@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} } @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 = {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{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} } @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} } @incollection{Herder2006, author = {Herder, Jens}, title = {Matching Light for Virtual Studio TV Productions}, series = {9th International Conference on Human and Computer}, booktitle = {9th International Conference on Human and Computer}, address = {Aizu-Wakamatsu}, pages = {158 -- 162}, year = {2006}, abstract = {High dynamic range environments maps based on still images or video streams are used for computer animation or interactive systems. The task of realistic light setup of scenes using captured environment maps might be eased as well as the visual quality improves. In this article, we discuss the light setting problem for virtual studio (tv) layout and system become more complex to handle this new feature of studio light capturing. The analysis of system requirements identifies the technical challenges.}, language = {en} } @inproceedings{GoebelGeigerHeinzeetal.2010, author = {G{\"o}bel, Sebastian and Geiger, Christian and Heinze, Christin and Marinos, Dionysios}, title = {Creating a virtual archery experience}, series = {Proceedings of the International Conference on Advanced Visual Interfaces - AVI '10, 26.05.2010 - 28.05.2010, ROma}, booktitle = {Proceedings of the International Conference on Advanced Visual Interfaces - AVI '10, 26.05.2010 - 28.05.2010, ROma}, editor = {Santucci, Giuseppe}, publisher = {ACM Press}, address = {New York}, isbn = {9781450300766}, doi = {10.1145/1842993.1843056}, pages = {337}, year = {2010}, 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{GeigerThieleMeyeretal.2013, author = {Geiger, Christian and Thiele, Simon and Meyer, Laurid and Meyer, Stefan and H{\"o}ren, Lutz and Drochtert, Daniel}, title = {Goin' Goblins - Iterative Design of an Entertaining Archery Experience}, series = {Advances in Computer Entertainment. 10th International Conference, ACE 2013, Boekelo, The Netherlands, November 12-15, 2013. Proceedings}, volume = {8253}, booktitle = {Advances in Computer Entertainment. 10th International Conference, ACE 2013, Boekelo, The Netherlands, November 12-15, 2013. Proceedings}, editor = {Reidsma, Dennis and Katayose, Haruhiro and Nijholt, Anton}, publisher = {Springer International Publishing}, address = {Cham}, isbn = {978-3-319-03160-6}, doi = {10.1007/978-3-319-03161-3_20}, pages = {284 -- 295}, year = {2013}, language = {en} } @inproceedings{GeigerStoeckleinKlompmakeretal.2007, author = {Geiger, Christian and Stoecklein, Joerg and Klompmaker, Florian and Fritze, Robin}, title = {Development of an augmented reality game by extendinga 3D authoring system}, series = {Proceedings of the international conference on Advances in computer entertainment technology - ACE '07, 13.06.2007 - 15.06.2007, Salzburg}, booktitle = {Proceedings of the international conference on Advances in computer entertainment technology - ACE '07, 13.06.2007 - 15.06.2007, Salzburg}, editor = {Inakage, Masa and Lee, Newton and Tscheligi, Manfred and Bernhaupt, Regina and Natkin, Stephane}, publisher = {ACM Press}, address = {New York}, isbn = {9781595936400}, doi = {10.1145/1255047.1255099}, pages = {230}, year = {2007}, language = {en} } @inproceedings{GeigerStockleinBerssenbruggeetal.2009, author = {Geiger, Christian and Stocklein, Jorg and Berssenbrugge, Jan and Paelke, Volker}, title = {Mixed Reality Design of Control Strategies}, series = {Volume 2: 29th Computers and Information in Engineering Conference, Parts A and B, 30.08.2009 - 02.09.2009, San Diego}, booktitle = {Volume 2: 29th Computers and Information in Engineering Conference, Parts A and B, 30.08.2009 - 02.09.2009, San Diego}, publisher = {ASMEDC}, isbn = {978-0-7918-4899-9}, doi = {10.1115/DETC2009-87350}, pages = {1621 -- 1628}, year = {2009}, language = {en} } @inproceedings{GeigerReckterPaschkeetal.2008, author = {Geiger, Christian and Reckter, Holger and Paschke, David and Schulz, Florian}, title = {Poster: Evolution of a Theremin-Based 3D-Interface for Music Synthesis}, series = {2008 IEEE Symposium on 3D User Interfaces, 08.03.2008 - 09.03.2008, Reno}, booktitle = {2008 IEEE Symposium on 3D User Interfaces, 08.03.2008 - 09.03.2008, Reno}, publisher = {IEEE}, isbn = {978-1-4244-2047-6}, doi = {10.1109/3DUI.2008.4476618}, pages = {163 -- 164}, year = {2008}, language = {en} } @incollection{GeigerReckterDumitrescuetal.2009, author = {Geiger, Christian and Reckter, Holger and Dumitrescu, Roman and Kahl, Sascha and Berssenbr{\"u}gge, Jan}, title = {A Zoomable User Interface for Presenting Hierarchical Diagrams on Large Screens}, series = {Human-Computer Interaction. Novel Interaction Methods and Techniques, 13th International Conference, HCI International 2009, San Diego, CA, USA, July 19-24, 2009, Proceedings, Part II}, volume = {5611}, booktitle = {Human-Computer Interaction. Novel Interaction Methods and Techniques, 13th International Conference, HCI International 2009, San Diego, CA, USA, July 19-24, 2009, Proceedings, Part II}, editor = {Jacko, Julie A.