TY - CHAP A1 - Rattay, Oliver A1 - Geiger, Christian A1 - Herder, Jens A1 - Goebbels, Gernot A1 - Nikitin, Igor ED - Gausemeier, Jürgen ED - Grafe, Michael T1 - Zweihändige Interaktion in VR-Umgebungen T2 - Augmented & Virtual Reality in der Produktentstehung N2 - Einfach benutzbare VR-Anwendungen erfordern andere Interaktionstechniken als konventionelle Desktop-Anwendungen mit Maus, Tastatur und Desktop-Metapher zur Verfügung stellen. Da solche Ansätze in Konzeption und Realisierung deutlicher komplexer sind, müssen diese mit Sorgfalt ausgewählt werden. Folgt man der Argumentation, dass VR eine natürliche Interaktion mit virtuellen Objekten ermöglicht, so führt dies fast zwangsläufig zu zweihändigen Interaktionstechniken für virtuelle Umgebungen, da Benutzer in realen Umgebungen gewohnt sind, fast ausschlieï‚lich zweihändig zu agieren. In diesem Beitrag geben wir eine Übersicht über den Stand der Technik im Bereich zweihändiger Interaktion, leiten Anforderungen an eine Entwicklung zweihändiger Interaktionstechniken in VR ab und beschreiben einen eigenen Ansatz. Dabei geht es um die zweihändige Interaktion bei der Simulation flexibler biegeschlaffer Bauteile (z. B. Schlauchverbindungen). KW - 3D Interaktion KW - Zweihändige Eingabe KW - Simulation biegeschlaffer Objekte KW - FHD KW - VSVR Y1 - 2007 SN - 978-3-939350-28-6 VL - 209 SP - 315 EP - 332 PB - Heinz Nixdorf Institut, Universität Paderborn CY - Paderborn 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 - CHAP A1 - Myszkowski, Karol A1 - Herder, Jens A1 - Kunii, Tosiyasu L. A1 - Ibusuki, Masumi T1 - Visualization and analysis of occlusion for human jaws using a "functionally generated path" T2 - IS&T/SPIE Symp. on Electronic Imaging, Visual Data Exploration and Analysis III N2 - Dynamic characteristics of occlusion during lower jaw motion are useful in the diagnosis of jaw articulation problems and in computer-aided design/manufacture of teeth restorations. The Functionally Generated Path (FGP), produced as a surface which envelops the actual occlusal surface of the moving opponent jaw, can be used for compact representation of dynamic occlusal relations. In traditional dentistry FGP is recorded as a bite impression in a patient’s mouth. We propose an efficient computerized technique for FGP reconstruction and validate it through implementation and testing. The distance maps between occlusal surfaces of jaws, calculated for multiple projection directions and accumulated for mandibular motion, provide information for FGP computation. Rasterizing graphics hardware is used for fast calculation of the distance maps. Real-world data are used: the scanned shape of teeth and the measured motion of the lower jaw. We show applications of FGP to analysis of the occlusion relations and occlusal surface design for restorations. Y1 - 1996 U6 - https://doi.org/10.1117/12.234684 SP - 360 EP - 367 PB - The International Society for Optical Engineering CY - San Jose ER - 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 - Myszkowski, Karol A1 - Okuneva, Galina A1 - Herder, Jens A1 - Kunii, Tosiyasu L. A1 - Ibusuki, Masumi T1 - Visual Simulation of the Chewing Process for Dentistry T2 - Visualization & Modelling, International Conf., 5-7 December, 1995 N2 - CAD/CAM techniques are increasingly used in dentistry for the design and fabrication of teeth restorations. Important concerns are the correction of articulation problems that existed beforetreatment 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 - 1995 CY - Leeds 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 - Klapdohr, Monika A1 - Wöldecke, Björn A1 - Marinos, Dionysios A1 - Herder, Jens A1 - Geiger, Christian A1 - Vonolfen, Wolfgang T1 - Vibrotactile Pitfalls: Arm Guidance for Moderators in Virtual TV Studios T2 - HC '10 Proceedings of the 13th International Conference on Humans and Computers N2 - For this study, an experimental vibrotactile feedback system was developed to help actors with the task of moving their arm to a certain place in a virtual tv studio under live conditions. Our intention is to improve interaction with virtual objects in a virtual set, which are usually not directly visible to the actor, but only on distant displays. Vibrotactile feedback might improve the appearance on tv because an actor is able to