TY - GEN A1 - Herder, Jens T1 - Interactive Sound Spatialization - a Primer T2 - MM News, University of Aizu Multimedia Center N2 - 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). KW - DVD KW - Interactivity KW - Resource Management KW - Sound Spatialization KW - Virtual Concerts KW - VSVR Y1 - 2000 UR - http://vsvr.medien.hs-duesseldorf.de/publications/mmnews2000-8.pdf VL - 8 SP - 8 EP - 12 ER - TY - JOUR A1 - Herder, Jens T1 - Visualization of a Clustering Algorithm of Sound Sources based on Localization Errors JF - Journal of the 3D-Forum Society N2 - 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. KW - audio rendering, clustering KW - human perception KW - Resource Management KW - Sound Spatialization KW - Visualization Y1 - 1999 VL - 13 IS - 3 SP - 66 EP - 70 ER - TY - CHAP A1 - Herder, Jens T1 - Visualization of a Clustering Algorithm of Sound Sources based on Localization Errors T2 - Second International Conference on Human and Computer N2 - 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. KW - audio rendering, clustering KW - human perception KW - Resource Management KW - Sound Spatialization KW - Visualization Y1 - 1999 SP - 1 EP - 5 CY - Aizu-Wakamatsu ER - TY - JOUR A1 - Herder, Jens T1 - Tools and Widgets for Spatial Sound Authoring JF - Computer Networks & ISDN Systems Y1 - 1998 VL - 30 IS - 20-21 SP - 1933 EP - 1940 PB - Elsevier ER - TY - GEN A1 - Herder, Jens T1 - Konzeption, Implementierung und Integration einer Komponente zur inkrementellen Bezeichner- und Operatoranalyse innerhalb des PSGs N2 - Der Programmier System Generator - PSG - des Fachgebiets Praktische Informatik in Darmstadt erzeugt aus einer Sprachdefinition eine sprachspezifische Programmierumgebung. Diese besteht u. a. aus einem Editor, welcher syntaktische und semantische Fehler von Programmfragmenten, die nicht vollständig sein müssen, erkennen kann. Dem Benutzer werden per Menü Fehlerkorrekturen angeboten. Neben der freien Texteingabe besteht die Möglichkeit, den Text nur mit Hilfe von Menüs zu verfeinern. Teil dieses Editors ist die Bezeichneranalyse. Sie dient als Hilfsmittel für den Benutzer, indem für jede Stelle eines Programmfragmentes die gültigen Bezeichner ausgegeben werden können. Die Kontextanalyse setzt die Berechnung auf den von der Bezeichneranalyse erzeugten Daten auf, um semantische Fehler zu erkennen. Die bis zu dieser Arbeit verwendete Bezeichneranalyse im PSG unterstützt nur einfache Sprachkonzepte (z. B. Fortran und Pascal). Die Gültigkeitskonzepte der Bezeichner von weiterentwickelten Sprachen (z. B. Modula-2, CHILL, Ada oder Pascal-XT) sind nicht vollständig modellierbar. Wir stellen ein neues Konzept zur Definition und Berechnung der Bezeichneranalyse vor, das alle uns bekannten Sprachen mit statischer Typbindung unterstützt. Hierfür haben wir die Sprache BIS - Bezeichneridentifikationssprache - definiert. Die Methode ist verwandt mid dem Zwischencode für geordnete Attributierte Grammatiken. Für jeden Knoten des Abstrakten Syntaxbaumes wird mit Hilfe von BIS ein Code für eine abstrakte Maschine, welche die Bezeichneranalyse durchführt, geschrieben. Im Gegensatz zu herkömlichen Methoden (verkettete Symboltabellen) wird für jeden Punkt innerhalb eines Programmes for der Anfrage durch den Benutzer oder der Kontextanalyse die Menge der gültigen Bezeichner berechnet. Die Kosten für eine Anfrage sind dadurch minimal. Diese abstrakte Maschine teilt sich in zwei unabhängige Maschinen auf, zum einen in die S-Maschine, die die speziellen Operationen der Bezeichneranalyse durchführt, und zum anderen in die G-Maschine, die den Datenfluss und die Auswertung steuert. Diese Aufteilung ermöglicht den Austausch der S-Maschine durch eine andere, welche neue Anwendungsgebiete erschliesst, z. B. die eines Praeprozessors. Die G-Maschine arbeitet inkrementell; es werden nur die Codeschablonen neu ausgewertet, deren geerbten Attribute sich geändert haben. Dazu müssen die Daten, die in einer Codeschablone hinein- und hinausfliessen, abgelegt werden. Dies ergibt bei grossen Programmfragmenten eine immense Rechenzeiteinsparung auf Kosten des Speicherplatzes. Die Funktionsweise wird an einer kleinen Beispielsprache demonstriert, die zu Pascal ähnlich ist. Diese besitzt Konstrukte zum Import und Export von Daten und Datentypen zwischen Programmfragmenten. Im Prototyp kann die inkrementelle Arbeitsweise abgeschaltet werden und ermöglicht einen guten Vergleich der Verfahren. T2 - Specification, Implementation and Integration of a Module for Incremental Identifier and Operator Analysis in the PSG (Programming System Generator) KW - Februar Y1 - 1992 CY - Darmstadt ER - TY - CHAP A1 - Herder, Jens T1 - Matching Light for Virtual Studio TV Productions T2 - 9th International