}, publisher = {Springer}, address = {Berlin, Heidelberg}, isbn = {978-3-642-02576-1}, doi = {10.1007/978-3-642-02577-8_87}, pages = {791 -- 800}, year = {2009}, language = {en} } @inproceedings{GeigerRattay2008, author = {Geiger, Christian and Rattay, Oliver}, title = {TubeMouse - A Two-Handed Input Device for Flexible Objects}, series = {2008 IEEE Symposium on 3D User Interfaces, 08.03.2008 - 09.03.2008, Reno}, booktitle = {2008 IEEE Symposium on 3D User Interfaces, 08.03.2008 - 09.03.2008, Reno}, publisher = {IEEE}, isbn = {978-1-4244-2047-6}, doi = {10.1109/3DUI.2008.4476587}, pages = {27 -- 34}, year = {2008}, language = {en} } @inproceedings{GeigerPaelkeGansen2006, author = {Geiger, Christian and Paelke, Volker and Gansen, Ivonne}, title = {Navigating by Following Stories}, series = {Technologies for Interactive Digital Storytelling and Entertainment, Third International Conference, TIDSE 2006, Darmstadt, Germany, December 4-6, 2006, Proceedings}, booktitle = {Technologies for Interactive Digital Storytelling and Entertainment, Third International Conference, TIDSE 2006, Darmstadt, Germany, December 4-6, 2006, Proceedings}, editor = {Hutchison, David and Kanade, Takeo and Kittler, Josef and Kleinberg, Jon M. and Mattern, Friedemann and Mitchell, John C. and Naor, Moni and Nierstrasz, Oscar and Pandu Rangan, C. and Steffen, Bernhard and Sudan, Madhu and Terzopoulos, Demetri and Tygar, Dough and Vardi, Moshe Y. and Weikum, Gerhard and G{\"o}bel, Stefan and Malkewitz, Rainer and Iurgel, Ido}, publisher = {Springer}, address = {Berlin, Heidelberg}, isbn = {978-3-540-49934-3}, doi = {10.1007/11944577_32}, pages = {324 -- 333}, year = {2006}, language = {en} } @inproceedings{GeigerHogenHornigetal.2013, author = {Geiger, Christian and Hogen, Michael and Hornig, J{\"o}rn and Schaar, Michael}, title = {Datenreise: : digital bits made tangible}, series = {Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction - TEI '14, 16.02.2014 - 19.02.2014, Munich}, booktitle = {Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction - TEI '14, 16.02.2014 - 19.02.2014, Munich}, editor = {Butz, Andreas and Greenberg, Saul and Bakker, Saskia and Loke, Lian and de Luca, Alexander}, publisher = {ACM Press}, address = {New York}, isbn = {9781450326353}, doi = {10.1145/2540930.2540945}, pages = {283 -- 284}, year = {2013}, language = {en} } @inproceedings{GeigerHerderGoebeletal.2010, author = {Geiger, Christian and Herder, Jens and G{\"o}bel, Sebastian and Heinze, Christin and Marinos, Dionysios}, title = {Design and Virtual Studio Presentation of a Traditional Archery Simulator}, series = {Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen, Duisburg, Germany, September 12-15, 2010}, booktitle = {Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen, Duisburg, Germany, September 12-15, 2010}, address = {Duisburg}, pages = {37 -- 44}, year = {2010}, abstract = {In this paper we describe the design of a virtual reality simulator for traditional intuitive archery. Traditional archers aim without a target figure. Good shooting results require an excellent body-eye coordination that allows the user to perform identical movements when drawing the bow. Our simulator provides a virtual archery experience and supports the user to learn and practice the motion sequence of traditional archery in a virtual environment. We use an infrared tracking system to capture the user's movements in order to correct his movement. To provide a realistic haptic feedback a real bow is used as interaction device. Our system provides a believable user experience and supports the user to learn how to shoot in the traditional way. Following a user-centered iterative design approach we developed a number of prototypes and evaluated them for refinement in sequent iteration cycles. For illustration purposes we created a short video clip in our virtual studio about this project that presents the main ideas in an informative yet entertaining way.}, language = {en} } @inproceedings{GeigerFritzeLehmannetal.2008, author = {Geiger, Christian and Fritze, Robin and Lehmann, Anke and St{\"o}cklein, J{\"o}rg}, title = {HYUI: a visual framework for prototyping hybrid user interfaces}, series = {Proceedings of the 2nd international conference on Tangible and embedded interaction - TEI '08, 18.02.2008 - 20.02.2008, Bonn}, booktitle = {Proceedings of the 2nd international conference on Tangible and embedded interaction - TEI '08, 18.02.2008 - 20.02.2008, Bonn}, editor = {Schmidt, Albrecht and Gellersen, Hans and van den Hoven, Elise and Mazalek, Ali and Holleis, Paul and Villar, Nicolas}, publisher = {ACM Press}, address = {New York}, isbn = {9781605580043}, doi = {10.1145/1347390.1347406}, pages = {63}, year = {2008}, language = {en} } @inproceedings{GarbeHerbstHerder2007, author = {Garbe, Katharina and Herbst, Iris and Herder, Jens}, title = {Spatial Audio for Augmented Reality}, series = {10th International Conference on Human and Computer}, booktitle = {10th International Conference on Human and Computer}, address = {D{\"u}sseldorf, Aizu-Wakamatsu}, pages = {53 -- 58}, year = {2007}, abstract = {Using spatial audio successfully for augmented reality (AR) applications is a challenge, but is awarded with an improved user experience. Thus, we have extended the AR/VR framework \sc Morgan with spatial audio to improve users orientation in an AR application. In this paper, we investigate the users' capability to localize and memorize spatial sounds (registered with virtual or real objects). We discuss two scenarios. In the first scenario, the user localizes only sound sources and in the second scenario the user memorizes the location of audio-visual objects. Our results reflect spatial audio performance within the application domain and show which technology pitfalls still exist. Finally, we provide design recommendations for spatial audio AR environments.