TY - CHAP A1 - Myszkowski, Karol A1 - Okuneva, Galina A1 - Herder, Jens A1 - Kunii, Tosiyasu L. A1 - Ibusuki, Masumi ED - Earnshaw, Rae A. ED - Huw, Jones ED - John, Vince T1 - Visual Simulation of the Chewing Process for Dentistry T2 - Visualization & Modeling N2 - 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. Y1 - 1997 SN - 0-12-227738-4 SP - 419 EP - 438 PB - Academic Press CY - London ER - TY - CHAP A1 - Herder, Jens A1 - Myszkowski, Karol A1 - Kunii, Tosiyasu L. A1 - Ibusuki, Masumi ED - Weghorst, Suzanne J. ED - Sieburg, Hans B. ED - Morgan, Karen S. T1 - A Virtual Reality Interface to an Intelligent Dental Care System T2 - Medicine Meets Virtual Reality 4 Y1 - 1996 SP - 17 EP - 20 PB - IOS Press CY - Amsterdam 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 - JOUR A1 - Jens Herder, T1 - Optimization of Sound Spatialization Resource Management through Clustering JF - Journal of the 3D-Forum Society N2 - 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. KW - audio rendering KW - clustering, and human perception KW - Resource Management KW - Sound Spatialization KW - VSVR Y1 - 1999 VL - 13 IS - 3 SP - 59 EP - 65 ER - 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 - CHAP A1 - Herder, Jens A1 - Yamazaki, Yasuhiro T1 - A Chatspace Deploying Spatial Audio for Enhanced Conferencing T2 - Third International Conference on Human and Computer KW - VSVR Y1 - 2000 SP - 197 EP - 202 PB - University of Aizu CY - Aizu-Wakamatsu ER - TY - CHAP A1 - Honno, Kuniaki A1 - Suzuki, Kenji A1 - Herder, Jens T1 - Distance and Room Effects Control for the PSFC, an Auditory Display using a Loudspeaker Array T2 - Third International Conference on Human and Computer N2 - 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. KW - VSVR Y1 - 2000 SP - 71 EP - 76 PB - University of Aizu CY - Aizu-Wakamatsu ER - TY - THES A1 - Herder, Jens T1 - A Sound Spatialization Resource Management Framework N2 - 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 practical system has only limited resources, including spatialization channels (mixels), MIDI/audio channels, and processing power. A sound spatialization resource manager, introduced in this thesis, controls sound resources and optimizes fidelity (presence) under given conditions, using a priority scheme based on psychoacoustics. Objects which are spatially close together can be coalesced by a novel clustering algorithm, which considers listener localization errors. Application programmers and VR scene designers are freed from the burden of assigning mixels and predicting sound source locations. The framework includes an abstract interface for sound spatialization backends, an API for the VR environments, and multimedia authoring tools. KW - audio rendering KW - human perception KW - Resource Management KW - Sound Spatialization Y1 - 1999 UR - http://vsvr.medien.hs-duesseldorf.de/publications/phd99-abstract.html PB - University of Tsukuba CY - Tsukuba 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 - Ishikawa, Kimitaka A1 - Hirose, Minefumi A1 - Herder, Jens T1 - A Sound Spatialization Server for a Speaker Array as an Integrated Part of a Virtual Environment T2 - IEEE YUFORIC Germany 98 N2 - Spatial sound plays an important role in virtual reality environments, allowing orientation in space, giving a feeling of space, focusing the user on events in the scene, and substituting missing feedback cues (e.g., force feedback). The sound spatialization framework of the University of Aizu, which supports number of spatialization backends, has been extended to include a sound spatialization server for a multichannel loudspeaker array (Pioneer Sound Field Control System). Our goal is that the spatialization server allows easy integration into virtual environments. Modeling of distance cues, which are essential for full immersion, is discussed. Furthermore, the integration of this prototype into different applications allowed us to reveal the advantages and problems of spatial sound for virtual reality environments. KW - distance cue KW - loudspeaker array KW - psychoacoustic KW - sound spatialization server Y1 - 1998 UR - http://vsvr.medien.hs-duesseldorf.de/publications/ve98-spatial-server/welcome.html PB - IEEE CY - Stuttgart 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 - 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 - CHAP A1 - Herder, Jens T1 - Applications of Spatial Auditory Displays in the Context of Art and Music T2 - Human Supervision and Control in Engineering and Music KW - VSVR Y1 - 2001 PB - Universität Kassel CY - Kassel ER - TY - JOUR A1 - Herder, Jens T1 - Interactive Content Creation with Virtual Set Environments JF - Journal of the 3D-Forum