@inproceedings{WoeldeckeVierjahnFlaskoetal.2009, author = {W{\"o}ldecke, Bj{\"o}rn and Vierjahn, Tom and Flasko, Matthias and Herder, Jens and Geiger, Christian}, title = {Steering actors through a virtual set employing vibro-tactile feedback}, series = {TEI '09 Proceedings of the 3rd International Conference on Tangible and Embedded Interaction}, booktitle = {TEI '09 Proceedings of the 3rd International Conference on Tangible and Embedded Interaction}, publisher = {ACM}, address = {New York}, isbn = {978-1-60558-493-5}, doi = {10.1145/1517664.1517703}, pages = {169 -- 174}, year = {2009}, abstract = {Actors in virtual studio productions are faced with the challenge that they have to interact with invisible virtual objects because these elements are rendered separately and combined with the real image later in the production process. Virtual sets typically use static virtual elements or animated objects with predefined behavior so that actors can practice their performance and errors can be corrected in the post production. With the demand for inexpensive live recording and interactive TV productions, virtual objects will be dynamically rendered at arbitrary positions that cannot be predicted by the actor. Perceptive aids have to be employed to support a natural interaction with these objects. In our work we study the effect of haptic feedback for a simple form of interaction. Actors are equipped with a custom built haptic belt and get vibrotactile feedback during a small navigational task (path following). We present a prototype of a wireless vibrotactile feedback device and a small framework for evaluating haptic feedback in a virtual set environment. Results from an initial pilot study indicate that vibrotactile feedback is a suitable non-visual aid for interaction that is at least comparable to audio-visual alternatives used in virtual set productions.}, 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} } @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{PaulHerder2018, author = {Paul, Felix and Herder, Jens}, title = {A model-based filtering approach for real-time human motion data}, 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 = {37 -- 44}, year = {2018}, abstract = {Acquiring human motion data from video images plays an important role in the field of computer vision. Ground truth tracking systems require markers to create high quality motion data. But in many applications it is desired to work without markers. In recent years affordable hardware for markerless tracking systems was made available at a consumer level. Efficient depth camera systems based on Time-of-Flight sensors and structured light systems have made it possible to record motion data in real time. However, the gap between the quality of marker-based and markerless systems is high. The error sources of a markerless motion tracking pipeline are discussed and a model-based filter is proposed, which adapts depending on spatial location. The proposed method is then proven to be more robust and accurate than the unfiltered data stream and can be used to visually enhance the presence of an actor within a virtual environment in live broadcast productions.}, 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} } @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{RyskeldievOchiaiCohenetal.2018, author = {Ryskeldiev, Bektur and Ochiai, Yoichi and Cohen, Michael and Herder, Jens}, title = {Distributed Metaverse: Creating Decentralized Blockchain-based Model for Peer-to-peer Sharing of Virtual Spaces for Mixed Reality Applications}, series = {Proceedings of the 9th Augmented Human International Conference}, booktitle = {Proceedings of the 9th Augmented Human International Conference}, publisher = {ACM}, isbn = {978-1-4503-5415-8}, doi = {10.1145/3174910.3174952}, pages = {7 -- 9}, year = {2018}, abstract = {Mixed reality telepresence is becoming an increasingly popular form of interaction in social and collaborative applications. We are interested in how created virtual spaces can be archived, mapped, shared, and reused among different applications. Therefore, we propose a decentralized blockchain-based peer-to-peer model of distribution, with virtual spaces represented as blocks. We demonstrate the integration of our system in a collaborative mixed reality application and discuss the benefits and limitations of our approach.}, language = {en} } @inproceedings{LadwigHerderGeiger2017, author = {Ladwig, Philipp and Herder, Jens and Geiger, Christian}, title = {Towards Precise, Fast and Comfortable Immersive Polygon Mesh Modelling: Capitalising the Results of Past Research and Analysing the Needs of Professionals}, series = {ICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments}, booktitle = {ICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments}, publisher = {The Eurographics Association}, doi = {10.2312/egve.20171360}, pages = {22 -- 24}, year = {2017}, abstract = {More than three decades of ongoing research in immersive modelling has revealed many advantages of creating objects in virtual environments. Even though there are many benefits, the potential of immersive modelling has only been partly exploited due to unresolved problems such as ergonomic problems, numerous challenges with user interaction and the inability to perform exact, fast and progressive refinements. This paper explores past research, shows alternative approaches and proposes novel interaction tools for pending problems. An immersive modelling application for polygon meshes is created from scratch and tested by professional users of desktop modelling tools, such as Autodesk Maya, in order to assess the efficiency, comfort and speed of the proposed application with direct comparison to professional desktop modelling tools.}, 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} }