@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} } @incollection{HerderNovotny2003, author = {Herder, Jens and Novotny, Thomas}, title = {Spatial Sound Design and Interaction for Virtual Environments in the Promotion of Architectural Designs}, series = {Third International Workshop on Spatial Media}, booktitle = {Third International Workshop on Spatial Media}, address = {Aizu-Wakamatsu}, pages = {7 -- 11}, year = {2003}, abstract = {Virtual environment walkthrough applications are generally enhanced by a user's interactions within a simulated architectural space, but the enhancement that stems from changes in spatial sound that are coupled with a user's behavior are particularly important, especially within regard to creating a sense of place. When accompanied by stereoscopic image synthesis, spatial sound can immerse the user in a high-realism virtual copy of the real world. An advanced virtual environment that allow users to change realtime rendering features with a few manipulations has been shown to enable switching between different versions of a modeled space while maintaining sensory immersion. This paper reports on an experimental project in which an architectural model is being integrated into such an interactive virtual environment. The focus is on the spatial sound design for supporting interaction, including demonstrations of both the possibilities and limitations of such applications in presenting and promoting architectural designs, as well as in three-dimensional sketching.}, language = {de} } @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} } @incollection{HerderGeigerLehmannetal.2009, author = {Herder, Jens and Geiger, Christian and Lehmann, Anke and Vierjahn, Tom and W{\"o}ldecke, Bj{\"o}rn}, title = {Designstrategien f{\"u}r den Einsatz von vibrotaktielem Feedback in Mixed Reality Anwendungen}, series = {Augmented \& Virtual Reality in der Produktentstehung}, volume = {232}, 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 = {978-3-939350-71-2}, pages = {225 -- 240}, year = {2009}, language = {de} } @inproceedings{HerderCohen1997, author = {Herder, Jens and Cohen, Michael}, title = {Enhancing Perspicuity of Objects in Virtual Reality Environments}, series = {Proceedings, Second International Conference on Cognitive Technology}, booktitle = {Proceedings, Second International Conference on Cognitive Technology}, editor = {Gorayska, Barbara and Nehaniv, Chrystopher L. and Marsh, Jonathon P.}, publisher = {IEEE}, address = {Los Alamitos}, isbn = {0-8186-8084-9}, pages = {228 -- 237}, year = {1997}, abstract = {In an information-rich Virtual Reality (VR) environment, the user is immersed in a world containing many objects providing that information. Given the finite computational resources of any computer system, optimization is required to ensure that the most important information is presented to the user as clearly as possible and in a timely fashion. In particular, what is desired are means whereby the perspicuity of an object may be enhanced when appropriate. An object becomes more perspicuous when the information it provides to the user becomes more readily apparent. Additionally, if a particular object provides high-priority information, it would be advantageous to make that object obtrusive as well as highly perspicuous. An object becomes more obtrusive if it draws attention to itself (or equivalently, if it is hard to ignore). This paper describes a technique whereby objects may dynamically adapt their representation in a user's environment according to a dynamic priority evaluation of the information each object provides. The three components of our approach are: - an information manager that evaluates object information priority, - an enhancement manager that tabulates rendering features associated with increasing object perspicuity and obtrusion as a function of priority, and - a resource manager that assigns available object rendering resources according to features indicated by the enhancement manager for the priority set for each object by the information manager. We consider resources like visual space (pixels), sound spatialization channels (mixels), MIDI/audio channels, and processing power, and discuss our approach applied to different applications. Assigned object rendering features are implemented locally at the object level (e.g., object facing the user using the billboard node in VRML 2.0) or globally, using helper applications (e.g., active spotlights, semi-automatic cameras).