look in any desired direction (camera or virtual object) or to read text on a teleprompter while interacting with a virtual object. Visual feedback in a virtual studio lacks spatial relation to the actor, which impedes the adjustment of the desired interaction. The five tactors of the implemented system which are mounted on the tracked arm give additional information like collision, navigation and activation. The user study for the developed system shows that the duration for reaching a certain target is much longer in case no visual feedback is given, but the accuracy is similar. In this study, subjects reported that an activation signal indicating the arrival at the target of a drag & drop task was helpful. In this paper, we discuss the problems we encountered while developing such a vibrotactile display. Keeping these pitfalls in mind could lead to better feedback systems for actors in virtual studio environments. KW - vibrotactile feedback KW - Virtual (TV) Studio KW - augmented reality KW - FHD KW - VSVR Y1 - 2010 UR - https://dl.acm.org/citation.cfm?id=1994506 SP - 72 EP - 80 PB - University of Aizu Press CY - Aizu-Wakamatsu ER - TY - CHAP A1 - Herder, Jens A1 - Wörzberger, Ralf A1 - Juttner, Carsten A1 - Twelker, Uwe ED - Gausemeier, Jürgen ED - Grafe, Michael T1 - Verwendung von Grafikkarten-Prozessoren (GPUs) für eine interaktive Produktvisualisierung in Echtzeit unter Verwendung von Shadern und Videotexturen T2 - Augmented and Virtual Reality in der Produktentstehung N2 - Die Visualisierung von Produkten in Echtzeit ist in vielen Bereichen ein hilfreicher Schritt, um potentiellen Kunden eine Vorstellung vom Einsatzgebiet und einen Überblick über die finale Anwendung zu erlauben. In den letzten Jahren haben neue Technologien in der Grafikkartenindustrie dazu geführt, dass früher nur auf teuren Grafikworkstations verfügbare Möglichkeiten nun auch mit relativ kostengünstigen Karten, welche für den Einsatz in Standard-PCs konzipiert wurden, realisierbar sind. Es wird an einem Modellentwurf des Innenraums des People Cargo Movers gezeigt, wie die Beleuchtung innerhalb einer Echtzeitvisualisierung durch Shader realisiert werden kann. Als Lichtquelle wird dabei eine Landschaftsaufnahme herangezogen, welche als eine von mehreren Videotexturen eingebunden wurde. Außerdem werden real im virtuellen Studio gefilmte Personen im Innenraum gleichermaï‚en über Videotexturen dargestellt und ebenfalls durch die Landschaft beleuchtet. KW - 3D-Echtzeitrendering KW - GPU KW - shader KW - Video Texturen KW - virtual prototyping KW - Echtzeitanwendung KW - FHD KW - VSVR Y1 - 2005 VL - 167 SP - 23 EP - 36 PB - Heinz Nixdorf Institut, Universität Paderborn CY - Paderborn ER - TY - JOUR A1 - Herder, Jens A1 - Wörzberger, Ralf A1 - Twelker, Uwe A1 - Albertz, Stefan T1 - Use of Virtual Environments in the Promotion and Evaluation of Architectural Designs JF - Journal of the 3D-Forum Society N2 - 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. KW - virtual environments KW - architectural design KW - interactive walkthrough KW - design review KW - VSVR Y1 - 2002 VL - 16 IS - 4 SP - 117 EP - 122 ER - TY - CHAP A1 - Ladwig, Philipp A1 - Herder, Jens A1 - Geiger, Christian T1 - Towards Precise, Fast and Comfortable Immersive Polygon Mesh Modelling: Capitalising the Results of Past Research and Analysing the Needs of Professionals T2 - ICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments N2 - More than three decades of ongoing research in immersive modelling has revealed many advantages of creating objects in virtual environments. Even though there are many benefits, the potential of immersive modelling has only been partly exploited due to unresolved problems such as ergonomic problems, numerous challenges with user interaction and the inability to perform exact, fast and progressive refinements. This paper explores past research, shows alternative approaches and proposes novel interaction tools for pending problems. An immersive modelling application for polygon meshes is created from scratch and tested by professional users of desktop modelling tools, such as Autodesk Maya, in order to assess the efficiency, comfort and speed of the proposed application with direct comparison to professional desktop modelling tools. KW - Human-centered computing KW - Virtual reality KW - Interaction techniques KW - Interaction design process and methods KW - Information systems Y1 - 2017 UR - http://vsvr.medien.hs-duesseldorf.de/publications/egve2017-mod-abstract.html U6 - https://doi.org/10.2312/egve.20171360 SP - 22 EP - 24 PB - The Eurographics Association 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 - Herder, Jens A1 - Brosda, Constantin A1 - Djuderija, Sascha A1 - Drochtert, Daniel A1 - Genc, Ömer A1 - Joeres, Stephan A1 - Kellerberg, Patrick A1 - Looschen, Simon A1 - Geiger, Christian A1 - Wöldecke, Björn T1 - TouchPlanVS - A Tangible Multitouch Planning System for Virtual TV Studio Productions T2 - 2011 IEEE Symposium on 3D User Interfaces (3DUI) N2 - This article presents a new approach of integrating tangible user feedback in todays virtual TV studio productions. We describe a tangible multitouch planning system, enabling multiple users to prepare and customize scene flow and settings. Users can collaboratively view and interact with virtual objects by using a tangible user interface on a shared multitouch surface. The in a 2D setting created TV scenes are simultaneously rendered on an external monitor, using a production/target renderer in 3D. Thereby the user experiences a closer reproduction of a final production. Subsequently, users are able to join together the scenes into one complex plot. Within the developing process, a video prototype of the system shows the user interaction and enables early reviews and evaluations. The requirement analysis is based on expert interviews. KW - augmented KW - virtual realities KW - multimedia information systems KW - FHD KW - VSVR KW - Virtual (TV) Studio Y1 - 2011 UR - https://ieeexplore.ieee.org/document/5759226 SN - 978-1-4577-0064-4 U6 - https://doi.org/10.1109/3DUI.2011.5759226 SP - 103 EP - 104 PB - IEEE CY - Singapore ER - TY - CHAP A1 - Herder, Jens T1 - Tools and widgets for spatial sound authoring T2 - CompuGraphics ' 97, Sixth International Conference on Computational Graphics and Visualization Techniques: Graphics in the Internet Age, Vilamoura, Portugal N2 - Broader use of virtual reality environments and sophisticated animations spawn a need for spatial sound. Until now, spatial sound design has been based very much on experience and trial and error. Most effects are hand-crafted, because good design tools for spatial sound do not exist. This paper discusses spatial sound authoring and its applications, including shared virtual reality environments based on VRML. New utilities introduced by this research are an inspector for sound sources, an interactive resource manager, and a visual soundscape manipulator. The tools are part of a sound spatialization framework and allow a designer/author of multimedia content to monitor and debug sound events. Resource constraints like limited sound spatialization channels can also be simulated. KW - spatial sound KW - virtual reality environments KW - multimedia KW - spatialization KW - spatial media KW - vizualization KW - user interface design KW - man-machine interfaces Y1 - 1997 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:due62-opus-896 UR - http://vsvr.medien.hs-duesseldorf.de/publications/cg97-tawfssa/welcome.html SN - 972-8342-02-0 N1 - Zugriff auf die Konferenzveröffentlichung über den angegebene URL conference paper available via URL SP - 87 EP - 95 CY - Portugal 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 - 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 - JOUR A1 - Herder, Jens A1 - Cohen, Michael T1 - The Helical Keyboard: Perspectives for Spatial Auditory Displays and Visual Music JF - Journal of New Music Research N2 - 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 oneís 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. KW - 3D audio KW - virtual reality KW - computer music KW - spatialization KW - spatial media KW - visual music KW - VSVR Y1 - 2002 VL - 31 IS - 3 SP - 269 EP - 281 ER - TY - CHAP A1 - Herder, Jens A1 - Jaensch, Kai A1 - Horst, Bruno A1 - Novotny, Thomas ED - Gausemeier, Jürgen ED - Grafe, Michael T1 - Testmärkte in einer Virtuellen Umgebung - Die Bestimmung von Preisabsatzfunktionen zur Unterstützung des Innovationsmanagements T2 - Augmented and Virtual Reality in der Produktentstehung N2 - Multimediale Technologien werden in der