TY - GEN A1 - Jarosch, Monika A1 - Herder, Jens A1 - Langmann, Mathias T1 - Entwicklung einer AR-Applikation zur kosteneffektiven volumetrischen Erfassung von Baugruben T2 - gis.Science N2 - Die volumetrische Erfassung von Aushüben auf Baustellen ist ein kostenrelevanter Faktor und wird auch heute im täglichen Baustellenbetrieb oft noch in manueller Detailarbeit durchgeführt. Kostengünstige Sensoren zur Tiefenerfassung ermöglichen die halbautomatische Erfassung von Baugruben. Augmented Reality (AR) kann für diesen Prozess das nötige Feedback liefern. Vorgestellt wird ein Prototyp, bestehend aus einem Tablet mit integrierter Kamera und einem Lidar-Scanner. Es wird die Erfassung des Volumens bezüglich Nutzbarkeit und Genauigkeit mit Einsatz von AR getestet und evaluiert. Zur Bestimmung des Volumens wird unter Verwendung von Strahlen mit Unterstützung einer Grafik-Engine ein Algorithmus entwickelt. Der Algorithmus ist robust gegen nicht vollständig geschlossene Volumen. Die Bedienung, Überprüfung und Visualisierung findet durch praktischen Einsatz von AR statt. KW - Volumenbestimmung KW - Augmented Reality KW - Baustelle KW - LIDAR KW - VSVR Y1 - 2022 UR - https://gispoint.de/artikelarchiv/gis/2022/gisscience-ausgabe-22022/7427-entwicklung-einer-ar-applikation-zur-kosteneffektiven-volumetrischen-erfassung-von-baugruben.html SN - 2698-4571 N1 - Der Artikel ist als PDF beim Verlag herunterladbar. Dieses wurde nach 3 Monaten freigeschaltet. Vorher war ein Abonnement notwendig. VL - 2022 IS - 2 SP - 75 EP - 83 PB - Wichmann ER - TY - CHAP A1 - Herder, Jens A1 - Brettschneider, Nico A1 - de Mooij, Jeroen A1 - Ryskeldiev, Bektur T1 - Avatars for Co-located Collaborations in HMD-based Virtual Environments T2 - IEEE VR 2019, 26th IEEE Conference on Virtual Reality and 3D User Interfaces, Osaka, March, 2019 N2 - Multi-user virtual reality is transforming towards a social activity that is no longer only used by remote users, but also in large-scale location-based experiences. Usage of realtime-tracked avatars in co-located business-oriented applications with a ”guide-user-scenario” is examined for user-related factors of Spatial Presence, Social Presence, User Experience and Task Load. A user study was conducted in order to compare both techniques of a realtime-tracked avatar and a non-visualised guide. Results reveal that the avatar-guide enhanced and stimulated communicative processes while facilitating interaction possibilities and creating a higher sense of mental immersion for users and engagement. KW - Virtual Reality KW - Co-located Collaborations KW - Head-mounted Display KW - Avatars KW - Social Presence KW - Lehre Y1 - 2019 UR - https://vsvr.medien.hs-duesseldorf.de/publications/ieeevr2019/ U6 - https://doi.org/10.1109/VR.2019.8798132 SP - 968 EP - 969 PB - IEEE CY - Osaka ER - TY - CHAP A1 - Herder, Jens A1 - Takeda, Shinpei A1 - Vermeegen, Kai A1 - Davin, Till A1 - Berners, Dominique A1 - Ryskeldiev, Bektur A1 - Zimmer, Christian A1 - Druzetic, Ivana A1 - Geiger, Christian T1 - Mixed Reality Art Experiments - Immersive Access to Collective Memories T2 - ISEA2019, Proceedings, 25th International Symposium on Electronic Art, Gwangju, South Korea, June 22-28, 2019 N2 - We report about several experiments on applying mixed reality technology in the context of accessing collective memories from atomic bombs, Holocaust and Second World War. We discuss the impact of Virtual Reality, Augmented Virtuality and Augmented Reality for specific memorial locations. We show how to use a virtual studio for demonstrating an augmented reality application for a specific location in a remote session within a video conference. Augmented Virtuality is used to recreate the local environment, thus providing a context and helping the participants recollect emotions related to a certain place. This technique demonstrates the advantages of using virtual (VR) and augmented (AR) reality environments for rapid prototyping and pitching project ideas in a live remote setting. KW - Mixed Reality KW - Augmented Reality KW - Augmented Virtuality KW - Rapid Prototyping KW - Video Conferencing Y1 - 2019 UR - http://www.isea-archives.org/docs/2019/ISEA2019_Proceedings.pdf SP - 334 EP - 341 PB - IESA CY - Gwangju ER - TY - CHAP A1 - Herder, Jens T1 - Interactive Content