Conference on Human and Computer N2 - 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. KW - VSVR KW - Animation KW - Virtual (TV) Studio Y1 - 2006 SP - 158 EP - 162 CY - Aizu-Wakamatsu ER - TY - CHAP A1 - Göbel, Sebastian A1 - Geiger, Christian A1 - Heinze, Christin A1 - Marinos, Dionysios ED - Santucci, Giuseppe T1 - Creating a virtual archery experience T2 - Proceedings of the International Conference on Advanced Visual Interfaces - AVI '10, 26.05.2010 - 28.05.2010, ROma Y1 - 2010 UR - http://portal.acm.org/citation.cfm?doid=1842993 SN - 9781450300766 U6 - https://doi.org/10.1145/1842993.1843056 PB - ACM Press CY - New York ER - TY - JOUR A1 - Griesert, Arnfried A1 - Walczak, Oliver A1 - Herder, Jens T1 - Interactive Realtime Terrain Visualization for Virtual Set Applications JF - Journal of the 3D-Forum Society N2 - 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. KW - 3D KW - VSVR KW - Virtual (TV) Studio Y1 - 2003 VL - 17 IS - 4 SP - 20 EP - 26 ER - TY - CHAP A1 - Geiger, Christian A1 - Thiele, Simon A1 - Meyer, Laurid A1 - Meyer, Stefan A1 - Hören, Lutz A1 - Drochtert, Daniel ED - Reidsma, Dennis ED - Katayose, Haruhiro ED - Nijholt, Anton T1 - Goin’ Goblins - Iterative Design of an Entertaining Archery Experience T2 - Advances in Computer Entertainment. 10th International Conference, ACE 2013, Boekelo, The Netherlands, November 12-15, 2013. Proceedings Y1 - 2013 SN - 978-3-319-03160-6 U6 - https://doi.org/10.1007/978-3-319-03161-3_20 VL - 8253 SP - 284 EP - 295 PB - Springer International Publishing CY - Cham ER - TY - CHAP A1 - Geiger, Christian A1 - Stoecklein, Joerg A1 - Klompmaker, Florian A1 - Fritze, Robin ED - Inakage, Masa ED - Lee, Newton ED - Tscheligi, Manfred ED - Bernhaupt, Regina ED - Natkin, Stephane T1 - Development of an augmented reality game by extendinga 3D authoring system T2 - Proceedings of the international conference on Advances in computer entertainment technology - ACE '07, 13.06.2007 - 15.06.2007, Salzburg Y1 - 2007 UR - http://portal.acm.org/citation.cfm?doid=1255047 SN - 9781595936400 U6 - https://doi.org/10.1145/1255047.1255099 PB - ACM Press CY - New York ER - TY - CHAP A1 - Geiger, Christian A1 - Stocklein, Jorg A1 - Berssenbrugge, Jan A1 - Paelke, Volker T1 - Mixed Reality Design of Control Strategies T2 - Volume 2: 29th Computers and Information in Engineering Conference, Parts A and B, 30.08.2009 - 02.09.2009, San Diego Y1 - 2009 UR - https://asmedigitalcollection.asme.org/IDETC-CIE/proceedings/IDETC-CIE2009/48999/1621/335536 SN - 978-0-7918-4899-9 U6 - https://doi.org/10.1115/DETC2009-87350 SP - 1621 EP - 1628 PB - ASMEDC ER - TY - CHAP A1 - Geiger, Christian A1 - Reckter, Holger A1 - Paschke, David A1 - Schulz, Florian T1 - Poster: Evolution of a Theremin-Based 3D-Interface for Music Synthesis T2 - 2008 IEEE Symposium on 3D User Interfaces, 08.03.2008 - 09.03.2008, Reno KW - Poster Y1 - 2008 UR - https://doi.org/10.1109/3DUI.2008.4476618 SN - 978-1-4244-2047-6 U6 - https://doi.org/10.1109/3DUI.2008.4476618 SP - 163 EP - 164 PB - IEEE ER - TY - CHAP A1 - Geiger, Christian A1 - Reckter, Holger A1 - Dumitrescu, Roman A1 - Kahl, Sascha A1 - Berssenbrügge, Jan ED - Jacko, Julie A. T1 - A Zoomable User Interface for Presenting Hierarchical Diagrams on Large Screens T2 - Human-Computer Interaction. Novel Interaction Methods and Techniques, 13th International Conference, HCI International 2009, San Diego, CA, USA, July 19-24, 2009, Proceedings, Part II Y1 - 2009 SN - 978-3-642-02576-1 U6 - https://doi.org/10.1007/978-3-642-02577-8_87 VL - 5611 SP - 791 EP - 800 PB - Springer CY - Berlin, Heidelberg ER - TY - CHAP A1 - Geiger, Christian A1 - Rattay, Oliver T1 - TubeMouse - A Two-Handed Input Device for Flexible Objects T2 - 2008 IEEE Symposium on 3D User Interfaces, 08.03.2008 - 09.03.2008, Reno Y1 - 2008 UR - http://ieeexplore.ieee.org/document/4476587/ SN - 978-1-4244-2047-6 U6 - https://doi.org/10.1109/3DUI.2008.4476587 SP - 27 EP - 34 PB - IEEE ER - TY - CHAP A1 - Geiger, Christian A1 - Paelke, Volker A1 - Gansen, Ivonne ED - Hutchison, David ED - Kanade, Takeo ED - Kittler, Josef ED - Kleinberg, Jon M. ED - Mattern, Friedemann ED - Mitchell, John C. ED - Naor, Moni ED - Nierstrasz, Oscar ED - Pandu Rangan, C. ED - Steffen, Bernhard ED - Sudan, Madhu ED - Terzopoulos, Demetri ED - Tygar, Dough ED - Vardi, Moshe Y. ED - Weikum, Gerhard ED - Göbel, Stefan ED - Malkewitz, Rainer ED - Iurgel, Ido T1 - Navigating by Following Stories T2 - Technologies for Interactive Digital Storytelling and Entertainment, Third International Conference, TIDSE 2006, Darmstadt, Germany, December 4-6, 2006, Proceedings Y1 - 2006 UR - https://doi.org/10.1007/11944577_32 SN - 978-3-540-49934-3 U6 - https://doi.org/10.1007/11944577_32 SP - 324 