier System Generator - PSG - des Fachgebiets Praktische Informatik in Darmstadt erzeugt aus einer Sprachdefinition eine sprachspezifische Programmierumgebung. Diese besteht u. a. aus einem Editor, welcher syntaktische und semantische Fehler von Programmfragmenten, die nicht vollst{\"a}ndig sein m{\"u}ssen, erkennen kann. Dem Benutzer werden per Men{\"u} Fehlerkorrekturen angeboten. Neben der freien Texteingabe besteht die M{\"o}glichkeit, den Text nur mit Hilfe von Men{\"u}s zu verfeinern. Teil dieses Editors ist die Bezeichneranalyse. Sie dient als Hilfsmittel f{\"u}r den Benutzer, indem f{\"u}r jede Stelle eines Programmfragmentes die g{\"u}ltigen Bezeichner ausgegeben werden k{\"o}nnen. Die Kontextanalyse setzt die Berechnung auf den von der Bezeichneranalyse erzeugten Daten auf, um semantische Fehler zu erkennen. Die bis zu dieser Arbeit verwendete Bezeichneranalyse im PSG unterst{\"u}tzt nur einfache Sprachkonzepte (z. B. Fortran und Pascal). Die G{\"u}ltigkeitskonzepte der Bezeichner von weiterentwickelten Sprachen (z. B. Modula-2, CHILL, Ada oder Pascal-XT) sind nicht vollst{\"a}ndig modellierbar. Wir stellen ein neues Konzept zur Definition und Berechnung der Bezeichneranalyse vor, das alle uns bekannten Sprachen mit statischer Typbindung unterst{\"u}tzt. Hierf{\"u}r haben wir die Sprache BIS - Bezeichneridentifikationssprache - definiert. Die Methode ist verwandt mid dem Zwischencode f{\"u}r geordnete Attributierte Grammatiken. F{\"u}r jeden Knoten des Abstrakten Syntaxbaumes wird mit Hilfe von BIS ein Code f{\"u}r eine abstrakte Maschine, welche die Bezeichneranalyse durchf{\"u}hrt, geschrieben. Im Gegensatz zu herk{\"o}mlichen Methoden (verkettete Symboltabellen) wird f{\"u}r jeden Punkt innerhalb eines Programmes for der Anfrage durch den Benutzer oder der Kontextanalyse die Menge der g{\"u}ltigen Bezeichner berechnet. Die Kosten f{\"u}r eine Anfrage sind dadurch minimal. Diese abstrakte Maschine teilt sich in zwei unabh{\"a}ngige Maschinen auf, zum einen in die S-Maschine, die die speziellen Operationen der Bezeichneranalyse durchf{\"u}hrt, und zum anderen in die G-Maschine, die den Datenfluss und die Auswertung steuert. Diese Aufteilung erm{\"o}glicht den Austausch der S-Maschine durch eine andere, welche neue Anwendungsgebiete erschliesst, z. B. die eines Praeprozessors. Die G-Maschine arbeitet inkrementell; es werden nur die Codeschablonen neu ausgewertet, deren geerbten Attribute sich ge{\"a}ndert haben. Dazu m{\"u}ssen die Daten, die in einer Codeschablone hinein- und hinausfliessen, abgelegt werden. Dies ergibt bei grossen Programmfragmenten eine immense Rechenzeiteinsparung auf Kosten des Speicherplatzes. Die Funktionsweise wird an einer kleinen Beispielsprache demonstriert, die zu Pascal {\"a}hnlich ist. Diese besitzt Konstrukte zum Import und Export von Daten und Datentypen zwischen Programmfragmenten. Im Prototyp kann die inkrementelle Arbeitsweise abgeschaltet werden und erm{\"o}glicht einen guten Vergleich der Verfahren.}, language = {de} } @techreport{Herder1990, author = {Herder, Jens}, title = {Specification and Implementration of a Texture Synthesis Language}, publisher = {Technische Hochschule Darmstadt}, address = {Darmstadt}, organization = {Technische Hochschule Darmstadt}, year = {1990}, abstract = {Texturen k{\"o}nnen als Oberfl{\"a}chenstrukturen realer Objekt aufgefasst werden und sind Variationen in Farbe, Geometrie, Transparenz, usw.. Im Gegensatz zu Algorithmen f{\"u}r die k{\"u}nstliche Generierung von Texturen gibt es nur wenige Ans{\"a}tze zu Textur-Synthese-Sprachen oder zu Hilfsmittel f{\"u}r die Textur-Beschreibung. Die bekannten Werkzeuge decken zudem jeweils nur Teilgebiete der Generierung ab. Mit HiLDTe (Hierachical Language for the Description of Textures) ist nun eine Sprache entwickelt worden, mit der m{\"o}glichst alle bekannten Texturtypen beschrieben werden k{\"o}nnen. HiLDTe basiert auf einem am Fachgebiet GRIS entwickelten Texturmodell, in dem Texturen generische, eventuell komplex zusammengesetzte Objekte repr{\"a}sentieren. Aufgabe dieser Arbeit war es nun, Konzepte f{\"u}r die Sprache HiLDTe zu entwickeln, eine entsprechende Grammatik aufzubauen und mit Hilfe der UNIX-Werkzeuge LEX und YACC einen Compiler zu implementieren, mit dem ein ausf{\"u}hrbarer Zwischen-Code f{\"u}r die in HiLDTe spezifizierten Texturen erstellt wird.