}, language = {en} } @inproceedings{FlaskoPogschebaHerderetal.2011, author = {Flasko, Matthias and Pogscheba, Patrick and Herder, Jens and Vonolfen, Wolfgang}, title = {Heterogeneous binocular camera-tracking in a Virtual Studio}, series = {8. Workshop Virtuelle und Erweiterte Realit{\"a}t der GI-Fachgruppe VR/AR}, booktitle = {8. Workshop Virtuelle und Erweiterte Realit{\"a}t der GI-Fachgruppe VR/AR}, address = {Wedel}, year = {2011}, abstract = {This paper presents a tracking of parts of a human body in a virtual TV studio environment. The tracking is based on a depth camera and a HD studio camera and aims at a realistic interaction between the actor and the computer generated environment. Stereo calibration methods are used to match corresponding pixels of both cameras (HD color and depth image). Hence the images were rectified and column aligned. The disparity is used to correct the depth image pixel by pixel. This image registration results in row and column aligned images where ghost regions are in the depth image resulting from occlusion. Both images are used to generate foreground masks with chroma and depth keying. The color image is taken for skin color segmentation to determine and distinguish the actor's hands and face. In the depth image the flesh colored regions were used to determine their spatial position. The extracted positions were augmented by virtual objects. The scene is rendered correctly with virtual camera parameters which were calculated from the camera calibration parameters. Generated computer graphics with alpha value are combined with the HD color images. This compositing shows interaction with augmented objects for verification. The additional depth information results in changing the size of objects next to the hands when the actor moves around.}, language = {en} } @inproceedings{FiedlerRillingBogenetal.2015, author = {Fiedler, Jannik and Rilling, Stefan and Bogen, Manfred and Herder, Jens}, title = {Multimodal interaction techniques in scientific data visualization: An analytical survey}, series = {In Proceedings of the 10th International Conference on Computer Graphics Theory and Applications (GRAPP-2015)}, booktitle = {In Proceedings of the 10th International Conference on Computer Graphics Theory and Applications (GRAPP-2015)}, editor = {Braz, Jos{\´e}}, publisher = {SCITEPRESS}, address = {s. l.}, isbn = {978-989-758-087-1}, doi = {10.5220/0005296404310437}, pages = {431 -- 437}, year = {2015}, abstract = {The interpretation process of complex data sets makes the integration of effective interaction techniques crucial. Recent work in the field of human-computer interaction has shown that there is strong evidence that multimodal user interaction, i.e. the integration of various input modalities and interaction techniques into one comprehensive user interface, can improve human performance when interacting with complex data sets. However, it is still unclear which factors make these user interfaces superior to unimodal user interfaces. The contribution of this work is an analytical comparison of a multimodal and a unimodal user interface for a scientific visualization application. We show that multimodal user interaction with simultaneously integrated speech and gesture input improves user performance regarding efficiency and ease of use.}, language = {en} } @inproceedings{FeitschStrobelMeyeretal.2013, author = {Feitsch, Jochen and Strobel, Marco and Meyer, Stefan and Geiger, Christian}, title = {Tangible and body-related interaction techniques for a singing voice synthesis installation}, series = {Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction - TEI '14, 16.02.2014 - 19.02.2014, Munich}, booktitle = {Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction - TEI '14, 16.02.2014 - 19.02.2014, Munich}, editor = {Butz, Andreas and Greenberg, Saul and Bakker, Saskia and Loke, Lian and de Luca, Alexander}, publisher = {ACM Press}, address = {New York}, isbn = {9781450326353}, doi = {10.1145/2540930.2540962}, pages = {157 -- 164}, year = {2013}, language = {en} } @inproceedings{FeitschStrobelGeiger2013, author = {Feitsch, Jochen and Strobel, Marco and Geiger, Christian}, title = {Caruso: augmenting users with a tenor's voice}, series = {Proceedings of the 4th Augmented Human International Conference on - AH '13, 07.03.2013 - 08.03.2013, Stuttgart}, booktitle = {Proceedings of the 4th Augmented Human International Conference on - AH '13, 07.03.2013 - 08.03.2013, Stuttgart}, editor = {Schmidt, Albrecht and Bulling, Andreas and Holz, Christian}, publisher = {ACM Press}, address = {New York}, isbn = {9781450319041}, doi = {10.1145/2459236.2459280}, pages = {239 -- 240}, year = {2013}, language = {en} } @inproceedings{FeitschStrobelGeiger2013, author = {Feitsch, Jochen and Strobel, Marco and Geiger, Christian}, title = {Singing Like a Tenor without a Real Voice}, series = {Advances in Computer Entertainment. 