}, language = {en} } @inproceedings{SchmittHerderBhalla1997, author = {Schmitt, Lothar M. and Herder, Jens and Bhalla, Subhash}, title = {Information Retrieval and Database Architecture for Conventional Japanese Character Dictionaries}, series = {Proceedings, Second International Conference on Cognitive Technology}, booktitle = {Proceedings, Second International Conference on Cognitive Technology}, editor = {Gorayska, Barbara and Nehaniv, Chrystopher L. and Marsh, Jonathon P.}, publisher = {IEEE}, address = {Los Alamitos}, isbn = {0-8186-8084-9}, pages = {200 -- 217}, year = {1997}, abstract = {The cycle of abstraction-reconstruction which occurs as a fundamental principle in the development of culture and in cognitive processes is described and analyzed. This approach leads to recognition of boundary conditions for and directions of probable development of cognitive tools. It is shown how the transition from a conventional Japanese-English character dictionary to a multi-dimensional language database is an instance of such an abstraction-reconstruction cycle. The different phases of the design of a multi-dimensional language database based upon different computer software technologies are properly placed in this cycle. The methods used include the use of UNIX software tools, classical database methods as-well-as the use of search engines based upon full text search in this process. Several directions of application and extension for a multi-dimensional language database are discussed from the general point of view of an abstraction-reconstruction cycle.}, 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{MartensHerderShiba1999, author = {Martens, William L. and Herder, Jens and Shiba, Yoshiki}, title = {A filtering model for efficient rendering of the spatial image of an occluded virtual sound source}, 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 = {Rendering realistic spatial sound imagery for complex virtual environments must take into account the effects of obstructions such as reflectors and occluders. It is relatively well understood how to calculate the acoustical consequence that would be observed at a given observation point when an acoustically opaque object occludes a sound source. But the interference patterns generated by occluders of various geometries and orientations relative to the virtual source and receiver are computationally intense if accurate results are required. In many applications, however, it is sufficient to create a spatial image that is recognizable by the human listener as the sound of an occluded source. In the interest of improving audio rendering efficiency, a simplified filtering model was developed and its audio output submitted to psychophysical evaluation. Two perceptually salient components of occluder acoustics were identified that could be directly related to the geometry and orientation of a simple occluder. Actual occluder impulse responses measured in an anechoic chamber resembled the responses of a model incorporating only a variable duration delay line and a low-pass filter with variable cutoff frequenc}, language = {en} } @article{AmanoMatsushitaYanagawaetal.1998, author = {Amano, Katsumi and Matsushita, Fumio and Yanagawa, Hirofumi and Cohen, Michael and Herder, Jens and Martens, William and Koba, Yoshiharu and Tohyama, Mikio}, title = {A Virtual Reality Sound System Using Room-Related Transfer Functions Delivered Through a Multispeaker Array: the PSFC at the University of Aizu Multimedia Center}, series = {TVRSJ}, volume = {3}, journal = {TVRSJ}, number = {1}, publisher = {J-STAGE}, doi = {10.18974/tvrsj.3.1_1}, pages = {1 -- 12}, year = {1998}, abstract = {The PSFC, or Pioneer Sound Field Controller, is a DSP-driven hemispherical loudspeaker array, installed at the University of Aizu Multimedia Center. The PSFC features realtime manipulation of the primary components of sound spatialization for each of two audio sources located in a virtual environment, including the content (apparent direction and distance) and context (room characteristics: reverberation level, room size and liveness). In an alternate mode, it can also direct the destination of the two separate input signals across 14 loudspeakers, manipulating the direction of the virtual sound sources with no control over apparent distance other than that afforded by source loudness (including no simulated environmental reflections or reverberation). The PSFC speaker dome is about 10 m in diameter, accommodating about fifty simultaneous users, including about twenty users comfortably standing or sitting near its ``sweet spot,'' the area in which the illusions of sound spatialization are most vivid. Collocated with a large screen rear-projection stereographic display, the PSFC is intended for advanced multimedia and virtual reality applications.