}, language = {en} } @article{HesseKoenigLogietal.1993, author = {Hesse, Jan and K{\"o}nig, Rainer and Logi, Filippo and Herder, Jens}, title = {A Prototype of an Interface Builder for the Common Lisp Interface Manager - CLIB}, series = {ACM Sigplan Notices}, volume = {28}, journal = {ACM Sigplan Notices}, number = {8}, publisher = {Forschungszentrum Informatik (FZI), Technical Expert Systems and Robotics}, doi = {10.1145/163114.163116}, pages = {19 -- 28}, year = {1993}, abstract = {The Common Lisp Interface Manager (CLIM) is used to develop graphical user interfaces for Lisp-basedapplications. With the prototype of the CLIM interface Builder (CLIB) the programmer can generate code for CLIM interactively. The developing process will be fast and less prone to errors. With this new tool, the interactive rapid prototyping reduces costs of a specification phase. Here we present the concept and first results of the prototype of CLIB.}, language = {en} } @article{KuniiHerderMyszkowskietal.1994, author = {Kunii, Tosiyasu L. and Herder, Jens and Myszkowski, Karol and Okunev, Oleg and Okuneva, Galina and Ibusuki, Masumi}, title = {Articulation Simulation for an Intelligent Dental Care System}, series = {Displays}, volume = {15}, journal = {Displays}, number = {3}, pages = {181 -- 188}, year = {1994}, abstract = {CAD/CAM techniques are used increasingly in dentistry for design and fabrication of teeth restorations. An important issue is preserving occlusal contacts of teeth after restoration. Traditional techniques based on the use of casts with mechanical articulators require manual adjustment of occlusal surface, which becomes impractical when hard restoration materials like porcelain are used; they are also time and labor consuming. Most existing computer systems ignore completely such an articulation check, or perform the check at the level of a tooth and its immediate neighbors. We present a new mathematical model and a related user interface for global articulation simulation, developed for the Intelligent Dental Care System project. The aim of the simulation is elimination of the use of mechanical articulators and manual adjustment in the process of designing dental restorations and articulation diagnostic. The mathematical model is based upon differential topological modeling of the jawbs considered as a mechanical system. The user interface exploits metaphors that are familiar to dentists from everyday practice. A new input device designed specifically for use with articulation simulation is proposed.}, language = {en} } @inproceedings{MyszkowskiOkunevaHerderetal.1995, author = {Myszkowski, Karol and Okuneva, Galina and Herder, Jens and Kunii, Tosiyasu L. and Ibusuki, Masumi}, title = {Visual Simulation of the Chewing Process for Dentistry}, series = {Visualization \& Modelling, International Conf., 5-7 December, 1995}, booktitle = {Visualization \& Modelling, International Conf., 5-7 December, 1995}, address = {Leeds}, year = {1995}, abstract = {CAD/CAM techniques are increasingly used in dentistry for the design and fabrication of teeth restorations. Important concerns are the correction of articulation problems that existed beforetreatment and the prevention of treatment-generated problems. These require interactive evaluation of the occlusal surfaces of teeth during mastication. Traditional techniques based on the use of casts with mechanical articulators require manual adjustment of occlusal surfaces, which becomes impractical when hard restoration materials like porcelain are used; they are also time and labor consuming and provide little visual information. We present new visual tools and a related user interface for global articulation simulation, developed for the Intelligent Dental Care System project. The aim of the simulation is visual representation of characteristics relevant to the chewing process. The simulation is based on the construction of distance maps, which are visual representations of the distributions of the distances of points in a tooth to the opposite jaw. We use rasterizing graphics hardware for fast calculation of the distance maps. Distance maps are used for collision detection and for the derivation of various characteristics showing the distribution of load on the teeth and the chewing capability of the teeth. Such characteristics can be calculated for particular positions of the jaws; cumulative characteristics are used to describe the properties of jaw movement. This information may be used for interactive design of the occlusal surfaces of restorations and for jaw articulation diagnosis. We also demonstrate elements of a user interface that exploit metaphors familiar to dentists from everyday practice.}, language = {en} } @incollection{HerderMyszkowskiKuniietal.1996, author = {Herder, Jens and Myszkowski, Karol and Kunii, Tosiyasu L. and Ibusuki, Masumi}, title = {A Virtual Reality Interface to an Intelligent Dental Care System}, series = {Medicine Meets Virtual Reality 4}, booktitle = {Medicine Meets Virtual Reality 4}, editor = {Weghorst, Suzanne J. and Sieburg, Hans B. and Morgan, Karen S.