@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} } @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{HerderBuentigDaemenetal.2014, author = {Herder, Jens and B{\"u}ntig, Fabian and Daemen, Jeff and Lang, Jaroslaw and L{\"u}ck, Florian and S{\"a}ger, Mitja and S{\"o}rensen, Roluf and Hermanni, Markus and Vonolfen, Wolfgang}, title = {Subtle Animations using Talent Tracking in a Virtual (TV) Studio}, series = {17th International Conference on Human and Computer}, booktitle = {17th International Conference on Human and Computer}, address = {Hamamatsu/Aizu-Wakamatsu/Duesseldorf}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-16009}, pages = {6}, year = {2014}, abstract = {Markerless talent tracking is widely used for interactions and animations within virtual environments. In a virtual (tv) studio talents could be overburden by interaction tasks because camera and text require extensive attention. We take a look into animations and inter- actions within a studio, which do not require any special attention or learning. We show the generation of an artificial shadow from a talent, which ease the keying process, where separation of real shadows from the background is a difficult task. We also demonstrate animations of footsteps and dust. Furthermore, capturing talents' height can also be used to adjust the parameters of elements in the virtual environment, like the position and scaling of a virtual display. In addition to the talents, a rigid body was tracked as placeholder for graphics, easing the interaction tasks for a talent. Two test productions show the possibilities, which subtle animations offer. In the second production, the rendering was improved (shadows, filtering, normal maps, ...) and instead of using the rigid body to move an object (a flag), the animation was only controlled by the hand's position.}, language = {en} } @inproceedings{HerderWilkeHeimbachetal.2009, author = {Herder, Jens and Wilke, Michael and Heimbach, Julia and G{\"o}bel, Sebastian and Marinos, Dionysios}, title = {Simple Actor Tracking for Virtual TV Studios Using a Photonic Mixing Device}, series = {12th International Conference on Human and Computer}, booktitle = {12th International Conference on Human and Computer}, address = {Hamamatsu / Aizu-Wakamatsu / D{\"u}sseldorf}, year = {2009}, abstract = {Virtual TV studios use actor tracking systems for resolving the occlusion of computer graphics and studio camera image. The actor tracking delivers the distance between actor and studio camera. We deploy a photonic mixing device, which captures a depth map and a luminance image at low resolution. The renderer engines gets one depth value per actor using the OSC protocol. We describe the actor recognition algorithm based on the luminance image and the depth value calculation. We discuss technical issues like noise and calibration.}, 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} } @incollection{RattayGeigerHerderetal.2007, author = {Rattay, Oliver and Geiger, Christian and Herder, Jens and Goebbels, Gernot and Nikitin, Igor}, title = {Zweih{\"a}ndige Interaktion in VR-Umgebungen}, series = {Augmented \& Virtual Reality in der Produktentstehung}, volume = {209}, booktitle = {Augmented \& Virtual Reality in der Produktentstehung}, editor = {Gausemeier, J{\"u}rgen and Grafe, Michael}, publisher = {Heinz Nixdorf Institut, Universit{\"a}t Paderborn}, address = {Paderborn}, isbn = {978-3-939350-28-6}, pages = {315 -- 332}, year = {2007}, abstract = {Einfach benutzbare VR-Anwendungen erfordern andere Interaktionstechniken als konventionelle Desktop-Anwendungen mit Maus, Tastatur und Desktop-Metapher zur Verf{\"u}gung stellen. Da solche Ans{\"a}tze in Konzeption und Realisierung deutlicher komplexer sind, m{\"u}ssen diese mit Sorgfalt ausgew{\"a}hlt werden. Folgt man der Argumentation, dass VR eine nat{\"u}rliche Interaktion mit virtuellen Objekten erm{\"o}glicht, so f{\"u}hrt dies fast zwangsl{\"a}ufig zu zweih{\"a}ndigen Interaktionstechniken f{\"u}r virtuelle Umgebungen, da Benutzer in realen Umgebungen gewohnt sind, fast ausschlie{\"i}‚lich zweih{\"a}ndig zu agieren. In diesem Beitrag geben wir eine {\"U}bersicht {\"u}ber den Stand der Technik im Bereich zweih{\"a}ndiger Interaktion, leiten Anforderungen an eine Entwicklung zweih{\"a}ndiger Interaktionstechniken in VR ab und beschreiben einen eigenen Ansatz. Dabei geht es um die zweih{\"a}ndige Interaktion bei der Simulation flexibler biegeschlaffer Bauteile (z. B. Schlauchverbindungen).