@inproceedings{Herder1997, author = {Herder, Jens}, title = {Cooperative Tools for Teaching : an Impact of a Network Environment}, series = {Annual Report of the Information Systems and Technology Center, University of Aizu, October 1997}, booktitle = {Annual Report of the Information Systems and Technology Center, University of Aizu, October 1997}, address = {Aizu}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-827}, pages = {3 -- 8}, year = {1997}, abstract = {Education at the University of Aizu is focussed upon computer science. Besides being the subject matter of many courses, however, the computer also plays a vital role in the educational process itself, both in the distribution of instructional media, and in providing students with valuable practical experience. All students have unlimited access (24-hours-a-day) to individual networked workstations, most of which are multimedia-capable (even video capture is possible in two exercise rooms). Without software and content tailored for computer-aided instruction, the hardware becomes an expensive decoration. In any case, there is a need to better educate the instructors and students in the use of the equipment. In the interest of facilitating effective, collaborative use of network-based computers in teaching, this article explores the impact that a network environment can have on such activities. First, as a general overview, and to examine the motivation for the use of a network environment in teaching, this article reviews a range of different styles of collaboration. Then the article shows what kind of tools are available for use, within the context of what has come to be called Computer-Supported Cooperative Work (CSCW).}, language = {en} } @inproceedings{Herder1998, author = {Herder, Jens}, title = {Sound Spatialization Framework: An Audio Toolkit for Virtual Environments}, series = {First International Conference on Human and Computer, Aizu-Wakamatsu, September 1998}, booktitle = {First International Conference on Human and Computer, Aizu-Wakamatsu, September 1998}, address = {Aizu}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-788}, pages = {6}, year = {1998}, abstract = {The Sound Spatialization Framework is a C++ toolkit and development environment for providing advanced sound spatialization for virtual reality and multimedia applications. The Sound Spatialization Framework provides many powerful display and user-interface features not found in other sound spatialization software packages. It provides facilities that go beyond simple sound source spatialization: visualization and editing of the soundscape, multiple sinks, clustering of sound sources, monitoring and controlling resource management, support for various spatialization backends, and classes for MIDI animation and handling.}, language = {en} } @inproceedings{Herder1997, author = {Herder, Jens}, title = {Tools and widgets for spatial sound authoring}, series = {CompuGraphics ' 97, Sixth International Conference on Computational Graphics and Visualization Techniques: Graphics in the Internet Age, Vilamoura, Portugal}, booktitle = {CompuGraphics ' 97, Sixth International Conference on Computational Graphics and Visualization Techniques: Graphics in the Internet Age, Vilamoura, Portugal}, address = {Portugal}, isbn = {972-8342-02-0}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-896}, pages = {87 -- 95}, year = {1997}, abstract = {Broader use of virtual reality environments and sophisticated animations spawn a need for spatial sound. Until now, spatial sound design has been based very much on experience and trial and error. Most effects are hand-crafted, because good design tools for spatial sound do not exist. This paper discusses spatial sound authoring and its applications, including shared virtual reality environments based on VRML. New utilities introduced by this research are an inspector for sound sources, an interactive resource manager, and a visual soundscape manipulator. The tools are part of a sound spatialization framework and allow a designer/author of multimedia content to monitor and debug sound events. Resource constraints like limited sound spatialization channels can also be simulated.}, language = {en} } @inproceedings{VermeegenHerder2018, author = {Vermeegen, Kai and Herder, Jens}, title = {A Lighthouse-based Camera Tracking System for Professional Virtual Studios}, 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 = {19 -- 26}, year = {2018}, abstract = {This article describes the possibilities and problems that occur using the SteamVR tracking 2.0 system as a camera tracking system in a virtual studio and explains an approach for implementation and calibration within a professional studio environment. The tracking system allows for cost effective deployment. Relevant application fields are also mixed reality recording and streaming of AR and VR experiences.