Society N2 - Digital broadcasting enables interactive \sc tv studios with virtual set environments. This presentation reviews current technology and describes the requirements for such systems. Interoperability over the production, streaming, and viewer levels requires open interfaces. As the technology allow more interaction, it becomes inherent difficult to control the quality of the viewers experience. KW - Interactive Media KW - Sound Spatialization KW - Virtual Sets KW - virtual studio KW - VSVR Y1 - 2001 VL - 15 IS - 4 SP - 53 EP - 56 ER - TY - CHAP A1 - Herder, Jens T1 - Challenges of Virtual Sets: From Broadcasting to Interactive Media T2 - Seventh International Workshop on Human N2 - Virtual sets have evolved from computer-generated, prerendered 2D backgrounds to realtime, responsive 3D computer graphics and are nowadays standard repertoire of broadcasting divisions. The graphics, which are combined with real video feed becoming moresophisticated, real looking and more responsive. We will look at the recent developments and suggest further developments like integration of spatial audio into the studio production and generating interactive media streams. Educational institutes recognize the demands of the rising media industry and established new courses on media technology like the Duesseldorf University of Applied Sciences. KW - Education KW - Interactive Media KW - Sound Spatialization KW - Virtual Sets KW - Virtual (TV) Studio KW - VSVR Y1 - 2000 SP - 13 EP - 17 PB - University of Aizu CY - Aizu-Wakamatsu ER - TY - JOUR A1 - Herder, Jens A1 - Yamazaki, Yasuhiro T1 - A Chatspace Deploying Spatial Audio for Enhanced Conferencing JF - Journal of the 3D-Forum Society KW - VSVR Y1 - 2000 VL - 15 IS - 1 ER - TY - JOUR A1 - Honno, Kuniaki A1 - Suzuki, Kenji A1 - Herder, Jens T1 - Distance and Room Effects Control for the PSFC, an Auditory Display using a Loudspeaker Array JF - Journal of the 3D-Forum Society N2 - 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. KW - VSVR Y1 - 2000 VL - 14 IS - 4 SP - 146 EP - 151 ER - TY - CHAP A1 - Suzuki, Kenji A1 - Nishoji, Yuji A1 - Herder, Jens T1 - Implementation of Aural Attributes for Simulation of Room Effects in Virtual Environments T2 - ACM Multimedia 2000 N2 - The audio design for virtual environments includes simulation of acoustical room properties besides specifing sound sources and sinks and their behavior. Virtual environments supporting room reverberation not only gain realism but also provide additional information to the user about surrounding space. Catching the different sound properties by the different spaces requires partitioning the space by the properties of aural spaces. We define soundscape and aural attributes as an application and multimedia content interface. Calculated data on an abstract level is sent to spatialization backends. Part of this research was the implementation of a device driver for the Roland Sound Space Processor. This device not only directionalizes sound sources, but also controls room effects like reverberation. KW - Acoustic displays KW - Aural attributes KW - Room effects KW - Virtual environments KW - VSVR Y1 - 2000 SP - 439 EP - 441 PB - ACM CY - Los Angeles ER - TY - CHAP A1 - Yamazaki, Yasuhiro A1 - Herder, Jens T1 - Exploring Spatial Audio Conferencing Functionality in Multiuser Virtual Environments T2 - The Third International Conference on Collaborative Virtual Environments N2 - A chatspace was developed that allows conversation with 3D sound using networked streaming in a shared virtual environment. The system provides an interface to advanced audio features, such as a "whisper function" for conveying a confided audio stream. This study explores the use of spatial audio to enhance a user's experience in multiuser virtual environments. KW - chatspaces KW - groupware KW - narrowcasting functions KW - networked audio KW - spatial audio KW - VSVR Y1 - 2000 SP - 207 EP - 208 PB - ACM CY - San Francisco ER - TY - CHAP A1 - Herder, Jens T1 - Optimization of Sound Spatialization Resource Management through Clustering T2 - Second International Conference on Human and Computer N2 - 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. KW - audio rendering KW - clustering, and human perception KW - Resource Management KW - Sound Spatialization Y1 - 1999 SP - 1 EP - 7 CY - Aizu-Wakamatsu 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 - Martens, William L. A1 - Herder, Jens T1 - Perceptual criteria for eliminating reflectors and occluders for efficient rendering of environmental sound JF - The Journal of the Acoustical Society of America Y1 - 1999 U6 - https://doi.org/10.1121/1.425349 VL - 105 IS - 2 SP - 979 ER -