}, publisher = {IOS Press}, address = {Amsterdam}, pages = {17 -- 20}, year = {1996}, language = {en} } @inproceedings{MyszkowskiHerderKuniietal.1996, author = {Myszkowski, Karol and Herder, Jens and Kunii, Tosiyasu L. and Ibusuki, Masumi}, title = {Visualization and analysis of occlusion for human jaws using a "functionally generated path"}, series = {IS\&T/SPIE Symp. on Electronic Imaging, Visual Data Exploration and Analysis III}, booktitle = {IS\&T/SPIE Symp. on Electronic Imaging, Visual Data Exploration and Analysis III}, publisher = {The International Society for Optical Engineering}, address = {San Jose}, doi = {10.1117/12.234684}, pages = {360 -- 367}, year = {1996}, abstract = {Dynamic characteristics of occlusion during lower jaw motion are useful in the diagnosis of jaw articulation problems and in computer-aided design/manufacture of teeth restorations. The Functionally Generated Path (FGP), produced as a surface which envelops the actual occlusal surface of the moving opponent jaw, can be used for compact representation of dynamic occlusal relations. In traditional dentistry FGP is recorded as a bite impression in a patient's mouth. We propose an efficient computerized technique for FGP reconstruction and validate it through implementation and testing. The distance maps between occlusal surfaces of jaws, calculated for multiple projection directions and accumulated for mandibular motion, provide information for FGP computation. Rasterizing graphics hardware is used for fast calculation of the distance maps. Real-world data are used: the scanned shape of teeth and the measured motion of the lower jaw. We show applications of FGP to analysis of the occlusion relations and occlusal surface design for restorations.}, language = {en} } @inproceedings{AmanoMatsushitaYanagawaetal.1996, author = {Amano, Katsumi and Matsushita, Fumio and Yanagawa, Hirofumi and Cohen, Michael and Herder, Jens and Koba, Yoshiharu and Tohyama, Mikio}, title = {The Pioneer sound field control system at the University of Aizu Multimedia Center}, series = {RO-MAN '96 Tsukuba}, booktitle = {RO-MAN '96 Tsukuba}, publisher = {IEEE}, address = {Piscataway}, isbn = {0-7803-3253-9}, doi = {10.1109/ROMAN.1996.568887}, pages = {495 -- 499}, year = {1996}, abstract = {The PSFC, or Pioneer sound field control system, is a DSP-driven hemispherical 14-loudspeaker array, installed at the University of Aizu Multimedia Center. Collocated with a large screen rear-projection stereographic display the PSFC features realtime control of virtual room characteristics and direction of two separate sound channels, smoothly steering them around a configurable soundscape. The PSFC controls an entire sound field, including sound direction, virtual distance, and simulated environment (reverb level, room size and liveness) for each source. It can also configure a dry (DSP-less) switching matrix for direct directionalization. The PSFC speaker dome is about 14 m in diameter, allowing about twenty users at once to comfortably stand or sit near its sweet spot.}, language = {en} } @inproceedings{HerderCohen1997, author = {Herder, Jens and Cohen, Michael}, title = {Sound Spatialization Resource Management in Virtual Reality Environments}, series = {ASVA'97 -- Int. Symp. on Simulation, Visualization and Auralization for Acoustic Research and Education}, booktitle = {ASVA'97 -- Int. Symp. on Simulation, Visualization and Auralization for Acoustic Research and Education}, address = {Tokyo}, pages = {407 -- 414}, year = {1997}, abstract = {In a virtual reality environment users are immersed in a scene with objects which might produce sound. The responsibility of a VR environment is to present these objects, but a system has only limited resources, including spatialization channels (mixels), MIDI/audio channels, and processing power. The sound spatialization resource manager controls sound resources and optimizes fidelity (presence) under given conditions. For that a priority scheme based on human psychophysical hearing is needed. Parameters for spatialization priorities include intensity calculated from volume and distance, orientation in the case of non-uniform radiation patterns, occluding objects, frequency spectrum (low frequencies are harder to localize), expected activity, and others. Objects which are spatially close together (depending on distance and direction) can be mixed. Sources that can not be spatialized can be treated as a single ambient sound source. Important for resource management is the resource assignment, i.e., minimizing swap operations, which makes it desirable to look-ahead and predict upcoming events in a scene. Prediction is achieved by monitoring objects' speed and past evaluation values. Fidelity is contrasted for Zifferent kind of resource restrictions and optimal resource assignment based upon unlimited dynamic scene look-ahead. To give standard and comparable results, the VRML 2.0 specification is used as an application programmer interface. Applicability is demonstrated with a helical keyboard, a polyphonic MIDI stream driven animation including user interaction (user moves around, playing together with programmed notes). The developed sound spatialization resource manager gives improved spatialization fidelity under runtime constraints. Application programmers and virtual reality scene designers are freed from the burden of assigning and predicting the sound sources.