@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} } @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{WoeldeckeMarinosPogschebaetal.2011, author = {W{\"o}ldecke, Bj{\"o}rn and Marinos, Dionysios and Pogscheba, Patrick and Geiger, Christian and Herder, Jens and Schwirten, Tobias}, title = {radarTHEREMIN - Creating Musical Expressions in a Virtual Studio Environment}, series = {2011 IEEE International Symposium on VR Innovation}, booktitle = {2011 IEEE International Symposium on VR Innovation}, publisher = {IEEE}, address = {Singapore}, isbn = {978-1-4577-0055-2}, doi = {10.1109/ISVRI.2011.5759671}, pages = {345 -- 346}, year = {2011}, abstract = {In this paper we describe a prototypical system for live musical performance in a virtual studio environment. The performer stands in front of the studio camera and interacts with an infrared-laser-based multi-touch device. The final TV image shows the performer interacting with a virtual screen which is augmented in front of herself. To overcome the problem of the performer not seeing this virtual screen in reality, we use a special hexagonal grid to facilitate the performer's awareness of this novel Theremin-like virtual musical instrument.}, language = {en} } @inproceedings{MartensHerder1999, author = {Martens, William L. and Herder, Jens}, title = {Perceptual criteria for eliminating reflectors and occluders from the rendering of environmental sound}, series = {137th Regular Meeting of the Acoustical Society of America and the 2nd Convention of the European Acoustics Association}, booktitle = {137th Regular Meeting of the Acoustical Society of America and the 2nd Convention of the European Acoustics Association}, publisher = {Acoustical Society of America, European Acoustics Association}, address = {Berlin}, year = {1999}, abstract = {Given limited computational resources available for the rendering of spatial sound imagery, we seek to determine effective means for choosing whatcomponents of the rendering will provide the most audible differences in the results. Rather than begin with an analytic approach that attempts to predict audible differences on the basis of objective parameters, we chose to begin with subjective tests of how audibly different the rendering result may be heard to be when that result includes two types of sound obstruction: reflectors and occluders. Single-channel recordings of 90 short speech sounds were made in an anechoic chamber in the presence and absence of these two types of obstructions, and as the angle of those obstructions varied over a 90 degree range. These recordings were reproduced over a single loudspeaker in that anechoic chamber, and listeners were asked to rate how confident they were that the recording of each of these 90 stimuli included an obstruction. These confidence ratings can be used as an integral component in the evaluation function used to determine which reflectors and occluders are most important for rendering.}, 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} } @inproceedings{Herder1999, author = {Herder, Jens}, title = {Optimization of Sound Spatialization Resource Management through Clustering}, series = {Second International Conference on Human and Computer}, booktitle = {Second International Conference on Human and Computer}, address = {Aizu-Wakamatsu}, pages = {1 -- 7}, year = {1999}, abstract = {Level-of-detail is a concept well-known in computer graphics to reduce the number of rendered polygons. Depending on the distance to the subject (viewer), the objects' representation is changed. A similar concept is the clustering of sound sources for sound spatialization. Clusters can be used to hierarchically organize mixels and to optimize the use of resources, by grouping multiple sources together into a single representative ource. Such a clustering process should minimize the error of position allocation of elements, perceived as angle and distance, and also differences between velocity relative to the sink (i.e., Doppler shift). Objects with similar direction of motion and speed (relative to sink) in the same acoustic resolution cone and with similar distance to a sink can be grouped together.}, language = {en} } @article{JensHerder1999, author = {Jens Herder,}, title = {Optimization of Sound Spatialization Resource Management through Clustering}, series = {Journal of the 3D-Forum Society}, volume = {13}, journal = {Journal of the 3D-Forum Society}, number = {3}, pages = {59 -- 65}, year = {1999}, abstract = {Level-of-detail is a concept well-known in computer graphics to reduce the number of rendered polygons. Depending on the distance to the subject (viewer), the objects' representation is changed. A similar concept is the clustering of sound sources for sound spatialization. Clusters can be used to hierarchically organize mixelsand to optimize the use of resources, by grouping multiple sources together into a single representative source. Such a clustering process should minimize the error of position allocation of elements, perceived as angle and distance, and also differences between velocity relative to the sink (i.e., Doppler shift). Objects with similar direction of motion and speed (relative to sink) in the same acoustic resolution cone and with similar distance to a sink can be grouped together.}, language = {de} } @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{HerderLadwigVermeegenetal.2018, author = {Herder, Jens and Ladwig, Philipp and Vermeegen, Kai and Hergert, Dennis and Busch, Florian and Klever, Kevin and Holthausen, Sebastian and Ryskeldiev, Bektur}, title = {Mixed Reality Experience - How to Use a Virtual (TV) Studio for Demonstration of Virtual Reality Applications}, series = {GRAPP 2018 - 13th International Conference on Computer Graphics Theory and Applications}, booktitle = {GRAPP 2018 - 13th International Conference on Computer Graphics Theory and Applications}, publisher = {INSTICC}, address = {Setubal - Portugal}, isbn = {978-989-758-287-5}, doi = {10.5220/0006637502810287}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-15823}, pages = {281 -- 287}, year = {2018}, abstract = {The article discusses the question of "How to convey the experience in a virtual environment to third parties?" and explains the different technical implementations which can be used for live streaming and recording of a mixed reality experience. The real-world applications of our approach include education, entertainment, e- sports, tutorials, and cinematic trailers, which can benefit from our research by finding a suitable solution for their needs. We explain and outline our Mixed Reality systems as well as discuss the experience of recorded demonstrations of different VR applications, including the need for calibrated camera lens parameters based on realtime encoder values.}, language = {en} } @inproceedings{HerderTakedaVermeegenetal.2019, author = {Herder, Jens and Takeda, Shinpei and Vermeegen, Kai and Davin, Till and Berners, Dominique and Ryskeldiev, Bektur and Zimmer, Christian and Druzetic, Ivana and Geiger, Christian}, title = {Mixed Reality Art Experiments - Immersive Access to Collective Memories}, series = {ISEA2019, Proceedings, 25th International Symposium on Electronic Art, Gwangju, South Korea, June 22-28, 2019}, booktitle = {ISEA2019, Proceedings, 25th International Symposium on Electronic Art, Gwangju, South Korea, June 22-28, 2019}, publisher = {IESA}, address = {Gwangju}, pages = {334 -- 341}, year = {2019}, abstract = {We report about several experiments on applying mixed reality technology in the context of accessing collective memories from atomic bombs, Holocaust and Second World War. We discuss the impact of Virtual Reality, Augmented Virtuality and Augmented Reality for specific memorial locations. We show how to use a virtual studio for demonstrating an augmented reality application for a specific location in a remote session within a video conference. Augmented Virtuality is used to recreate the local environment, thus providing a context and helping the participants recollect emotions related to a certain place. This technique demonstrates the advantages of using virtual (VR) and augmented (AR) reality environments for rapid prototyping and pitching project ideas in a live remote setting.}, language = {en} }