}, 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} } @incollection{HerderWoerzbergerJuttneretal.2005, author = {Herder, Jens and W{\"o}rzberger, Ralf and Juttner, Carsten and Twelker, Uwe}, title = {Verwendung von Grafikkarten-Prozessoren (GPUs) f{\"u}r eine interaktive Produktvisualisierung in Echtzeit unter Verwendung von Shadern und Videotexturen}, series = {Augmented and Virtual Reality in der Produktentstehung}, volume = {167}, booktitle = {Augmented and Virtual Reality in der Produktentstehung}, editor = {Gausemeier, J{\"u}rgen and Grafe, Michael}, publisher = {Heinz Nixdorf Institut, Universit{\"a}t Paderborn}, address = {Paderborn}, pages = {23 -- 36}, year = {2005}, abstract = {Die Visualisierung von Produkten in Echtzeit ist in vielen Bereichen ein hilfreicher Schritt, um potentiellen Kunden eine Vorstellung vom Einsatzgebiet und einen {\"U}berblick {\"u}ber die finale Anwendung zu erlauben. In den letzten Jahren haben neue Technologien in der Grafikkartenindustrie dazu gef{\"u}hrt, dass fr{\"u}her nur auf teuren Grafikworkstations verf{\"u}gbare M{\"o}glichkeiten nun auch mit relativ kosteng{\"u}nstigen Karten, welche f{\"u}r den Einsatz in Standard-PCs konzipiert wurden, realisierbar sind. Es wird an einem Modellentwurf des Innenraums des People Cargo Movers gezeigt, wie die Beleuchtung innerhalb einer Echtzeitvisualisierung durch Shader realisiert werden kann. Als Lichtquelle wird dabei eine Landschaftsaufnahme herangezogen, welche als eine von mehreren Videotexturen eingebunden wurde. Außerdem werden real im virtuellen Studio gefilmte Personen im Innenraum gleicherma{\"i}‚en {\"u}ber Videotexturen dargestellt und ebenfalls durch die Landschaft beleuchtet.}, language = {de} } @article{NovotnyJaenschHerder2005, author = {Novotny, Tom and Jaensch, Kai and Herder, Jens}, title = {A Database Driven and Virtual Reality supported Environment for Marketing Studies}, series = {Journal of the 3D-Forum Society}, volume = {19}, journal = {Journal of the 3D-Forum Society}, number = {4}, pages = {95 -- 101}, year = {2005}, abstract = {In today's market research mechanisms multi modal technologies are significant tools to perform flexible and price efficient studies for not only consumer products but also consumer goods. Current appraisal mechanisms in combination with applied computer graphics can improve the assessment of a product's launch in the very early design phase or an innovation process. The combination of online questionnaires, Virtual Reality (VR) applications and a database management system offers a powerful tool to let a consumer judge products as well as innovated goods even without having produced a single article. In this paper we present an approach of consumer good studies consisting of common as well as interactive VR product presentations and online questionnaires bases on a bidirectional database management solution to configure and manage numerous studies, virtual sets, goods and participants in an effective way to support the estimation of the received data. Non-programmers can create their test environment including a VR scenario very quickly without any effort. Within the extensive knowledge of consumer goods, marketing instruments can be defined to shorten and improve the rollout process in the early product stages.}, language = {en} } @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} }