}, language = {en} } @inproceedings{BeckerHerder2012, author = {Becker, Thomas and Herder, Jens}, title = {Cost effective tangibles using fiducials for infrared multi-touch frames}, series = {15th International Conference on Human and Computer}, booktitle = {15th International Conference on Human and Computer}, address = {Hamamatsu/Aizu-Wakamatsu/Duesseldorf}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-16011}, pages = {7}, year = {2012}, abstract = {The late immersion of multi-touch sensitive displays enables the use of tangibles on multi-touch screens. There a several wide spread and/or sophisticated solutions to fulfill this need but they seem to have some flaws. One popular system at the time of writing is an overlay frame that can be placed on a normal display with the corresponding size. The frame creates a grid with infrared light emitting diodes. The disruption of this grid can be detected and messages with the positions are sent via usb to a connected computer. This system is quite robust in matters of ambient light insensitivity and also fast to calibrate. Unfortunately it is not created with the recognition of tangibles in mind and printed patterns can not be resolved. This article summarizes an attempt to create fiducials that are recognized by an infrared multi-touch frame as fingers. Those false fingers are checked by a software for known patterns. Once a known pattern (= fiducial) has been recognized its position and orientation are send with the finger positions towards the interactive software. The usability is tested with an example application where tangibles and finger touches are used in combination.}, 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{VierjahnWoeldeckeGeigeretal.2009, author = {Vierjahn, Tom and W{\"o}ldecke, Bj{\"o}rn and Geiger, Christian and Herder, Jens}, title = {Improved Direction Signalization Technique Employing Vibrotactile Feedback}, series = {11th Virtual Reality International Conference, VRIC'2009}, booktitle = {11th Virtual Reality International Conference, VRIC'2009}, isbn = {2-9515730-8-1}, pages = {1 -- 8}, year = {2009}, abstract = {Vibrotactile feedback via body-worn vibrating belts is a common means of direction signalization - e.g. for navigational tasks. Consequently such feedback devices are used to guide blind or visually impaired people but can also be used to support other wayfinding tasks - for instance, guiding actors in virtual studio productions. Recent effort has been made to simplify this task by integrating vibrotactile feedback into virtual studio applications. In this work we evaluate the accuracy of an improved direction signalization technique, utilizing a body-worn vibrotactile belt with a limited number of tactors, and compare it to other work. The results from our user study indicate that it is possible to signalize different directions accurately, even with a small number of tactors spaced by 90°.}, language = {en} } @inproceedings{RyskeldievCohenHerder2017, author = {Ryskeldiev, Bektur and Cohen, Michael and Herder, Jens}, title = {Applying rotational tracking and photospherical imagery to immersive mobile telepresence and live video streaming groupware}, series = {Proceeding SA '17 SIGGRAPH Asia 2017 Mobile Graphics \& Interactive Applications, Article No. 5}, booktitle = {Proceeding SA '17 SIGGRAPH Asia 2017 Mobile Graphics \& Interactive Applications, Article No. 5}, publisher = {ACM}, address = {New York}, isbn = {978-1-4503-5410-3}, doi = {10.1145/3132787.3132813}, pages = {2}, year = {2017}, abstract = {Mobile live video streaming is becoming an increasingly popular form of interaction both in social media and remote collaboration scenarios. However, in most cases the streamed video does not take mobile devices' spatial data into account (e.g., the viewers do not know the spatial orientation of a streamer), or use such data only in specific scenarios (e.g., to navigate around a spherical video stream).}, language = {en} } @article{Herder1998, author = {Herder, Jens}, title = {Sound Spatialization Framework: An Audio Toolkit for Virtual Environments}, series = {Journal of the 3D-Forum Society}, volume = {12}, journal = {Journal of the 3D-Forum Society}, number = {3}, pages = {17 -- 22}, year = {1998}, abstract = {The Sound Spatialization Framework is a C++ toolkit and development environment for providing advanced sound spatialization for virtual reality and multimedia applications. The Sound Spatialization Framework provides many powerful display and user-interface features not found in other sound spatialization software packages. It provides facilities that go beyond simple sound source spatialization: visualization and editing of the soundscape, multiple sinks, clustering of sound sources, monitoring and controlling resource management, support for various spatialization backends, and classes for MIDI animation and handling. Keywords: sound spatialization, resource management, virtual environments, spatial sound authoring, user interface design, human-machine interfaces}, language = {en} }