EP - 333 PB - Springer CY - Berlin, Heidelberg ER - TY - CHAP A1 - Geiger, Christian A1 - Hogen, Michael A1 - Hornig, Jörn A1 - Schaar, Michael ED - Butz, Andreas ED - Greenberg, Saul ED - Bakker, Saskia ED - Loke, Lian ED - de Luca, Alexander T1 - Datenreise: : digital bits made tangible T2 - Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction - TEI '14, 16.02.2014 - 19.02.2014, Munich Y1 - 2013 UR - http://dl.acm.org/citation.cfm?doid=2540930 SN - 9781450326353 U6 - https://doi.org/10.1145/2540930.2540945 SP - 283 EP - 284 PB - ACM Press CY - New York ER - TY - CHAP A1 - Geiger, Christian A1 - Herder, Jens A1 - Göbel, Sebastian A1 - Heinze, Christin A1 - Marinos, Dionysios T1 - Design and Virtual Studio Presentation of a Traditional Archery Simulator T2 - Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen, Duisburg, Germany, September 12-15, 2010 N2 - In this paper we describe the design of a virtual reality simulator for traditional intuitive archery. Traditional archers aim without a target figure. Good shooting results require an excellent body-eye coordination that allows the user to perform identical movements when drawing the bow. Our simulator provides a virtual archery experience and supports the user to learn and practice the motion sequence of traditional archery in a virtual environment. We use an infrared tracking system to capture the user’s movements in order to correct his movement. To provide a realistic haptic feedback a real bow is used as interaction device. Our system provides a believable user experience and supports the user to learn how to shoot in the traditional way. Following a user-centered iterative design approach we developed a number of prototypes and evaluated them for refinement in sequent iteration cycles. For illustration purposes we created a short video clip in our virtual studio about this project that presents the main ideas in an informative yet entertaining way. KW - vr archery KW - 3D interaction KW - interactive sport simulation KW - user experience KW - user-centered design KW - Lehre KW - VSVR KW - Virtual Reality Y1 - 2010 UR - https://dl.gi.de/handle/20.500.12116/7385;jsessionid=149F7CDB1184309727393899BD806939 UR - http://ceur-ws.org/Vol-634/Entertainment-Interfaces-Proceedings03.pdf SP - 37 EP - 44 CY - Duisburg ER - TY - CHAP A1 - Geiger, Christian A1 - Fritze, Robin A1 - Lehmann, Anke A1 - Stöcklein, Jörg ED - Schmidt, Albrecht ED - Gellersen, Hans ED - van den Hoven, Elise ED - Mazalek, Ali ED - Holleis, Paul ED - Villar, Nicolas T1 - HYUI: a visual framework for prototyping hybrid user interfaces T2 - Proceedings of the 2nd international conference on Tangible and embedded interaction - TEI '08, 18.02.2008 - 20.02.2008, Bonn Y1 - 2008 UR - http://portal.acm.org/citation.cfm?doid=1347390 SN - 9781605580043 U6 - https://doi.org/10.1145/1347390.1347406 PB - ACM Press CY - New York ER - TY - CHAP A1 - Garbe, Katharina A1 - Herbst, Iris A1 - Herder, Jens T1 - Spatial Audio for Augmented Reality T2 - 10th International Conference on Human and Computer N2 - 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. KW - spatial audio KW - augmented reality KW - sound interaction KW - FHD KW - VSVR Y1 - 2007 SP - 53 EP - 58 CY - Düsseldorf, Aizu-Wakamatsu ER - TY - CHAP A1 - Flasko, Matthias A1 - Pogscheba, Patrick A1 - Herder, Jens A1 - Vonolfen, Wolfgang T1 - Heterogeneous binocular camera-tracking in a Virtual Studio T2 - 8. Workshop Virtuelle und Erweiterte Realität der GI-Fachgruppe VR/AR N2 - 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. KW - virtual studio KW - camera-tracking KW - VSVR Y1 - 2011 CY - Wedel ER - TY - CHAP A1 - Fiedler, Jannik A1 - Rilling, Stefan A1 - Bogen, Manfred A1 - Herder, Jens ED - Braz, José T1 - Multimodal interaction techniques in scientific data visualization: An analytical survey T2 - In Proceedings of the 10th International Conference on Computer Graphics Theory and Applications (GRAPP-2015) N2 - 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. KW - Interaction KW - Mulitmodal KW - Interaction Techniques KW - 3-D Interaction KW - Immersive Environments KW - VSVR Y1 - 2015 SN - 978-989-758-087-1 U6 - https://doi.org/10.5220/0005296404310437 SP - 431 EP - 437 PB - SCITEPRESS CY - s. l. ER - TY - CHAP A1 - Feitsch, Jochen A1 - Strobel, Marco A1 - Meyer, Stefan A1 - Geiger, Christian ED - Butz, Andreas ED - Greenberg, Saul ED - Bakker, Saskia ED - Loke, Lian ED - de Luca, Alexander T1 - Tangible and body-related interaction techniques for a singing voice synthesis installation T2 - Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction - TEI '14, 16.02.2014 - 19.02.2014, Munich Y1 - 2013 UR - http://dl.acm.org/citation.cfm?doid=2540930 SN - 9781450326353 U6 - https://doi.org/10.1145/2540930.2540962 SP - 157 EP - 164 PB - ACM Press CY - New York ER - TY - CHAP A1 - Feitsch, Jochen A1 - Strobel, Marco A1 - Geiger, Christian ED - Schmidt, Albrecht ED - Bulling, Andreas ED - Holz, Christian T1 - Caruso: augmenting users with a tenor's voice T2 - Proceedings of the 4th Augmented Human International Conference on - AH '13, 07.03.2013 - 08.03.2013, Stuttgart Y1 - 2013 UR - http://dl.acm.org/citation.cfm?doid=2459236 SN - 9781450319041 U6 - https://doi.org/10.1145/2459236.2459280 SP - 239 EP - 240 PB - ACM Press CY - New York ER - TY - CHAP A1 - Feitsch, Jochen A1 - Strobel, Marco A1 - Geiger, Christian ED - Reidsma, Dennis ED - Katayose, Haruhiro ED - Nijholt, Anton T1 - Singing Like a Tenor without a Real Voice T2 - Advances in Computer Entertainment. 10th International Conference, ACE 2013, Boekelo, The Netherlands, November 12-15, 2013. Proceedings Y1 - 2013 SN - 978-3-319-03160-6 U6 - https://doi.org/10.1007/978-3-319-03161-3_18 VL - 8253 SP - 258 EP - 269 PB - Springer International Publishing CY - Cham ER - TY - CHAP A1 - Dörries, Gundula A1 - Geiger, Christian A1 - Lehmann, Anke A1 - Wegstein, Andrea ED - Villar, Nicolas ED - Izadi, Shahram ED - Fraser, Mike ED - Benford, Steve T1 - HorseIO - virtual riding lessons with a low-cost tangible horse interface T2 - Proceedings of the 3rd International Conference on Tangible and Embedded Interaction - TEI '09, 16.02.2009 - 18.02.2009, Cambridge Y1 - 2009 UR - http://portal.acm.org/citation.cfm?doid=1517664 SN - 9781605584935 U6 - https://doi.org/10.1145/1517664.1517708 PB - ACM Press CY - New York ER - TY - CHAP A1 - Dziwis, Damian T. A1 - Vormann, Anja A1 - Wiethölter, Felix A1 - Geiger, Christian A1 - Marinos, Dionysios ED - Butz, Andreas ED - Greenberg, Saul ED - Bakker, Saskia ED - Loke, Lian ED - de Luca, Alexander T1 - The conductor's philosophy T2 - Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction - TEI '14, 16.02.2014 - 19.02.2014, Munich Y1 - 2013 UR - http://dl.acm.org/citation.cfm?doid=2540930 SN - 9781450326353 U6 - https://doi.org/10.1145/2540930.2555208 SP - 343 EP - 344 PB - ACM Press CY - New York ER - TY - CHAP A1 - Druzetic, Ivana A1 - Büntig, Fabian A1 - Vogel, Christoph A1 - Treskunov, Anastasia A1 - Bertram, Michael A1 - Geiger, Christian ED - Abdennadher, Slim ED - Alt, Florian T1 - Photo Sprayer: A VR Application for Digital Art Creation T2 - Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia, MUM 2018: 17th International Conference on Mobile and Ubiquitous Multimedia, Cairo, 25.11.2018-28.11.2018 Y1 - 2018 UR - https://dl.acm.org/doi/proceedings/10.1145/3282894 SN - 9781450365949 U6 - https://doi.org/10.1145/3282894.3289747 SP - 537 EP - 543 PB - ACM CY - New York ER - TY - CHAP A1 - Drochtert, Daniel A1 - Owetschkin, Konstantin A1 - Meyer, Laurid A1 - Geiger, Christian ED - Billinghurst, Mark ED - Karlsson, Börje T1 - Demonstration of mobile virtual archery T2 - SIGGRAPH Asia 2013 Symposium on Mobile Graphics and Interactive Applications on - SA '13, 19.11.2013 - 22.11.2013, Hong Kong Y1 - 2013 UR - http://dl.acm.org/citation.cfm?doid=2543651 SN - 9781450326339 U6 - https://doi.org/10.1145/2543651.2543658 PB - ACM Press CY - New York ER - TY - CHAP A1 - Drochtert, Daniel A1 - Geiger, Christian T1 - Collaborative magic lens graph exploration T2 - SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, Kobe, 02.11.2015-06.11.2015 Y1 - 2015 UR - https://dl.acm.org/doi/proceedings/10.1145/2818427 SN - 9781450339285 U6 - https://doi.org/10.1145/2818427.2818465 SP - 1 EP - 3 PB - ACM CY - New York ER - TY - CHAP A1 - Drochtert, D. A1 - Geiger, Christian A1 - Hogen, M. A1 - Huldtgren, Alina A1 - Köse, O. A1 - Wiche, R. A1 - Loss, L. ED - Gehring, Sven ED - Krüger, Antonio ED - Alt, Florian ED - Taylor, Nick T1 - Public Brewing: a Media Façade with a Mixed Reality Interface T2 - Proceedings of the 4th International Symposium on Pervasive Displays, 10.06.2015-12.06.2015, Saarbrücken Y1 - 2015 UR - https://dl.acm.org/doi/proceedings/10.1145/2757710 SN - 9781450336086 U6 - https://doi.org/10.1145/2757710.2757736 SP - 69 EP - 75 PB - ACM CY - New York ER - TY - CHAP A1 - Dewitz, Bastian A1 - Wiche, Roman A1 - Geiger, Christian A1 - Steinicke, Frank A1 - Feitsch, Jochen ED - Chisik, Yoram ED - Holopainen, Jussi ED - Khaled, Rilla ED - Luis Silva, José ED - Alexandra Silva, Paula T1 - AR Sound Sandbox: A Playful Interface for Musical and Artistic Expression T2 - Intelligent Technologies for Interactive Entertainment. 