Creation with Virtual Set Environments T2 - Fourth International Conference on Human and Computer N2 - Digital broadcasting enables interactive \sc tv, which presents new challenges for interactive content creation. Besides the technology for streaming and viewing, tools and systems are under development that extend traditional \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 - VSVR KW - digital broadcasting Y1 - 2001 PB - University of Aizu CY - Aizu-Wakamatsu ER - TY - JOUR A1 - Martens, William L. A1 - Herder, Jens A1 - Shiba, Yoshiki T1 - A filtering model for efficient rendering of the spatial image of an occluded virtual sound source JF - The Journal of the Acoustical Society of America N2 - 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 frequency. KW - virtual environment Y1 - 1999 U6 - https://doi.org/10.1121/1.425354 VL - 105 IS - 2 SP - 980 ER - TY - JOUR A1 - Ryskeldiev, Bektur A1 - Cohen, Michael A1 - Herder, Jens T1 - StreamSpace: Pervasive Mixed Reality Telepresence for Remote Collaboration on Mobile Devices JF - Journal of Information Processing N2 - We present a system that exploits mobile rotational tracking and photospherical imagery to allow users to share their environment with remotely connected peers “on the go.” We surveyed related interfaces and developed a unique groupware application that shares a mixed reality space with spatially-oriented live video feeds. Users can collaborate through realtime audio, video, and drawings in a virtual space. The developed system was tested in a preliminary user study, which confirmed an increase in spatial and situational awareness among viewers as well as reduction in cognitive workload. Believing that our system provides a novel style of collaboration in mixed reality environments, we discuss future applications and extensions of our prototype. KW - Ubiquitous Computing KW - Telepresence KW - Remote Collaboration KW - Mixed Reality KW - Live Video Streaming Y1 - 2018 U6 - https://doi.org/10.2197/ipsjjip.26.177 VL - 26 SP - 177 EP - 185 PB - J-STAGE ER - TY - CHAP A1 - Brettschneider, Nico A1 - Herder, Jens A1 - de Mooij, Jeroen A1 - Ryskeldiev, Bektur ED - Herder, Jens T1 - Audio vs. Visual Avatars as Guides in Virtual Environments T2 - 21th International Conference on Human and Computer, HC-2018, March 27–28, 2019, Shizuoka University, Hamamatsu, Japan. N2 - Through constant technical progress, multi-user virtual reality is transforming towards a social activity that is no longer only used by remote users, but also in large-scale location-based experiences. We evaluate the usage of realtime-tracked avatars in co-located business-oriented applications in a "guide-user-scenario" in comparison to audio only instructions. The present study examined the effect of an avatar-guide on the user-related factors of Spatial Presence, Social Presence, User Experience and Task Load in order to propose design guidelines for co-located collaborative immersive virtual environments. Therefore, an application was developed and a user study with 40 participants was conducted in order to compare both guiding techniques of a realtime-tracked avatar guide and a non-visualised guide with otherwise constant conditions. Results reveal that the avatar-guide enhanced and stimulated communicative processes while facilitating interaction possibilities and creating a higher sense of mental immersion for users. Furthermore, the avatar-guide appeared to make the storyline more engaging and exciting while helping users adapt to the medium of virtual reality. Even though no assertion could be made concerning the Task Load factor, the avatar-guide achieved a higher subjective value on User Experience. Due to the results, avatars can be considered valuable social elements in the design of future co-located collaborative virtual environments. KW - Virtual Reality KW - Co-located Collaborations KW - Networked Immersive Virtual Environments KW - Head-mounted Display KW - Avatars KW - Lehre Y1 - 2019 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:due62-opus-23859 UR - https://vsvr.medien.hs-duesseldorf.de/publications/hc2018-avatar/ PB - Hochschule Düsseldorf CY - Düsseldorf ER - TY - CHAP A1 - Herder, Jens A1 - Ladwig, Philipp A1 - Vermeegen, Kai A1 - Hergert, Dennis A1 - Busch, Florian