}, language = {en} } @inproceedings{MyszkowskiOkunevaHerderetal.1997, author = {Myszkowski, Karol and Okuneva, Galina and Herder, Jens and Kunii, Tosiyasu L. and Ibusuki, Masumi}, title = {Visual Simulation of the Chewing Process for Dentistry}, series = {Visualization \& Modeling}, booktitle = {Visualization \& Modeling}, editor = {Earnshaw, Rae A. and Huw, Jones and John, Vince}, publisher = {Academic Press}, address = {London}, isbn = {0-12-227738-4}, pages = {419 -- 438}, year = {1997}, abstract = {CAD/CAM techniques are increasingly used in dentistry for the design and fabrication of teeth estorations. Important concerns are the correction of articulation problems that existed before treatment and the prevention of treatment-generated problems. These require interactive evaluation of the occlusal surfaces of teeth during mastication. Traditional techniques based on the use of casts with mechanical articulators require manual adjustment of occlusal surfaces, which becomes impractical when hard restoration materials like porcelain are used; they are also time and labor consuming and provide little visual information. We present new visual tools and a related user interface for global articulation simulation, developed for the Intelligent Dental Care System project. The aim of the simulation is visual representation of characteristics relevant to the chewing process. The simulation is based on the construction of distance maps, which are visual representations of the distributions of the distances of points in a tooth to the opposite jaw. We use rasterizing graphics hardware for fast calculation of the distance maps. Distance maps are used for collision detection and for the derivation of various characteristics showing the distribution of load on the teeth and the chewing capability of the teeth. Such characteristics can be calculated for particular positions of the jaws; cumulative characteristics are used to describe the properties of jaw movement. This information may be used for interactive design of the occlusal surfaces of restorations and for jaw articulation diagnosis. We also demonstrate elements of a user interface that exploit metaphors familiar to dentists from everyday practice.}, language = {en} } @inproceedings{SchmittHerderBhalla1997, author = {Schmitt, Lothar M. and Herder, Jens and Bhalla, Subhash}, title = {Information Retrieval and Database Architecture for Conventional Japanese Character Dictionaries}, series = {Proceedings, Second International Conference on Cognitive Technology}, booktitle = {Proceedings, Second International Conference on Cognitive Technology}, editor = {Gorayska, Barbara and Nehaniv, Chrystopher L. and Marsh, Jonathon P.}, publisher = {IEEE}, address = {Los Alamitos}, isbn = {0-8186-8084-9}, pages = {200 -- 217}, year = {1997}, abstract = {The cycle of abstraction-reconstruction which occurs as a fundamental principle in the development of culture and in cognitive processes is described and analyzed. This approach leads to recognition of boundary conditions for and directions of probable development of cognitive tools. It is shown how the transition from a conventional Japanese-English character dictionary to a multi-dimensional language database is an instance of such an abstraction-reconstruction cycle. The different phases of the design of a multi-dimensional language database based upon different computer software technologies are properly placed in this cycle. The methods used include the use of UNIX software tools, classical database methods as-well-as the use of search engines based upon full text search in this process. Several directions of application and extension for a multi-dimensional language database are discussed from the general point of view of an abstraction-reconstruction cycle.}, language = {en} } @inproceedings{HerderCohen1997, author = {Herder, Jens and Cohen, Michael}, title = {Enhancing Perspicuity of Objects in Virtual Reality Environments}, series = {Proceedings, Second International Conference on Cognitive Technology}, booktitle = {Proceedings, Second International Conference on Cognitive Technology}, editor = {Gorayska, Barbara and Nehaniv, Chrystopher L. and Marsh, Jonathon P.