10th International Conference, ACE 2013, Boekelo, The Netherlands, November 12-15, 2013. Proceedings}, volume = {8253}, booktitle = {Advances in Computer Entertainment. 10th International Conference, ACE 2013, Boekelo, The Netherlands, November 12-15, 2013. Proceedings}, editor = {Reidsma, Dennis and Katayose, Haruhiro and Nijholt, Anton}, publisher = {Springer International Publishing}, address = {Cham}, isbn = {978-3-319-03160-6}, doi = {10.1007/978-3-319-03161-3_18}, pages = {258 -- 269}, year = {2013}, language = {en} } @inproceedings{DoerriesGeigerLehmannetal.2009, author = {D{\"o}rries, Gundula and Geiger, Christian and Lehmann, Anke and Wegstein, Andrea}, title = {HorseIO - virtual riding lessons with a low-cost tangible horse interface}, series = {Proceedings of the 3rd International Conference on Tangible and Embedded Interaction - TEI '09, 16.02.2009 - 18.02.2009, Cambridge}, booktitle = {Proceedings of the 3rd International Conference on Tangible and Embedded Interaction - TEI '09, 16.02.2009 - 18.02.2009, Cambridge}, editor = {Villar, Nicolas and Izadi, Shahram and Fraser, Mike and Benford, Steve}, publisher = {ACM Press}, address = {New York}, isbn = {9781605584935}, doi = {10.1145/1517664.1517708}, pages = {205}, year = {2009}, language = {en} } @inproceedings{DziwisVormannWiethoelteretal.2013, author = {Dziwis, Damian T. and Vormann, Anja and Wieth{\"o}lter, Felix and Geiger, Christian and Marinos, Dionysios}, title = {The conductor's philosophy}, series = {Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction - TEI '14, 16.02.2014 - 19.02.2014, Munich}, booktitle = {Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction - TEI '14, 16.02.2014 - 19.02.2014, Munich}, editor = {Butz, Andreas and Greenberg, Saul and Bakker, Saskia and Loke, Lian and de Luca, Alexander}, publisher = {ACM Press}, address = {New York}, isbn = {9781450326353}, doi = {10.1145/2540930.2555208}, pages = {343 -- 344}, year = {2013}, language = {en} } @incollection{DruzeticBuentigVogeletal.2018, author = {Druzetic, Ivana and B{\"u}ntig, Fabian and Vogel, Christoph and Treskunov, Anastasia and Bertram, Michael and Geiger, Christian}, title = {Photo Sprayer: A VR Application for Digital Art Creation}, series = {Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia, MUM 2018: 17th International Conference on Mobile and Ubiquitous Multimedia, Cairo, 25.11.2018-28.11.2018}, booktitle = {Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia, MUM 2018: 17th International Conference on Mobile and Ubiquitous Multimedia, Cairo, 25.11.2018-28.11.2018}, editor = {Abdennadher, Slim and Alt, Florian}, publisher = {ACM}, address = {New York}, isbn = {9781450365949}, doi = {10.1145/3282894.3289747}, pages = {537 -- 543}, year = {2018}, language = {en} } @inproceedings{DrochtertOwetschkinMeyeretal.2013, author = {Drochtert, Daniel and Owetschkin, Konstantin and Meyer, Laurid and Geiger, Christian}, title = {Demonstration of mobile virtual archery}, series = {SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications on - SA '13, 19.11.2013 - 22.11.2013, Hong Kong}, booktitle = {SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications on - SA '13, 19.11.2013 - 22.11.2013, Hong Kong}, editor = {Billinghurst, Mark and Karlsson, B{\"o}rje}, publisher = {ACM Press}, address = {New York}, isbn = {9781450326339}, doi = {10.1145/2543651.2543658}, pages = {1}, year = {2013}, language = {en} } @inproceedings{DrochtertGeiger2015, author = {Drochtert, Daniel and Geiger, Christian}, title = {Collaborative magic lens graph exploration}, series = {SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, Kobe, 02.11.2015-06.11.2015}, booktitle = {SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, Kobe, 02.11.2015-06.11.2015}, publisher = {ACM}, address = {New York}, isbn = {9781450339285}, doi = {10.1145/2818427.2818465}, pages = {1 -- 3}, year = {2015}, language = {en} } @inproceedings{DrochtertGeigerHogenetal.2015, author = {Drochtert, D. and Geiger, Christian and Hogen, M. and Huldtgren, Alina and K{\"o}se, O. and Wiche, R. and Loss, L.}, title = {Public Brewing: a Media Fa{\c{c}}ade with a Mixed Reality Interface}, series = {Proceedings of the 4th International Symposium on Pervasive Displays, 10.06.2015-12.06.2015, Saarbr{\"u}cken}, booktitle = {Proceedings of the 4th International Symposium on Pervasive Displays, 10.06.2015-12.06.2015, Saarbr{\"u}cken}, editor = {Gehring, Sven and Kr{\"u}ger, Antonio and Alt, Florian and Taylor, Nick}, publisher = {ACM}, address = {New York}, isbn = {9781450336086}, doi = {10.1145/2757710.2757736}, pages = {69 -- 75}, year = {2015}, language = {en} } @inproceedings{DewitzWicheGeigeretal.2018, author = {Dewitz, Bastian and Wiche, Roman and Geiger, Christian and Steinicke, Frank and Feitsch, Jochen}, title = {AR Sound Sandbox: A Playful Interface for Musical and Artistic Expression}, series = {Intelligent Technologies for Interactive Entertainment. 9th International Conference, INTETAIN 2017, Funchal, Portugal, June 20-22, 2017, Proceedings}, booktitle = {Intelligent Technologies for Interactive Entertainment. 