9th International Conference, INTETAIN 2017, Funchal, Portugal, June 20-22, 2017, Proceedings Y1 - 2018 UR - https://doi.org/10.1007/978-3-319-73062-2_5 SN - 978-3-319-73061-5 U6 - https://doi.org/10.1007/978-3-319-73062-2_5 SP - 59 EP - 76 PB - Springer International Publishing CY - Cham ER - TY - CHAP A1 - Dewitz, Bastian A1 - Ladwig, Philipp A1 - Steinicke, Frank A1 - Geiger, Christian T1 - Classification of Beyond-Reality Interaction Techniques in Spatial Human-Computer Interaction T2 - Proceedings of the Symposium on Spatial User Interaction, SUI '18: Symposium on Spatial User Interaction, Berlin, 13.10.2018-14.10.2018 Y1 - 2018 UR - https://dl.acm.org/doi/proceedings/10.1145/3267782 SN - 9781450357081 U6 - https://doi.org/10.1145/3267782.3274680 PB - ACM CY - New York ER - TY - CHAP A1 - Deppe, Robert A1 - Nemitz, Oliver A1 - Herder, Jens ED - Herder, Jens ED - Geiger, Christian ED - Dörner, Ralf ED - Grimm, Paul T1 - Augmented reality for supporting manual non-destructive ultrasonic testing of metal pipes and plates T2 - Workshop Proceedings / Tagungsband: Virtuelle und Erweiterte Realität – 15. Workshop der GI-Fachgruppe VR/AR N2 - 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. KW - Nondestructive Testing KW - Ultrasonic KW - Augmented Reality KW - Tracking KW - Stereo camera KW - M Y1 - 2018 UR - http://vsvr.medien.hs-duesseldorf.de/publications/gi-vrar2018-ar-in-ndt/ SN - 978-3-8440-6215-1 U6 - https://doi.org/10.2370/9783844062151 SP - 45 EP - 52 PB - Shaker Verlag CY - Herzogenrath ER - TY - CHAP A1 - Davin, Till A1 - Herder, Jens ED - Weier, Martin ED - Bues, Matthias ED - Wechner, Reto T1 - Real-Time Relighting of Video Streams for Augmented Virtuality Scenes T2 - GI VR / AR Workshop. Gesellschaft für Informatik e.V. KW - Virtual (TV) Studio Y1 - 2021 U6 - https://doi.org/10.18420/vrar2021_6 PB - Gesellschaft für Informatik e.V. (GI) CY - Bonn ER - TY - CHAP A1 - Daemen, Jeff A1 - Herder, Jens A1 - Koch, Cornelius A1 - Ladwig, Philipp A1 - Wiche, Roman A1 - Wilgen, Kai T1 - Semi-Automatic Camera and Switcher Control for Live Broadcast T2 - TVX '16 Proceedings of the ACM International Conference on Interactive Experiences for TV and Online Video, Chicago, Illinois, USA — June 22 - 24, 2016 N2 - 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. KW - automated robotic camera system KW - actor tracking KW - switcher control KW - scene analysis KW - film rules KW - automated shot control KW - Virtual (TV) Studio Y1 - 2016 UR - http://vsvr.medien.hs-duesseldorf.de/publications/tvx2016-rob-abstract.html SN - 978-1-4503-4067-0 U6 - https://doi.org/10.1145/2932206.2933559 SP - 129 EP - 134 PB - ACM CY - New York ER - TY - JOUR A1 - Daemen, Jeff A1 - Herder, Jens A1 - Koch, Cornelius A1 - Ladwig, Philipp A1 - Wiche, Roman A1 - Wilgen, Kai T1 - Halbautomatische Steuerung von Kamera und Bildmischer bei Live-Übertragungen JF - Fachzeitschrift für Fernsehen, Film und Elektronische Medien N2 - Live-Video-Broadcasting mit mehreren Kameras erfordert eine Vielzahl von Fachkenntnissen. Robotersysteme ermöglichen zwar die Automatisierung von gängigen 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 eingeführt, das auf grundlegenden kinematografischen Regeln basiert. Die Positionen der Akteure werden durch ein markerloses Tracking-System bereitgestellt. Darüber 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 durchgeführt, um den entwickelten Prototyp in einem Live-Broadcast-Szenario zu beobachten und diente als Videodemonstration für eine Evaluierung. KW - Halbautomatische Roboterkamerasteuerung KW - Verfolgen von Darstellern KW - Bildmischer KW - Szenenanalyse KW - Filmregeln KW - Automatische Bildauswahl KW - Virtual (TV) Studio Y1 - 2017 N1 - Der Artikel ist eine Übersetzung von dem Konferenzbeitrag "Semi-Automatic Camera and Switcher Control for Live Broadcast", International Conference on Interactive Experiences for Television and Online Video, TVX'2016, Chicago, IL, USA, ACM, DOI=10.1145/2932206.2933559, June 22-24, 2016. IS - 11 SP - 501 EP - 505 PB - Schiele & Schön ER - TY - CHAP A1 - Daemen, Jeff A1 - Haufs-Brusberg, Peter A1 - Herder, Jens T1 - Markerless Actor Tracking for Virtual (TV) Studio Applications T2 - 2013 International Joint Conference on Awareness Science and Technology & Ubi-Media Computing (iCAST 2013 & UMEDIA 2013) N2 - Virtual (tv) studios gain much more acceptance through improvements in computer graphics and camera tracking. Still commercial studios cannot have full interaction between actors and virtual scene because actors data are not completely digital available as well as the feedback for actors is still not sufficient. Markerless full body tracking might revolutionize virtual studio technology as it allows better interaction between real and virtual world. This article reports about using a markerless actor tracking in a virtual studio with a tracking volume of nearly 40 cubic meter enabling up to three actors within the green box. The tracking is used for