}, publisher = {IEEE}, address = {Los Alamitos}, isbn = {0-8186-8084-9}, pages = {228 -- 237}, year = {1997}, abstract = {In an information-rich Virtual Reality (VR) environment, the user is immersed in a world containing many objects providing that information. Given the finite computational resources of any computer system, optimization is required to ensure that the most important information is presented to the user as clearly as possible and in a timely fashion. In particular, what is desired are means whereby the perspicuity of an object may be enhanced when appropriate. An object becomes more perspicuous when the information it provides to the user becomes more readily apparent. Additionally, if a particular object provides high-priority information, it would be advantageous to make that object obtrusive as well as highly perspicuous. An object becomes more obtrusive if it draws attention to itself (or equivalently, if it is hard to ignore). This paper describes a technique whereby objects may dynamically adapt their representation in a user's environment according to a dynamic priority evaluation of the information each object provides. The three components of our approach are: - an information manager that evaluates object information priority, - an enhancement manager that tabulates rendering features associated with increasing object perspicuity and obtrusion as a function of priority, and - a resource manager that assigns available object rendering resources according to features indicated by the enhancement manager for the priority set for each object by the information manager. We consider resources like visual space (pixels), sound spatialization channels (mixels), MIDI/audio channels, and processing power, and discuss our approach applied to different applications. Assigned object rendering features are implemented locally at the object level (e.g., object facing the user using the billboard node in VRML 2.0) or globally, using helper applications (e.g., active spotlights, semi-automatic cameras).}, language = {en} } @article{AmanoMatsushitaYanagawaetal.1998, author = {Amano, Katsumi and Matsushita, Fumio and Yanagawa, Hirofumi and Cohen, Michael and Herder, Jens and Martens, William and Koba, Yoshiharu and Tohyama, Mikio}, title = {A Virtual Reality Sound System Using Room-Related Transfer Functions Delivered Through a Multispeaker Array: the PSFC at the University of Aizu Multimedia Center}, series = {TVRSJ}, volume = {3}, journal = {TVRSJ}, number = {1}, publisher = {J-STAGE}, doi = {10.18974/tvrsj.3.1_1}, pages = {1 -- 12}, year = {1998}, abstract = {The PSFC, or Pioneer Sound Field Controller, is a DSP-driven hemispherical loudspeaker array, installed at the University of Aizu Multimedia Center. The PSFC features realtime manipulation of the primary components of sound spatialization for each of two audio sources located in a virtual environment, including the content (apparent direction and distance) and context (room characteristics: reverberation level, room size and liveness). In an alternate mode, it can also direct the destination of the two separate input signals across 14 loudspeakers, manipulating the direction of the virtual sound sources with no control over apparent distance other than that afforded by source loudness (including no simulated environmental reflections or reverberation). The PSFC speaker dome is about 10 m in diameter, accommodating about fifty simultaneous users, including about twenty users comfortably standing or sitting near its ``sweet spot,'' the area in which the illusions of sound spatialization are most vivid. Collocated with a large screen rear-projection stereographic display, the PSFC is intended for advanced multimedia and virtual reality applications.}, language = {en} } @incollection{CohenHerder1998, author = {Cohen, Michael and Herder, Jens}, title = {Symbolic representations of exclude and include for audio sources and sinks: Figurative suggestions of mute/solo \& cue and deafen/confide \& harken}, series = {Virtual Environments '98, Proceedings of the Eurographics Workshop}, booktitle = {Virtual Environments '98, Proceedings of the Eurographics Workshop}, editor = {G{\"o}bel, Martin and Landauer, J{\"u}rgen and Lang, Ulrich and Wapler, Matthias}, publisher = {Springer-Verlag}, address = {Stuttgart}, isbn = {3-211-83233-5}, doi = {10.1007/978-3-7091-7519-4_23}, pages = {235 -- 242}, year = {1998}, language = {en} } @article{Herder1998, author = {Herder, Jens}, title = {Tools and Widgets for Spatial Sound Authoring}, series = {Computer Networks \& ISDN Systems}, volume = {30}, journal = {Computer Networks \& ISDN