Marktforschung immer stärker eingesetzt, um flexible und kostengünstige Studien durchzuführen. Im Innovationsprozess kann dabei auf die langjährigen Erfahrungen zurückgegriffen werden, die durch den Einsatz der Computersimulation in der technischen Produktentwicklung zustande gekommen sind. In sehr frühen Phasen des Innovationsprozesses können durch Einsatz der neuen Technologien die Markteinführungskonzepte für neue Produkte getestet werden. Die Applikationen der virtuellen Realität bieten ein einzigartiges Potential, neue Produkte einschlieï‚lich des Marketingkonzeptes zu testen, ohne dass dieses Produkt bereits physisch vorhanden sein muss. Am Beispiel eines Elementes des Marketingkonzeptes, der Preispolitik, zeigt die vorliegende Studie auf, welches Potential die virtuelle Kaufsituation von Produkten bietet. Der Fokus des Projektes liegt auf der interaktiven Produktpräsentation in einer virtuellen Umgebung, die in eine Online-Befragung mit zusätzlichen Werbefilmen eingebettet ist. Visuell hochwertige 3D-Produktpräsentationen versetzen den Probanden in eine virtuelle Einkaufsumgebung, die einem realen Szenario entspricht. Die virtuellen Produkte werden in mehreren Kaufentscheidungsrunden zu unterschiedlichen Preisen angeboten. Der Preisuntersuchung geht eine Präsentation ausgewählter Werbespots sowie eine produktbezogene Befragung voraus. Im Anschluss an die virtuellen Preisentscheidungen werden die Eindrücke sowie einige Kontrollgröen abgefragt. In weitergehenden Studien dieser Art können die Wirkungen mehrerer Marketing-Instrumente zu einem Zeitpunkt untersucht werden, in dem sich die Produkte noch im Entwicklungsprozess befinden. Auf diesem Weg lassen sich auch Wettbewerbsvorteile bestehender Produkte effizienter erkennen und nutzen. Mit den hoch entwickelten Computer- und Visualisierungstechnologien ist ein mächtiges Werkzeug entstanden, das bereits für kommerzielle Präsentationen und Produktstudien eingesetzt wird. Zukünftig kann es auch in Kombination mit Internetanwendungen und klassischen Methoden der Marktforschung zu einem sehr frühen Zeitpunkt umfassende Erkenntnisse über ein Produkt liefern. KW - Virtuelle Umgebungen KW - 3D-Rendering KW - Mensch-Maschine-Kommunikation KW - Innovationsmanagement KW - Preisabsatzfunktion KW - Testmarkt KW - Produkttest KW - Markteinführungskonzept KW - FHD KW - VSVR Y1 - 2004 SN - 3-935433-58-1 VL - 149 SP - 97 EP - 110 PB - Heinz Nixdorf Institut, Universität Paderborn CY - Paderborn 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 - Herder, Jens A1 - Büntig, Fabian A1 - Daemen, Jeff A1 - Lang, Jaroslaw A1 - Lück, Florian A1 - Säger, Mitja A1 - Sörensen, Roluf A1 - Hermanni, Markus A1 - Vonolfen, Wolfgang T1 - Subtle Animations using Talent Tracking in a Virtual (TV) Studio T2 - 17th International Conference on Human and Computer N2 - Markerless talent tracking is widely used for interactions and animations within virtual environments. In a virtual (tv) studio talents could be overburden by interaction tasks because camera and text require extensive attention. We take a look into animations and inter- actions within a studio, which do not require any special attention or learning. We show the generation of an artificial shadow from a talent, which ease the keying process, where separation of real shadows from the background is a difficult task. We also demonstrate animations of footsteps and dust. Furthermore, capturing talents’ height can also be used to adjust the parameters of elements in the virtual environment, like the position and scaling of a virtual display. In addition to the talents, a rigid body was tracked as placeholder for graphics, easing the interaction tasks for a talent. Two test productions show the possibilities, which subtle animations offer. In the second production, the rendering was improved (shadows, filtering, normal maps, ...) and instead of using the rigid body to move an object (a flag), the animation was only controlled by the hand’s position. KW - talent tracking KW - virtual studios KW - realtime animations KW - FHD KW - Virtual (TV) Studio Y1 - 2014 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:due62-opus-16009 UR - http://vsvr.medien.hs-duesseldorf.de/publications/hc2014-subtle-animations-abstract.html CY - Hamamatsu/Aizu-Wakamatsu/Duesseldorf ER -