9th International Conference, INTETAIN 2017, Funchal, Portugal, June 20-22, 2017, Proceedings}, editor = {Chisik, Yoram and Holopainen, Jussi and Khaled, Rilla and Luis Silva, Jos{\´e} and Alexandra Silva, Paula}, publisher = {Springer International Publishing}, address = {Cham}, isbn = {978-3-319-73061-5}, doi = {10.1007/978-3-319-73062-2_5}, pages = {59 -- 76}, year = {2018}, language = {en} } @inproceedings{DewitzLadwigSteinickeetal.2018, author = {Dewitz, Bastian and Ladwig, Philipp and Steinicke, Frank and Geiger, Christian}, title = {Classification of Beyond-Reality Interaction Techniques in Spatial Human-Computer Interaction}, series = {Proceedings of the Symposium on Spatial User Interaction, SUI '18: Symposium on Spatial User Interaction, Berlin, 13.10.2018-14.10.2018}, booktitle = {Proceedings of the Symposium on Spatial User Interaction, SUI '18: Symposium on Spatial User Interaction, Berlin, 13.10.2018-14.10.2018}, publisher = {ACM}, address = {New York}, isbn = {9781450357081}, doi = {10.1145/3267782.3274680}, pages = {185}, year = {2018}, language = {en} } @inproceedings{DeppeNemitzHerder2018, author = {Deppe, Robert and Nemitz, Oliver and Herder, Jens}, title = {Augmented reality for supporting manual non-destructive ultrasonic testing of metal pipes and plates}, series = {Workshop Proceedings / Tagungsband: Virtuelle und Erweiterte Realit{\"a}t - 15. Workshop der GI-Fachgruppe VR/AR}, booktitle = {Workshop Proceedings / Tagungsband: Virtuelle und Erweiterte Realit{\"a}t - 15. Workshop der GI-Fachgruppe VR/AR}, editor = {Herder, Jens and Geiger, Christian and D{\"o}rner, Ralf and Grimm, Paul}, publisher = {Shaker Verlag}, address = {Herzogenrath}, isbn = {978-3-8440-6215-1}, doi = {10.2370/9783844062151}, pages = {45 -- 52}, year = {2018}, abstract = {We describe an application of augmented reality technology for non-destructive testing of products in the metal-industry. The prototype is created with hard- and software, that is usually employed in the gaming industry, and delivers positions for creating ultra- sonic material scans (C-scans). Using a stereo camera in combination with an hmd enables realtime visualisation of the probes path, as well as the setting of virtual markers on the specimen. As a part of the implementation the downhill simplex optimization algorithm is implemented to fit the specimen to a cloud of recorded surface points. The accuracy is statistically tested and evaluated with the result, that the tracking system is accurate up to ca. 1-2 millimeters in well set-up conditions. This paper is of interest not only for research institutes of the metal-industry, but also for any areas of work, in which the enhancement with augmented reality is possible and a precise tracking is necessary.}, language = {en} } @incollection{DavinHerder2021, author = {Davin, Till and Herder, Jens}, title = {Real-Time Relighting of Video Streams for Augmented Virtuality Scenes}, series = {GI VR / AR Workshop. Gesellschaft f{\"u}r Informatik e.V.}, booktitle = {GI VR / AR Workshop. Gesellschaft f{\"u}r Informatik e.V.}, editor = {Weier, Martin and Bues, Matthias and Wechner, Reto}, publisher = {Gesellschaft f{\"u}r Informatik e.V. (GI)}, address = {Bonn}, doi = {10.18420/vrar2021_6}, publisher = {Hochschule D{\"u}sseldorf}, pages = {16}, year = {2021}, language = {en} } @inproceedings{DaemenHerderKochetal.2016, author = {Daemen, Jeff and Herder, Jens and Koch, Cornelius and Ladwig, Philipp and Wiche, Roman and Wilgen, Kai}, title = {Semi-Automatic Camera and Switcher Control for Live Broadcast}, series = {TVX '16 Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video, Chicago, Illinois, USA — June 22 - 24, 2016}, booktitle = {TVX '16 Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video, Chicago, Illinois, USA — June 22 - 24, 2016}, publisher = {ACM}, address = {New York}, isbn = {978-1-4503-4067-0}, doi = {10.1145/2932206.2933559}, pages = {129 -- 134}, year = {2016}, abstract = {Live video broadcasting requires a multitude of professional expertise to enable multi-camera productions. Robotic systems allow the automation of common and repeated tracking shots. However, predefined camera shots do not allow quick adjustments when required due to unpredictable events. We introduce a modular automated robotic camera control and video switch system, based on fundamental cinematographic rules. The actors' positions are provided by a markerless tracking system. In addition, sound levels of actors' lavalier microphones are used to analyse the current scene. An expert system determines appropriate camera angles and decides when to switch from one camera to another. A test production was conducted to observe the developed prototype in a live broadcast scenario and served as a video-demonstration for an evaluation.