Systems}, number = {20-21}, publisher = {Elsevier}, pages = {1933 -- 1940}, year = {1998}, language = {en} } @inproceedings{MartensHerder1999, author = {Martens, William L. and Herder, Jens}, title = {Perceptual criteria for eliminating reflectors and occluders from the rendering of environmental sound}, series = {137th Regular Meeting of the Acoustical Society of America and the 2nd Convention of the European Acoustics Association}, booktitle = {137th Regular Meeting of the Acoustical Society of America and the 2nd Convention of the European Acoustics Association}, publisher = {Acoustical Society of America, European Acoustics Association}, address = {Berlin}, year = {1999}, abstract = {Given limited computational resources available for the rendering of spatial sound imagery, we seek to determine effective means for choosing whatcomponents of the rendering will provide the most audible differences in the results. Rather than begin with an analytic approach that attempts to predict audible differences on the basis of objective parameters, we chose to begin with subjective tests of how audibly different the rendering result may be heard to be when that result includes two types of sound obstruction: reflectors and occluders. Single-channel recordings of 90 short speech sounds were made in an anechoic chamber in the presence and absence of these two types of obstructions, and as the angle of those obstructions varied over a 90 degree range. These recordings were reproduced over a single loudspeaker in that anechoic chamber, and listeners were asked to rate how confident they were that the recording of each of these 90 stimuli included an obstruction. These confidence ratings can be used as an integral component in the evaluation function used to determine which reflectors and occluders are most important for rendering.}, language = {en} } @inproceedings{MartensHerderShiba1999, author = {Martens, William L. and Herder, Jens and Shiba, Yoshiki}, title = {A filtering model for efficient rendering of the spatial image of an occluded virtual sound source}, series = {137th Regular Meeting of the Acoustical Society of America and the 2nd Convention of the European Acoustics Association}, booktitle = {137th Regular Meeting of the Acoustical Society of America and the 2nd Convention of the European Acoustics Association}, publisher = {Acoustical Society of America, European Acoustics Association}, address = {Berlin}, year = {1999}, abstract = {Rendering realistic spatial sound imagery for complex virtual environments must take into account the effects of obstructions such as reflectors and occluders. It is relatively well understood how to calculate the acoustical consequence that would be observed at a given observation point when an acoustically opaque object occludes a sound source. But the interference patterns generated by occluders of various geometries and orientations relative to the virtual source and receiver are computationally intense if accurate results are required. In many applications, however, it is sufficient to create a spatial image that is recognizable by the human listener as the sound of an occluded source. In the interest of improving audio rendering efficiency, a simplified filtering model was developed and its audio output submitted to psychophysical evaluation. Two perceptually salient components of occluder acoustics were identified that could be directly related to the geometry and orientation of a simple occluder. Actual occluder impulse responses measured in an anechoic chamber resembled the responses of a model incorporating only a variable duration delay line and a low-pass filter with variable cutoff frequenc}, language = {en} } @inproceedings{IshikawaHiroseHerder1998, author = {Ishikawa, Kimitaka and Hirose, Minefumi and Herder, Jens}, title = {A Sound Spatialization Server for a Speaker Array as an Integrated Part of a Virtual Environment}, series = {IEEE YUFORIC Germany 98}, booktitle = {IEEE YUFORIC Germany 98}, publisher = {IEEE}, address = {Stuttgart}, year = {1998}, abstract = {Spatial sound plays an important role in virtual reality environments, allowing orientation in space, giving a feeling of space, focusing the user on events in the scene, and substituting missing feedback cues (e.g., force feedback). The sound spatialization framework of the University of Aizu, which supports number of spatialization backends, has been extended to include a sound spatialization server for a multichannel loudspeaker array (Pioneer Sound Field Control System). Our goal is that the spatialization server allows easy integration into virtual environments. Modeling of distance cues, which are essential for full immersion, is discussed. Furthermore, the integration of this prototype into different applications allowed us to reveal the advantages and problems of spatial sound for virtual reality environments.