A1 - Klever, Kevin A1 - Holthausen, Sebastian A1 - Ryskeldiev, Bektur T1 - Mixed Reality Experience - How to Use a Virtual (TV) Studio for Demonstration of Virtual Reality Applications T2 - GRAPP 2018 - 13th International Conference on Computer Graphics Theory and Applications N2 - The article discusses the question of “How to convey the experience in a virtual environment to third parties?” and explains the different technical implementations which can be used for live streaming and recording of a mixed reality experience. The real-world applications of our approach include education, entertainment, e- sports, tutorials, and cinematic trailers, which can benefit from our research by finding a suitable solution for their needs. We explain and outline our Mixed Reality systems as well as discuss the experience of recorded demonstrations of different VR applications, including the need for calibrated camera lens parameters based on realtime encoder values. KW - Virtual Reality KW - Mixed Reality KW - Augmented Virtuality KW - Virtual (TV) Studio KW - Camera Tracking KW - Lehre Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:due62-opus-15823 UR - http://vsvr.medien.hs-duesseldorf.de/publications/grapp2018-mr-openvr-abstract.html SN - 978-989-758-287-5 N1 - Zweitveröffentlichung - Originalpublikation liegt auf: http://www.scitepress.org/DigitalLibrary SP - 281 EP - 287 PB - INSTICC CY - Setubal - Portugal ER - TY - CHAP A1 - Vermeegen, Kai A1 - Herder, Jens ED - Herder, Jens ED - Geiger, Christian ED - Dörner, Ralf ED - Grimm, Paul T1 - A Lighthouse-based Camera Tracking System for Professional Virtual Studios T2 - Workshop Proceedings / Tagungsband: Virtuelle und Erweiterte Realität – 15. Workshop der GI-Fachgruppe VR/AR N2 - This article describes the possibilities and problems that occur using the SteamVR tracking 2.0 system as a camera tracking system in a virtual studio and explains an approach for implementation and calibration within a professional studio environment. The tracking system allows for cost effective deployment. Relevant application fields are also mixed reality recording and streaming of AR and VR experiences. KW - Camera Tracking KW - SteamVR KW - HMD KW - Virtual (TV) Studio KW - Augmented Virtuality Y1 - 2018 UR - http://vsvr.medien.hs-duesseldorf.de/publications/gi-vrar2018-lighthouse-vs/ SN - 978-3-8440-6215-1 U6 - https://doi.org/10.2370/9783844062151 N1 - Zugriff auf den Titel über die angegebene URL. Publication access via URL. SP - 19 EP - 26 PB - Shaker Verlag CY - Herzogenrath ER - TY - CHAP A1 - Ryskeldiev, Bektur A1 - Igarashi, Toshiharu A1 - Zhang, Junjian A1 - Ochiai, Yoichi A1 - Cohen, Michael A1 - Herder, Jens T1 - Spotility: Crowdsourced Telepresence for Social and Collaborative Experiences in Mobile Mixed Reality T2 - ACM Conference on Computer Supported Cooperative Work and Social Computing (CSCW '18) N2 - Live video streaming is becoming increasingly popular as a form of interaction in social applications. One of its main advantages is an ability to immediately create and connect a community of remote users on the spot. In this paper we discuss how this feature can be used for crowdsourced completion of simple visual search tasks (such as finding specific objects in libraries and stores, or navigating around live events) and social interactions through mobile mixed reality telepresence interfaces. We present a prototype application that allows users to create a mixed reality space with a photospherical imagery as a background and interact with other connected users through viewpoint, audio, and video sharing, as well as realtime annotations in mixed reality space. Believing in the novelty of our system, we conducted a short series of interviews with industry professionals on the possible applications of our system. We discuss proposed use-cases for user evaluation, as well as outline future extensions of our system. KW - Groupware KW - Mixed reality KW - Mobile computing KW - Remote collaboration KW - Spatial media KW - M KW - FHD Y1 - 2018 UR - http://vsvr.medien.hs-duesseldorf.de/publications/cscw2018-spotility-abstract.html SN - 978-1-4503-6018-0 U6 - https://doi.org/10.1145/3272973.3274100 N1 - Zugriff auf den Volltext via ACM-Datenbank SP - 373 EP - 376 PB - ACM CY - New York ER -