}, language = {en} } @article{DaemenHerderKochetal.2017, author = {Daemen, Jeff and Herder, Jens and Koch, Cornelius and Ladwig, Philipp and Wiche, Roman and Wilgen, Kai}, title = {Halbautomatische Steuerung von Kamera und Bildmischer bei Live-{\"U}bertragungen}, series = {Fachzeitschrift f{\"u}r Fernsehen, Film und Elektronische Medien}, journal = {Fachzeitschrift f{\"u}r Fernsehen, Film und Elektronische Medien}, number = {11}, publisher = {Schiele \& Sch{\"o}n}, pages = {501 -- 505}, year = {2017}, abstract = {Live-Video-Broadcasting mit mehreren Kameras erfordert eine Vielzahl von Fachkenntnissen. Robotersysteme erm{\"o}glichen zwar die Automatisierung von g{\"a}ngigen und wiederholten Tracking-Aufnahmen, diese erlauben jedoch keine kurzfristigen Anpassungen aufgrund von unvorhersehbaren Ereignissen. In diesem Beitrag wird ein modulares, automatisiertes Kamerasteuerungs- und Bildschnitt-System eingef{\"u}hrt, das auf grundlegenden kinematografischen Regeln basiert. Die Positionen der Akteure werden durch ein markerloses Tracking-System bereitgestellt. Dar{\"u}ber hinaus werden Tonpegel der Lavaliermikrofone der Akteure zur Analyse der aktuellen Szene verwendet. Ein Expertensystem ermittelt geeignete Kamerawinkel und entscheidet, wann von einer Kamera auf eine andere umgeschaltet werden soll. Eine Testproduktion wurde durchgef{\"u}hrt, um den entwickelten Prototyp in einem Live-Broadcast-Szenario zu beobachten und diente als Videodemonstration f{\"u}r eine Evaluierung.}, language = {de} } @inproceedings{DaemenHaufsBrusbergHerder2013, author = {Daemen, Jeff and Haufs-Brusberg, Peter and Herder, Jens}, title = {Markerless Actor Tracking for Virtual (TV) Studio Applications}, series = {2013 International Joint Conference on Awareness Science and Technology \& Ubi-Media Computing (iCAST 2013 \& UMEDIA 2013)}, booktitle = {2013 International Joint Conference on Awareness Science and Technology \& Ubi-Media Computing (iCAST 2013 \& UMEDIA 2013)}, publisher = {IEEE}, address = {Aizu-Wakamatsu}, isbn = {978-1-4799-2364-9}, doi = {10.1109/ICAwST.2013.6765544}, pages = {790 -- 795}, year = {2013}, abstract = {Virtual (tv) studios gain much more acceptance through improvements in computer graphics and camera tracking. Still commercial studios cannot have full interaction between actors and virtual scene because actors data are not completely digital available as well as the feedback for actors is still not sufficient. Markerless full body tracking might revolutionize virtual studio technology as it allows better interaction between real and virtual world. This article reports about using a markerless actor tracking in a virtual studio with a tracking volume of nearly 40 cubic meter enabling up to three actors within the green box. The tracking is used for resolving the occlusion between virtual objects and actors so that the Tenderer can output automatically a mask for virtual objects in the foreground in case the actor is behind. It is also used for triggering functions scripted within the Tenderer engine, which are attached to virtual objects, starting any kind of action (e.g., animation). Last but not least the system is used for controlling avatars within the virtual set. All tracking and rendering is done within a studio frame rate of 50 Hz with about 3 frames delay. The markerless actor tracking within virtual studios is evaluated by experts using an interview approach. The statistical evaluation is based on a questionnaire.}, 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} } @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} } @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} } @inproceedings{BurgaDaemenDjuderijaetal.2013, author = {Burga, Jose and Daemen, Jeff and Djuderija, Sascha and Gnehr, Maren and Goossens, Lars and Hartz, Sven and Haufs-Brusberg, Peter and Herder, Jens and Ibrahim, Mohammed and Koop, Nikolas and Leske, Christophe and Meyer, Laurid and M{\"u}ller, Antje and Salgert, Bj{\"o}rn and Schroeder, Richard and Thiele, Simon}, title = {Four Metamorphosis States in a Distributed Virtual (TV) Studio: Human, Cyborg, Avatar, and Bot}, series = {10th International Conference on Visual Media Production (CVMP 2013), London}, booktitle = {10th International Conference on Visual Media Production (CVMP 2013), London}, address = {London}, year = {2013}, abstract = {The major challenge in virtual studio technology is the interaction between the actor and virtual objects. Within a distributed live production, two locally separated markerless tracking systems where used simultaneously alongside a virtual studio. The production was based on a fully tracked actor, cyborg (half actor, half graphics), avatar, and a bot. All participants could interact and throw a virtual disc. This setup is compared and mapped to Milgram's continuum and technical challenges are described.}, language = {en} } @inproceedings{BrosdaDaemenDjuderijaetal.2012, author = {Brosda, Constantin and Daemen, Jeff and Djuderija, Sascha and Joeres, Stephan and Langer, Oleg and Schweitzer, Andre and Wilhelm, Andreas and Herder, Jens}, title = {TouchPlanVS Lite - A Tablet-based Tangible Multitouch Planning System for Virtual TV Studio Productions}, series = {Proceedings of the 2012 Joint International Conference on Human-Centered Computer Environments}, booktitle = {Proceedings of the 2012 Joint International Conference on Human-Centered Computer Environments}, publisher = {ACM}, address = {New York}, isbn = {978-1-4503-1191-5}, pages = {64 -- 67}, year = {2012}, abstract = {This paper presents a mobile approach of integrating tangible user feedback in today's virtual TV studio productions. We describe a tangible multitouch planning system, enabling a single user to prepare and customize scene flow and settings. Users can view and interact with virtual objects by using a tangible user interface on a capacitive multitouch surface. In a 2D setting created TV scenes are simultaneously rendered as separate view using a production/target renderer in 3D. Thereby the user experiences a closer reproduction of a final production and set assets can be reused. Subsequently, a user can arrange scenes on a timeline while maintaining different versions/sequences. The system consists of a tablet and a workstation, which does all application processing and rendering. The tablet is just an interface connected via wireless LAN.