}, language = {en} } @article{GriesertWalczakHerder2003, author = {Griesert, Arnfried and Walczak, Oliver and Herder, Jens}, title = {Interactive Realtime Terrain Visualization for Virtual Set Applications}, series = {Journal of the 3D-Forum Society}, volume = {17}, journal = {Journal of the 3D-Forum Society}, number = {4}, pages = {20 -- 26}, year = {2003}, 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 virtual studio software 3DK. This work presents an algorithm which can dynamically manage textures of high resolution by prefetching them depending on their requirement in memory and map them on a procedural mesh in realtime. The main goal application of this work is the virtual representation of a flight over a landscape as part of weather reports in virtual studios and the interaction by the moderator.}, language = {en} } @inproceedings{HerderYamazaki2000, author = {Herder, Jens and Yamazaki, Yasuhiro}, title = {A Chatspace Deploying Spatial Audio for Enhanced Conferencing}, series = {Third International Conference on Human and Computer}, booktitle = {Third International Conference on Human and Computer}, publisher = {University of Aizu}, address = {Aizu-Wakamatsu}, pages = {197 -- 202}, year = {2000}, language = {en} } @phdthesis{Herder1999, author = {Herder, Jens}, title = {A Sound Spatialization Resource Management Framework}, publisher = {University of Tsukuba}, address = {Tsukuba}, organization = {University of Tsukuba}, year = {1999}, abstract = {In a virtual reality environment, users are immersed in a scene with objects which might produce sound. The responsibility of a VR environment is to present these objects, but a practical system has only limited resources, including spatialization channels (mixels), MIDI/audio channels, and processing power. A sound spatialization resource manager, introduced in this thesis, controls sound resources and optimizes fidelity (presence) under given conditions, using a priority scheme based on psychoacoustics. Objects which are spatially close together can be coalesced by a novel clustering algorithm, which considers listener localization errors. Application programmers and VR scene designers are freed from the burden of assigning mixels and predicting sound source locations. The framework includes an abstract interface for sound spatialization backends, an API for the VR environments, and multimedia authoring tools.}, language = {en} } @article{Herder1999, author = {Herder, Jens}, title = {Visualization of a Clustering Algorithm of Sound Sources based on Localization Errors}, series = {Journal of the 3D-Forum Society}, volume = {13}, journal = {Journal of the 3D-Forum Society}, number = {3}, pages = {66 -- 70}, year = {1999}, abstract = {A module for soundscape monitoring and visualizing resource management processes was extended for presenting clusters, generated by a novel sound source clustering algorithm. This algorithm groups multiple sound sources together into a single representative source, considering localization errors depending on listener orientation. Localization errors are visualized for each cluster using resolution cones. Visualization is done in runtime and allows understanding and evaluation of the clustering algorithm.}, language = {en} } @inproceedings{Herder1999, author = {Herder, Jens}, title = {Optimization of Sound Spatialization Resource Management through Clustering}, series = {Second International Conference on Human and Computer}, booktitle = {Second International Conference on Human and Computer}, address = {Aizu-Wakamatsu}, pages = {1 -- 7}, 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 mixels and to optimize the use of resources, by grouping multiple sources together into a single representative ource. 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 = {en} } @inproceedings{Herder1999, author = {Herder, Jens}, title = {Visualization of a Clustering Algorithm of Sound Sources based on Localization Errors}, series = {Second International Conference on Human and Computer}, booktitle = {Second International Conference on Human and Computer}, address = {Aizu-Wakamatsu}, pages = {1 -- 5}, year = {1999}, abstract = {A module for soundscape monitoring and visualizing resource management processes was extended for presenting clusters, generated by a novel sound source clustering algorithm. This algorithm groups multiple sound sources together into a single representative source, considering localization errors depending on listener orientation. Localization errors are visualized for each cluster using resolution cones. Visualization is done in runtime and allows understanding and evaluation of the clustering algorithm.