resolving the occlusion between virtual objects and actors so that the Tenderer can output automatically a mask for virtual objects in the foreground in case the actor is behind. It is also used for triggering functions scripted within the Tenderer engine, which are attached to virtual objects, starting any kind of action (e.g., animation). Last but not least the system is used for controlling avatars within the virtual set. All tracking and rendering is done within a studio frame rate of 50 Hz with about 3 frames delay. The markerless actor tracking within virtual studios is evaluated by experts using an interview approach. The statistical evaluation is based on a questionnaire. KW - Cameras KW - Tracking KW - TV KW - Skeleton KW - Engines KW - Delays KW - Production KW - VSVR KW - Virtual (TV) Studio Y1 - 2013 UR - https://ieeexplore.ieee.org/document/6765544 SN - 978-1-4799-2364-9 U6 - https://doi.org/10.1109/ICAwST.2013.6765544 SP - 790 EP - 795 PB - IEEE CY - Aizu-Wakamatsu ER - TY - CHAP A1 - Cohen, Michael A1 - Herder, Jens A1 - Martens, William T1 - Panel: Eartop computing and cyberspatial audio technology T2 - IEEE-VR2001: IEEE Virtual Reality KW - VSVR Y1 - 2001 SN - 0-7695-0948-7 SP - 322 EP - 323 PB - IEEE CY - Yokohama ER - TY - JOUR A1 - Cohen, Michael A1 - Herder, Jens A1 - L. Martens, William T1 - Cyberspatial Audio Technology T1 - available in Japanese as well - Acoustical Society of Japan, Vol. 55, No. 10, pp. 730-731 JF - The Journal of the Acoustical Society of Japan (E) N2 - Cyberspatial audio applications are distinguished from the broad range of spatial audio applications in a number of important ways that help to focus this review. Most significant is that cyberspatial audio is most often designed to be responsive to user inputs. In contrast to non-interactive auditory displays, cyberspatial auditory displays typically allow active exploration of the virtual environment in which users find themselves. Thus, at least some portion of the audio presented in a cyberspatial environment must be selected, processed, or otherwise rendered with minimum delay relative to user input. Besides the technological demands associated with realtime delivery of spatialized sound, the type and quality of auditory experiences supported are also very different from those associated with displays that support stationary sound localization. Y1 - 1999 U6 - https://doi.org/10.1250/ast.20.389 N1 - available in Japanese as well - Acoustical Society of Japan, Vol. 55, No. 10, pp. 730-731 VL - 20 IS - 6 SP - 389 EP - 395 ER - TY - CHAP A1 - Cohen, Michael A1 - Herder, Jens ED - Göbel, Martin ED - Landauer, Jürgen ED - Lang, Ulrich ED - Wapler, Matthias T1 - Symbolic representations of exclude and include for audio sources and sinks: Figurative suggestions of mute/solo & cue and deafen/confide & harken T2 - Virtual Environments ’98, Proceedings of the Eurographics Workshop Y1 - 1998 SN - 3-211-83233-5 U6 - https://doi.org/10.1007/978-3-7091-7519-4_23 SP - 235 EP - 242 PB - Springer-Verlag CY - Stuttgart ER - TY - CHAP A1 - Burga, Jose A1 - Daemen, Jeff A1 - Djuderija, Sascha A1 - Gnehr, Maren A1 - Goossens, Lars A1 - Hartz, Sven A1 - Haufs-Brusberg, Peter A1 - Herder, Jens A1 - Ibrahim, Mohammed A1 - Koop, Nikolas A1 - Leske, Christophe A1 - Meyer, Laurid A1 - Müller, Antje A1 - Salgert, Björn A1 - Schroeder, Richard A1 - Thiele, Simon T1 - Four Metamorphosis States in a Distributed Virtual (TV) Studio: Human, Cyborg, Avatar, and Bot T2 - 10th International Conference on Visual Media Production (CVMP 2013), London N2 - 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. KW - TV KW - Distributed Virtual KW - Studio KW - Human KW - Cyborg KW - Avatar KW - Bot KW - VSVR Y1 - 2013 CY - London ER - TY - CHAP A1 - Brosda, Constantin A1 - Daemen, Jeff A1 - Djuderija, Sascha A1 - Joeres, Stephan A1 - Langer, Oleg A1 - Schweitzer, Andre A1 - Wilhelm, Andreas A1 - Herder, Jens T1 - TouchPlanVS Lite - A Tablet-based Tangible Multitouch Planning System for Virtual TV Studio Productions T2 - Proceedings of the 2012 Joint International Conference on Human-Centered Computer Environments N2 - This paper presents a mobile approach of integrating tangible user feedback in today’s virtual TV studio productions. We describe a tangible multitouch planning system, enabling a single user to prepare and customize scene flow and settings. Users can view and interact with virtual objects by using a tangible user interface on a capacitive multitouch surface. In a 2D setting created TV scenes are simultaneously rendered as separate view using a production/target renderer in 3D. Thereby the user experiences a closer reproduction of a final production and set assets can be reused. Subsequently, a user can