}, language = {en} } @inproceedings{BaranowskiUtzigFischeretal.2018, author = {Baranowski, Artur and Utzig, Sebastian and Fischer, Philipp and Gerndt, Andreas and Herder, Jens}, title = {3D spacecraft configuration using immersive AR technology}, series = {Workshop Proceedings / Tagungsband: Virtuelle und Erweiterte Realit{\"a}t - 15. Workshop der GI-Fachgruppe VR/AR}, booktitle = {Workshop Proceedings / Tagungsband: Virtuelle und Erweiterte Realit{\"a}t - 15. Workshop der GI-Fachgruppe VR/AR}, editor = {Herder, Jens and Geiger, Christian and D{\"o}rner, Ralf and Grimm, Paul}, publisher = {Shaker Verlag}, address = {Herzogenrath}, isbn = {978-3-8440-6215-1}, doi = {10.2370/9783844062151}, pages = {71 -- 82}, year = {2018}, abstract = {In this paper we propose an integrated immersive augmented reality solution for a software tool supporting spacecraft design and verification. The spacecraft design process relies on expertise in many domains, such as thermal and structural engineering. The various subsystems of a spacecraft are highly interdependent and have differing requirements and constraints. In this context, interactive visualizations play an important role in making expert knowledge accessible. Recent immersive display technologies offer new ways of presenting and interacting with computer-generated content. Possibilities and challenges for spacecraft configuration employing these technologies are explored and discussed. A user interface design for an application using the Microsoft HoloLens is proposed. To this end, techniques for selecting a spacecraft component and manipulating its position and orientation in 3D space are developed and evaluated. Thus, advantages and limitations of this approach to spacecraft configuration are revealed and discussed.}, language = {en} } @inproceedings{BallesterRipollHerderLadwigetal.2016, author = {Ballester Ripoll, Marina and Herder, Jens and Ladwig, Philipp and Vermeegen, Kai}, title = {Comparison of two Gesture Recognition Sensors for Virtual TV Studios}, series = {GI-VRAR, Workshop Proceedings / Tagungsband: Virtuelle und Erweiterte Realit{\"a}t - 13. Workshop der GI-Fachgruppe VR/AR,}, booktitle = {GI-VRAR, Workshop Proceedings / Tagungsband: Virtuelle und Erweiterte Realit{\"a}t - 13. Workshop der GI-Fachgruppe VR/AR,}, editor = {Pfeiffer, Thies and Fr{\"o}hlich, Julia and Kruse, Rolf}, publisher = {Shaker Verlag}, address = {Herzogenrath}, isbn = {978-3-8440-4718-9}, year = {2016}, abstract = {In order to improve the interactivity between users and computers, recent technologies focus on incorporating gesture recognition into interactive systems. The aim of this article is to evaluate the effectiveness of using a Myo control armband and the Kinect 2 for recognition of gestures in order to interact with virtual objects in a weather report scenario. The Myo armband has an inertial measurement unit and is able to read electrical activity produced by skeletal muscles, which can be recognized as gestures, which are trained by machine learning. A Kinect sensor was used to build up a dataset which contains motion recordings of 8 different gestures and was also build up by a gesture training machine learning algorithm. Both input methods, the Kinect 2 and the Myo armband, were evaluated with the same interaction patterns in a user study, which allows a direct comparison and reveals benefits and limits of each technique.}, language = {en} } @inproceedings{AytenHerderVonolfen2010, author = {Ayten, H{\"u}seyin and Herder, Jens and Vonolfen, Wolfgang}, title = {Visual Acceptance Evaluation of Soft Shadow Algorithms for Virtual TV Studios}, series = {HC '10 Proceedings of the 13th International Conference on Humans and Computers}, booktitle = {HC '10 Proceedings of the 13th International Conference on Humans and Computers}, publisher = {University of Aizu Press}, address = {Aizu-Wakamatsu}, pages = {66 -- 71}, year = {2010}, abstract = {Shadows in computer graphics are an important rendering aspect for spatial objects. For realtime computer applications such as games, it is essential to represent shadows as accurate as possible. Also, various tv stations work with virtual studio systems instead of real studio sets. Especially for those systems, a realistic impression of the rendered and mixed scene is important. One challenge, hence, is the creation of a natural shadow impression. This paper presents the results of an empirical study to compare the performance and quality of different shadow mapping methods. For this