@article{RyskeldievCohenHerder2018, author = {Ryskeldiev, Bektur and Cohen, Michael and Herder, Jens}, title = {StreamSpace: Pervasive Mixed Reality Telepresence for Remote Collaboration on Mobile Devices}, series = {Journal of Information Processing}, volume = {26}, journal = {Journal of Information Processing}, publisher = {J-STAGE}, doi = {10.2197/ipsjjip.26.177}, pages = {177 -- 185}, year = {2018}, abstract = {We present a system that exploits mobile rotational tracking and photospherical imagery to allow users to share their environment with remotely connected peers "on the go." We surveyed related interfaces and developed a unique groupware application that shares a mixed reality space with spatially-oriented live video feeds. Users can collaborate through realtime audio, video, and drawings in a virtual space. The developed system was tested in a preliminary user study, which confirmed an increase in spatial and situational awareness among viewers as well as reduction in cognitive workload. Believing that our system provides a novel style of collaboration in mixed reality environments, we discuss future applications and extensions of our prototype.}, subject = {Ubiquitous Computing}, 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} } @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} } @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{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} } @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} } @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{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} } @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} }