arrange scenes on a timeline while maintaining different versions/sequences. The system consists of a tablet and a workstation, which does all application processing and rendering. The tablet is just an interface connected via wireless LAN. KW - virtual studio KW - planning tools KW - tangibles KW - capacitive touch screens KW - application streaming KW - VSVR KW - Virtual (TV) Studio Y1 - 2012 UR - https://dl.acm.org/citation.cfm?doid=2160749.2160764 SN - 978-1-4503-1191-5 SP - 64 EP - 67 PB - ACM CY - New York ER - TY - CHAP A1 - Baranowski, Artur A1 - Utzig, Sebastian A1 - Fischer, Philipp A1 - Gerndt, Andreas A1 - Herder, Jens ED - Herder, Jens ED - Geiger, Christian ED - Dörner, Ralf ED - Grimm, Paul T1 - 3D spacecraft configuration using immersive AR technology T2 - Workshop Proceedings / Tagungsband: Virtuelle und Erweiterte Realität – 15. Workshop der GI-Fachgruppe VR/AR N2 - 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. KW - spacecraft configuration KW - human computer interaction KW - augmented reality KW - 3D user interfaces KW - HoloLens Y1 - 2018 UR - http://vsvr.medien.hs-duesseldorf.de/publications/gi-vrar2018-ar-space/ SN - 978-3-8440-6215-1 U6 - https://doi.org/10.2370/9783844062151 SP - 71 EP - 82 PB - Shaker Verlag CY - Herzogenrath ER - TY - CHAP A1 - Ballester Ripoll, Marina A1 - Herder, Jens A1 - Ladwig, Philipp A1 - Vermeegen, Kai ED - Pfeiffer, Thies ED - Fröhlich, Julia ED - Kruse, Rolf T1 - Comparison of two Gesture Recognition Sensors for Virtual TV Studios T2 - GI-VRAR, Workshop Proceedings / Tagungsband: Virtuelle und Erweiterte Realität – 13. Workshop der GI-Fachgruppe VR/AR, N2 - 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. KW - Gesture recognition KW - Interaction KW - Kinect KW - Myo KW - Virtual (TV) Studio KW - Lehre Y1 - 2016 UR - http://vsvr.medien.hs-duesseldorf.de/publications/gi-vrar2016-gesture-abstract.html SN - 978-3-8440-4718-9 PB - Shaker Verlag CY - Herzogenrath ER - TY - CHAP A1 - Ayten, Hüseyin A1 - Herder, Jens A1 - Vonolfen, Wolfgang T1 - Visual Acceptance Evaluation of Soft Shadow Algorithms for Virtual TV Studios T2 - HC '10 Proceedings of the 13th International Conference on Humans and Computers N2 - Shadows in computer graphics are an important rendering aspect for spatial objects. For realtime computer applications such as games, it is essential to represent shadows as accurate as possible. Also, various tv stations work with virtual studio systems instead of real studio sets. Especially for those systems, a realistic impression of the rendered and mixed scene is important. One challenge, hence, is the creation of a natural shadow impression. This paper presents the results of an empirical study to compare the performance and quality of different shadow mapping methods. For this test, a prototype studio renderer was developed. A percentage closer filter (pcf) with a number of specific resolutions is used to minimize the aliasing issue. More advanced algorithms which generate smooth shadows like the percentage closer soft shadow (pcss) method as well as the variance shadow maps (vsm) method are analysed. Different open source apis are used to develop the virtual studio renderer, giving the benefit of permanent enhancement. The Ogre 3D graphic engine is used to implement the rendering system, benefiting from various functions and plugins. The transmission of the tracking data is accomplished with the vrpn server/client and the Intersense api. The different shadow algorithms are compared in a virtual studio environment which also casts real shadows and thus gives a chance for a direct comparison throughout the empirical user study. The performance is measured in frames per secon KW - Virtual (TV) Studio KW - soft shadow KW - realtime rendering KW - augmented reality KW - algorithmus KW - FHD KW - experimentation KW - verification KW - VSVR Y1 - 2010 UR - https://dl.acm.org/citation.cfm?id=1994505 SP - 66 EP - 71 PB - University of Aizu Press CY - Aizu-Wakamatsu ER - TY - CHAP A1 - Andrukaniec, Edward A1 - Franken, Carmen A1 - Kirchhof, Daniel A1 - Kraus, Tobias A1 - Schöndorff, Fabian A1 - Geiger, Christian ED - Reidsma, Dennis ED - Katayose, Haruhiro ED - Nijholt, Anton T1 - OUTLIVE – An Augmented Reality Multi-user Board Game Played with a Mobile Device T2 - Advances in Computer Entertainment. 