}, language = {en} } @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} } @article{JuttnerHerder2006, author = {Juttner, Carsten and Herder, Jens}, title = {Lighting an Interactive Scene in Real-time with a GPU and Video Textures}, series = {Journal of the 3D-Forum Society}, volume = {20}, journal = {Journal of the 3D-Forum Society}, number = {1}, pages = {22 -- 28}, year = {2006}, abstract = {The presentation of virtual environments in real time has always been a demanding task. Specially designed graphics hardware is necessary to deal with the large amounts of data these applications typically produce. For several years the chipsets that were used allowed only simple lighting models and fixed algorithms. But recent development has produced new graphics processing units (GPUs) that are much faster and more programmable than their predecessors. This paper presents an approach to take advantage of these new features. It uses a video texture as part of the lighting calculations for the passenger compartment of a virtual train and was run on the GPU of a recent PC graphics card. The task was to map the varying illumination of a filmed landscape onto the virtual objects and also onto another video texture (showing two passengers), thereby enhancing the realism of the scene.}, language = {en} } @article{StruchholzHerderLeckschat2006, author = {Struchholz, Holger and Herder, Jens and Leckschat, Dieter}, title = {Sound radiation simulation of musical instruments based on interpolation and filtering of multi-channel recordings}, series = {Journal of the 3D-Forum Society}, volume = {20}, journal = {Journal of the 3D-Forum Society}, number = {1}, pages = {41 -- 47}, year = {2006}, abstract = {With the virtual environment developed here, the characteristic sound radiation patterns of musical instruments can be experienced in real-time. The user may freely move around a musical instrument, thereby receiving acoustic and visual feedback in real-time. The perception of auditory and visual effects is intensified by the combination of acoustic and visual elements, as well as the option of user interaction. The simulation of characteristic sound radiation patterns is based on interpolating the intensities of a multichannel recording and offers a near-natural mapping of the sound radiation patterns. Additionally, a simple filter has been developed, enabling the qualitative simulation of an instrument's characteristic sound radiation patterns to be easily implemented within real-time 3D applications. Both methods of simulating sound radiation patterns have been evaluated for a saxophone with respect to their functionality and validity by means of spectral analysis and an auditory experiment.}, language = {en} } @incollection{HerderJaenschGarbe2006, author = {Herder, Jens and Jaensch, Kai and Garbe, Katharina}, title = {Haptische Interaktionen in Testumgebungen f{\"u}r Produktpr{\"a}sentation in Virtuellen Umgebungen}, series = {Augmented and Virtual Reality in der Produktentstehung}, volume = {188}, 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 = {3-939350-07-9}, pages = {87 -- 99}, year = {2006}, abstract = {Durch den vermehrten Einsatz von multimedialen Technologien werden in der Marktforschung die M{\"o}glichkeiten der Durchf{\"u}hrung flexibler und kosteng{\"u}nstiger Studien gegeben. In sehr fr{\"u}hen Phasen des Innovationsprozesses als Teil der Marktforschung k{\"o}nnen durch Einsatz von Virtuellen Umgebungen die Markteinf{\"u}hrungskonzepte f{\"u}r neue Produkte getestet werden. Mittels Anwendungen der Virtuellen Realit{\"a}t k{\"o}nnen neue Produkte einschlie{\"i}‚lich des Marketingkonzeptes auch haptisch getestet werden, ohne dass dieses Produkt bereits physisch vorhanden sein muss. Informationen werden dem Benutzer in Virtuellen Umgebungen haupts{\"a}chlich visuell und erg{\"a}nzend auditiv {\"u}bermittelt. Verbreitete Benutzerschnittstellen sind Interaktionsger{\"a}te wie Stylus und Wand. Durch die haptische Wahrnehmung werden Informationen menschengerechter, effektiver und intuitiver wahrgenommen. Objekte in einer virtuellen Umgebung k{\"o}nnen durch den Einsatz haptischer Interaktionsger{\"a}te ertastet und erf{\"u}hlt werden und machen dadurch eine differenziertere Beurteilung und Einsch{\"a}tzung durch den Benutzer eben dieser Objekte m{\"o}glich. Der Fokus des vorliegenden Projektes liegt daher auf der interaktiven haptischen Produktpr{\"a}sentation in einer virtuellen Einkaufsumgebung, die in Online-Befragungen mit zus{\"a}tzlichen Werbefilmen eingebettet ist. Als Nebenprodukt wurde das Werkzeug Open Inventor um Knoten zur Modellierung von haptischen Szeneneigenschaften erweitert.}, language = {de} }