}, language = {en} } @incollection{CohenHerder1998, author = {Cohen, Michael and Herder, Jens}, title = {Symbolic representations of exclude and include for audio sources and sinks: Figurative suggestions of mute/solo \& cue and deafen/confide \& harken}, series = {Virtual Environments '98, Proceedings of the Eurographics Workshop}, booktitle = {Virtual Environments '98, Proceedings of the Eurographics Workshop}, editor = {G{\"o}bel, Martin and Landauer, J{\"u}rgen and Lang, Ulrich and Wapler, Matthias}, publisher = {Springer-Verlag}, address = {Stuttgart}, isbn = {3-211-83233-5}, doi = {10.1007/978-3-7091-7519-4_23}, pages = {235 -- 242}, year = {1998}, language = {en} } @inproceedings{AmanoMatsushitaYanagawaetal.1996, author = {Amano, Katsumi and Matsushita, Fumio and Yanagawa, Hirofumi and Cohen, Michael and Herder, Jens and Koba, Yoshiharu and Tohyama, Mikio}, title = {The Pioneer sound field control system at the University of Aizu Multimedia Center}, series = {RO-MAN '96 Tsukuba}, booktitle = {RO-MAN '96 Tsukuba}, publisher = {IEEE}, address = {Piscataway}, isbn = {0-7803-3253-9}, doi = {10.1109/ROMAN.1996.568887}, pages = {495 -- 499}, year = {1996}, abstract = {The PSFC, or Pioneer sound field control system, is a DSP-driven hemispherical 14-loudspeaker array, installed at the University of Aizu Multimedia Center. Collocated with a large screen rear-projection stereographic display the PSFC features realtime control of virtual room characteristics and direction of two separate sound channels, smoothly steering them around a configurable soundscape. The PSFC controls an entire sound field, including sound direction, virtual distance, and simulated environment (reverb level, room size and liveness) for each source. It can also configure a dry (DSP-less) switching matrix for direct directionalization. The PSFC speaker dome is about 14 m in diameter, allowing about twenty users at once to comfortably stand or sit near its sweet spot.}, language = {en} } @inproceedings{HerderCohen1997, author = {Herder, Jens and Cohen, Michael}, title = {Sound Spatialization Resource Management in Virtual Reality Environments}, series = {ASVA'97 -- Int. Symp. on Simulation, Visualization and Auralization for Acoustic Research and Education}, booktitle = {ASVA'97 -- Int. Symp. on Simulation, Visualization and Auralization for Acoustic Research and Education}, address = {Tokyo}, pages = {407 -- 414}, year = {1997}, abstract = {In a virtual reality environment users are immersed in a scene with objects which might produce sound. The responsibility of a VR environment is to present these objects, but a system has only limited resources, including spatialization channels (mixels), MIDI/audio channels, and processing power. The sound spatialization resource manager controls sound resources and optimizes fidelity (presence) under given conditions. For that a priority scheme based on human psychophysical hearing is needed. Parameters for spatialization priorities include intensity calculated from volume and distance, orientation in the case of non-uniform radiation patterns, occluding objects, frequency spectrum (low frequencies are harder to localize), expected activity, and others. Objects which are spatially close together (depending on distance and direction) can be mixed. Sources that can not be spatialized can be treated as a single ambient sound source. Important for resource management is the resource assignment, i.e., minimizing swap operations, which makes it desirable to look-ahead and predict upcoming events in a scene. Prediction is achieved by monitoring objects' speed and past evaluation values. Fidelity is contrasted for Zifferent kind of resource restrictions and optimal resource assignment based upon unlimited dynamic scene look-ahead. To give standard and comparable results, the VRML 2.0 specification is used as an application programmer interface. Applicability is demonstrated with a helical keyboard, a polyphonic MIDI stream driven animation including user interaction (user moves around, playing together with programmed notes). The developed sound spatialization resource manager gives improved spatialization fidelity under runtime constraints. Application programmers and virtual reality scene designers are freed from the burden of assigning and predicting the sound sources.