test, a prototype studio renderer was developed. A percentage closer filter (pcf) with a number of specific resolutions is used to minimize the aliasing issue. More advanced algorithms which generate smooth shadows like the percentage closer soft shadow (pcss) method as well as the variance shadow maps (vsm) method are analysed. Different open source apis are used to develop the virtual studio renderer, giving the benefit of permanent enhancement. The Ogre 3D graphic engine is used to implement the rendering system, benefiting from various functions and plugins. The transmission of the tracking data is accomplished with the vrpn server/client and the Intersense api. The different shadow algorithms are compared in a virtual studio environment which also casts real shadows and thus gives a chance for a direct comparison throughout the empirical user study. The performance is measured in frames per secon}, language = {en} } @inproceedings{AndrukaniecFrankenKirchhofetal.2013, author = {Andrukaniec, Edward and Franken, Carmen and Kirchhof, Daniel and Kraus, Tobias and Sch{\"o}ndorff, Fabian and Geiger, Christian}, title = {OUTLIVE - An Augmented Reality Multi-user Board Game Played with a Mobile Device}, series = {Advances in Computer Entertainment. 10th International Conference, ACE 2013, Boekelo, The Netherlands, November 12-15, 2013. Proceedings}, volume = {8253}, booktitle = {Advances in Computer Entertainment. 10th International Conference, ACE 2013, Boekelo, The Netherlands, November 12-15, 2013. Proceedings}, editor = {Reidsma, Dennis and Katayose, Haruhiro and Nijholt, Anton}, publisher = {Springer International Publishing}, address = {Cham}, isbn = {978-3-319-03160-6}, doi = {10.1007/978-3-319-03161-3_38}, pages = {501 -- 504}, year = {2013}, 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} } @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{OPUS4-1625, title = {Virtuelle und Erweiterte Realit{\"a}t - 9. Workshop der GI-Fachgruppe VR/AR}, editor = {Geiger, Christian and Herder, Jens and Vierjahn, Tom}, publisher = {Shaker Verlag}, address = {Aachen}, isbn = {978-3-8440-1309-2}, year = {2012}, abstract = {Der neunte Workshop "Virtuelle und Erweiterte Realit{\"a}t" der Fachgruppe VR/AR der Gesellschaft f{\"u}r Informatik e.V. >> wurde an der FH D{\"u}sseldorf vom 19.09. - 20.09.2012 durchgef{\"u}hrt. Dies ist der Tagungsband des neunten Workshops zum Thema "Virtuelle und Erweiterte Realit{\"a}t", die von der Fachgruppe VR/AR der Gesellschaft f{\"u}r Informatik e.V. ins Leben gerufen wurde. Als etablierte Plattform f{\"u}r den Informations- und Ideenaustausch der deutschsprachigen VR/AR-Szene bot der Workshop den idealen Rahmen, aktuelle Ergebnisse und Vorhaben aus Forschung und Entwicklung - auch provokative Ideen - im Kreise eines fachkundigen Publikums zur Diskussion zu stellen. Insbesondere wollten wir auch jungen Nachwuchswissenschaftlern die M{\"o}glichkeit geben, ihre Arbeiten zu pr{\"a}sentieren; darunter fielen laufende Promotionsvorhaben oder auch herausragende studentische Arbeiten von Hochschulen und Forschungseinrichtungen. Eine Auswahl der besten Artikel aus dem Workshop werden in einer Sonderausgabe des Journal of Virtual Reality and Broadcasting (JVRB) ver{\"o}ffentlicht.}, language = {mul} } @inproceedings{OPUS4-1587, title = {Virtuelle und Erweiterte Realit{\"a}t - 15. Workshop der GI-Fachgruppe VR/AR}, editor = {Herder, Jens and Geiger, Christian and D{\"o}rner, Ralf and Grimm, Paul}, publisher = {Shaker Verlag}, address = {Herzogenrath}, isbn = {978-3-8440-6215-1}, doi = {10.2370/9783844062151}, year = {2018}, abstract = {Der f{\"u}nfzehnte Workshop "Virtuelle und Erweiterte Realit{\"a}t" der Fachgruppe VR/AR der Gesellschaft f{\"u}r Informatik e.V. wurde an der Hochschule D{\"u}sseldorf vom 10.-11.10.2018 durchgef{\"u}hrt. Als etablierte Plattform f{\"u}r den Informations- und Ideenaustausch der deutschsprachigen VR/AR-Szene bot der Workshop den idealen Rahmen, aktuelle Ergebnisse und Vorhaben aus Forschung und Entwicklung - auch provokative Ideen - im Kreise eines fachkundigen Publikums zur Diskussion zu stellen. Insbesondere wurde auch jungen Nachwuchswissenschaftlern die M{\"o}glichkeit gegeben, ihre Arbeiten zu pr{\"a}sentieren; darunter fielen laufende Promotionsvorhaben oder auch herausragende studentische Arbeiten von Hochschulen und Forschungseinrichtungen. Das Programmkomitee hat 12 Lang- und 6 Kurzbeitr{\"a}ge aus {\"u}ber 29 Gesamteinreichungen ausgew{\"a}hlt. Die Beitr{\"a}ge decken das Spektrum der Virtuellen und Erweiterten Realit{\"a}t ab. Der Workshop fand am 10. Oktober gleichzeitig mit dem Innovationstag des Innovationshubs in D{\"u}sseldorf statt. F{\"u}r einen Beitrag eigneten sich alle Themenfelder der "Virtuellen und Erweiterten Realit{\"a}t", insbesondere: 3D Eingabeger{\"a}te und Interaktionstechniken Avatare und Agenten Displaytechnologien und Tracking (Echtzeit-)Rendering Education und Edutainment Entertainment und Experiences Gesellschaft und soziotechnische Aspekte Human Factors Industrielle Einsatzszenarien Innovative Anwendungen K{\"u}nstlerische Anwendungen Modellierung und Simulation Multimodale Interaktion Systemarchitekturen und Intelligente Umgebungen Verteilte und kooperative VR/AR-Umgebungen}, language = {mul} }