10th International Conference, ACE 2013, Boekelo, The Netherlands, November 12-15, 2013. Proceedings Y1 - 2013 SN - 978-3-319-03160-6 U6 - https://doi.org/10.1007/978-3-319-03161-3_38 VL - 8253 SP - 501 EP - 504 PB - Springer International Publishing CY - Cham ER - TY - JOUR A1 - Amano, Katsumi A1 - Matsushita, Fumio A1 - Yanagawa, Hirofumi A1 - Cohen, Michael A1 - Herder, Jens A1 - Martens, William A1 - Koba, Yoshiharu A1 - Tohyama, Mikio T1 - A Virtual Reality Sound System Using Room-Related Transfer Functions Delivered Through a Multispeaker Array: the PSFC at the University of Aizu Multimedia Center JF - TVRSJ N2 - 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. KW - audio signal processing, audio telecommunications KW - auralization KW - calm technology KW - directional mixing console KW - multichannel sound reproduction KW - room-related transfer functions KW - roomware KW - sound localization KW - virtual conferencing environment Y1 - 1998 U6 - https://doi.org/10.18974/tvrsj.3.1_1 VL - 3 IS - 1 SP - 1 EP - 12 PB - J-STAGE ER - TY - CHAP A1 - Amano, Katsumi A1 - Matsushita, Fumio A1 - Yanagawa, Hirofumi A1 - Cohen, Michael A1 - Herder, Jens A1 - Koba, Yoshiharu A1 - Tohyama, Mikio T1 - The Pioneer sound field control system at the University of Aizu Multimedia Center T2 - RO-MAN '96 Tsukuba N2 - 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. KW - Acoustic reflection KW - Auditory displays KW - Control systems KW - Delay effects KW - Electronic mail KW - Large screen displays KW - Loudspeakers KW - Multimedia systems KW - Reverberation KW - Size control Y1 - 1996 SN - 0-7803-3253-9 U6 - https://doi.org/10.1109/ROMAN.1996.568887 SP - 495 EP - 499 PB - IEEE CY - Piscataway ER - TY - CHAP ED - Geiger, Christian ED - Herder, Jens ED - Vierjahn, Tom T1 - Virtuelle und Erweiterte Realität – 9. Workshop der GI-Fachgruppe VR/AR N2 - Der neunte Workshop "Virtuelle und Erweiterte Realität" der Fachgruppe VR/AR der Gesellschaft für Informatik e.V. >> wurde an der FH Düsseldorf vom 19.09. - 20.09.2012 durchgeführt. Dies ist der Tagungsband des neunten Workshops zum Thema "Virtuelle und Erweiterte Realität", die von der Fachgruppe VR/AR der Gesellschaft für Informatik e.V. ins Leben gerufen wurde. Als etablierte Plattform für den Informations- und Ideenaustausch der deutschsprachigen VR/AR-Szene bot der Workshop den idealen Rahmen, aktuelle Ergebnisse und Vorhaben aus Forschung und Entwicklung – auch provokative Ideen – im Kreise eines fachkundigen Publikums zur Diskussion zu stellen. Insbesondere wollten wir auch jungen Nachwuchswissenschaftlern die Möglichkeit geben, ihre Arbeiten zu präsentieren; darunter fielen laufende Promotionsvorhaben oder auch herausragende studentische Arbeiten von Hochschulen und Forschungseinrichtungen. Eine Auswahl der besten Artikel aus dem Workshop werden in einer Sonderausgabe des Journal of Virtual Reality and Broadcasting (JVRB) veröffentlicht. KW - VR Systeme KW - Virtuelle Realität KW - Interaction Design KW - Visualisierung KW - Mixed Reality Y1 - 2012 SN - 978-3-8440-1309-2 PB - Shaker Verlag CY - Aachen ER - TY - CHAP ED - Herder, Jens ED - Geiger, Christian ED - Dörner, Ralf ED - Grimm, Paul T1 - Virtuelle und Erweiterte Realität – 15. Workshop der GI-Fachgruppe VR/AR N2 - Der fünfzehnte Workshop "Virtuelle und Erweiterte Realität" der Fachgruppe VR/AR der Gesellschaft für Informatik e.V. wurde an der Hochschule Düsseldorf vom 10.-11.10.2018 durchgeführt. Als etablierte Plattform für den Informations- und Ideenaustausch der deutschsprachigen VR/AR-Szene bot der Workshop den idealen Rahmen, aktuelle Ergebnisse und Vorhaben aus Forschung und Entwicklung – auch provokative Ideen – im Kreise eines fachkundigen Publikums zur Diskussion zu stellen. Insbesondere wurde auch jungen Nachwuchswissenschaftlern die Möglichkeit gegeben, ihre Arbeiten zu präsentieren; darunter fielen laufende Promotionsvorhaben oder auch herausragende studentische Arbeiten von Hochschulen und Forschungseinrichtungen. Das Programmkomitee hat 12 Lang- und 6 Kurzbeiträge aus über 29 Gesamteinreichungen ausgewählt. Die Beiträge decken das Spektrum der Virtuellen und Erweiterten Realität ab. Der Workshop fand am 10. Oktober gleichzeitig mit dem Innovationstag des Innovationshubs in Düsseldorf statt. Für einen Beitrag eigneten sich alle Themenfelder der "Virtuellen und Erweiterten Realität", insbesondere: 3D Eingabegeräte und Interaktionstechniken Avatare und Agenten Displaytechnologien und Tracking (Echtzeit-)Rendering Education und Edutainment Entertainment und Experiences Gesellschaft und soziotechnische Aspekte Human Factors Industrielle Einsatzszenarien Innovative Anwendungen Künstlerische Anwendungen Modellierung und Simulation Multimodale Interaktion Systemarchitekturen und Intelligente Umgebungen Verteilte und kooperative VR/AR-Umgebungen KW - VR Systeme KW - Virtuelle Realität KW - Interaction Design KW - Visualisierung KW - Augmented Virtuality Y1 - 2018 UR - https://www.shaker.de/de/content/catalogue/index.asp?lang=de&ID=8&ISBN=978-3-8440-6215-1 SN - 978-3-8440-6215-1 U6 - https://doi.org/10.2370/9783844062151 PB - Shaker Verlag CY - Herzogenrath ER -