}, language = {en} } @inproceedings{MyszkowskiOkunevaHerderetal.1997, author = {Myszkowski, Karol and Okuneva, Galina and Herder, Jens and Kunii, Tosiyasu L. and Ibusuki, Masumi}, title = {Visual Simulation of the Chewing Process for Dentistry}, series = {Visualization \& Modeling}, booktitle = {Visualization \& Modeling}, editor = {Earnshaw, Rae A. and Huw, Jones and John, Vince}, publisher = {Academic Press}, address = {London}, isbn = {0-12-227738-4}, pages = {419 -- 438}, year = {1997}, abstract = {CAD/CAM techniques are increasingly used in dentistry for the design and fabrication of teeth estorations. Important concerns are the correction of articulation problems that existed before treatment and the prevention of treatment-generated problems. These require interactive evaluation of the occlusal surfaces of teeth during mastication. Traditional techniques based on the use of casts with mechanical articulators require manual adjustment of occlusal surfaces, which becomes impractical when hard restoration materials like porcelain are used; they are also time and labor consuming and provide little visual information. We present new visual tools and a related user interface for global articulation simulation, developed for the Intelligent Dental Care System project. The aim of the simulation is visual representation of characteristics relevant to the chewing process. The simulation is based on the construction of distance maps, which are visual representations of the distributions of the distances of points in a tooth to the opposite jaw. We use rasterizing graphics hardware for fast calculation of the distance maps. Distance maps are used for collision detection and for the derivation of various characteristics showing the distribution of load on the teeth and the chewing capability of the teeth. Such characteristics can be calculated for particular positions of the jaws; cumulative characteristics are used to describe the properties of jaw movement. This information may be used for interactive design of the occlusal surfaces of restorations and for jaw articulation diagnosis. We also demonstrate elements of a user interface that exploit metaphors familiar to dentists from everyday practice.}, language = {en} } @incollection{HerderMyszkowskiKuniietal.1996, author = {Herder, Jens and Myszkowski, Karol and Kunii, Tosiyasu L. and Ibusuki, Masumi}, title = {A Virtual Reality Interface to an Intelligent Dental Care System}, series = {Medicine Meets Virtual Reality 4}, booktitle = {Medicine Meets Virtual Reality 4}, editor = {Weghorst, Suzanne J. and Sieburg, Hans B. and Morgan, Karen S.}, publisher = {IOS Press}, address = {Amsterdam}, pages = {17 -- 20}, year = {1996}, language = {en} } @article{Herder1999, author = {Herder, Jens}, title = {Visualization of a Clustering Algorithm of Sound Sources based on Localization Errors}, series = {Journal of the 3D-Forum Society}, volume = {13}, journal = {Journal of the 3D-Forum Society}, number = {3}, pages = {66 -- 70}, year = {1999}, abstract = {A module for soundscape monitoring and visualizing resource management processes was extended for presenting clusters, generated by a novel sound source clustering algorithm. This algorithm groups multiple sound sources together into a single representative source, considering localization errors depending on listener orientation. Localization errors are visualized for each cluster using resolution cones. Visualization is done in runtime and allows understanding and evaluation of the clustering algorithm.}, 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} } @misc{Herder2000, author = {Herder, Jens}, title = {Interactive Sound Spatialization - a Primer}, series = {MM News, University of Aizu Multimedia Center}, volume = {8}, journal = {MM News, University of Aizu Multimedia Center}, pages = {8 -- 12}, year = {2000}, abstract = {Sound spatialization is a technology which puts sound into the three dimensional space, so that it has a perceivable direction and distance. Interactive means mutually or reciprocally active. Interaction is when one action (e.g., user moves mouse) has direct or immediate influence to other actions (e.g., processing by a computer: graphics change in size). Based on this definition an introduction to sound reproduction using DVD and virtual environments is given and illustrated by applications (e.g., virtual converts).}, language = {mul} } @inproceedings{HerderYamazaki2000, author = {Herder, Jens and Yamazaki, Yasuhiro}, title = {A Chatspace Deploying Spatial Audio for Enhanced Conferencing}, series = {Third International Conference on Human and Computer}, booktitle = {Third International Conference on Human and Computer}, publisher = {University of Aizu}, address = {Aizu-Wakamatsu}, pages = {197 -- 202}, year = {2000}, language = {en} } @inproceedings{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 = {Third International Conference on Human and Computer}, booktitle = {Third International Conference on Human and Computer}, publisher = {University of Aizu}, address = {Aizu-Wakamatsu}, pages = {71 -- 76}, 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} }