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 - TY - CHAP A1 - Wöldecke, Björn A1 - Vierjahn, Tom A1 - Flasko, Matthias A1 - Herder, Jens A1 - Geiger, Christian T1 - Steering actors through a virtual set employing vibro-tactile feedback T2 - TEI '09 Proceedings of the 3rd International Conference on Tangible and Embedded Interaction N2 - Actors in virtual studio productions are faced with the challenge that they have to interact with invisible virtual objects because these elements are rendered separately and combined with the real image later in the production process. Virtual sets typically use static virtual elements or animated objects with predefined behavior so that actors can practice their performance and errors can be corrected in the post production. With the demand for inexpensive live recording and interactive TV productions, virtual objects will be dynamically rendered at arbitrary positions that cannot be predicted by the actor. Perceptive aids have to be employed to support a natural interaction with these objects. In our work we study the effect of haptic feedback for a simple form of interaction. Actors are equipped with a custom built haptic belt and get vibrotactile feedback during a small navigational task (path following). We present a prototype of a wireless vibrotactile feedback device and a small framework for evaluating haptic feedback in a virtual set environment. Results from an initial pilot study indicate that vibrotactile feedback is a suitable non-visual aid for interaction that is at least comparable to audio-visual alternatives used in virtual set productions. KW - tactile feedback KW - interaction in virtual sets KW - navigation aids KW - FHD KW - VSVR KW - Virtual (TV) Studio Y1 - 2009 UR - https://dl.acm.org/citation.cfm?id=1517703 SN - 978-1-60558-493-5 U6 - https://doi.org/10.1145/1517664.1517703 SP - 169 EP - 174 PB - ACM CY - New York 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 - TY - CHAP A1 - Simsch, Jonathan A1 - Herder, Jens ED - Chisik, Yoram T1 - SpiderFeedback - Visual Feedback for Orientation in Virtual TV Studios T2 - ACE'14, 11th Advances in Computer Entertainment Technology Conference, ACM, Funchal, Portugal N2 - A visual and spatial feedback system for orientation in virtual sets of virtual TV studios was developed and evaluated. It is based on a green proxy object, which moves around in the acting space by way of four transparent wires. A separate unit controls four winches and is connected to an engine, which renders the virtual set. A new developed plugin registers a virtual object’s position with the proxy object which imitates the virtual object’s movement on stage. This will allow actors to establish important eye contact with a virtual object and feel more comfortable in a virtual set. Furthermore, interaction with the virtual object and its proxy can be realised through a markerless actor tracking system. Several possible scenarios for user application were recorded and presented to experts in the broadcast industry, who evaluated the potential of SpiderFeedback in interviews and by questionnaires. KW - Mixed reality KW - visual feedback KW - stage flight system KW - presentation assistance KW - VSVR KW - Virtual (TV) Studio Y1 - 2014 UR - https://dl.acm.org/citation.cfm?doid=2663806.2663830 SN - 978-1-4503-2945-3 U6 - https://doi.org/10.1145/2663806.2663830 N1 - Sie haben Zugriff auf den Volltext innerhalb des HSD Campus. PB - ACM CY - New York ER - TY - CHAP A1 - Herder, Jens A1 - Novotny, Thomas T1 - Spatial Sound Design and Interaction for Virtual Environments in the Promotion of Architectural Designs T2 - Third International Workshop on Spatial Media N2 - Virtual environment walkthrough applications are generally enhanced by a user’s interactions within a simulated architectural space, but the enhancement that stems from changes in spatial sound that are coupled with a user’s behavior are particularly important, especially within regard to creating a sense of place. When accompanied by stereoscopic image synthesis, spatial sound can immerse the user in a high-realism virtual copy of the real world. An advanced virtual environment that allow users to change realtime rendering features with a few manipulations has been shown to enable switching between different versions of a modeled space while maintaining sensory immersion. This paper reports on an experimental project in which an architectural model is being integrated into such an interactive virtual environment. The focus is on the spatial sound design for supporting interaction, including demonstrations of both the possibilities and limitations of such applications in presenting and promoting architectural designs, as well as in three-dimensional sketching. KW - spatial sound design KW - sketching KW - interaction KW - virtual environments KW - architectural design KW - interactive walkthrough KW - design review KW - VSVR Y1 - 2003 SP - 7 EP - 11 CY - Aizu-Wakamatsu 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 - Herder, Jens A1 - Cohen, Michael T1 - Sound Spatialization Resource Management in Virtual Reality Environments T2 - ASVA’97 ‐- Int. Symp. on Simulation, Visualization and Auralization for Acoustic Research and Education 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 system has only limited resources, including spatialization channels (mixels), MIDI/audio channels, and processing power. The sound spatialization resource manager controls sound resources and optimizes fidelity (presence) under given conditions. For that a priority scheme based on human psychophysical hearing is needed. Parameters for spatialization priorities include intensity calculated from volume and distance, orientation in the case of non-uniform radiation patterns, occluding objects, frequency spectrum (low frequencies are harder to localize), expected activity, and others. Objects which are spatially close together (depending on distance and direction) can be mixed. Sources that can not be spatialized can be treated as a single ambient sound source. Important for resource management is the resource assignment, i.e., minimizing swap operations, which makes it desirable to look-ahead and predict upcoming events in a scene. Prediction is achieved by monitoring objects’ speed and past evaluation values. Fidelity is contrasted for Zifferent kind of resource restrictions and optimal resource assignment based upon unlimited dynamic scene look-ahead. To give standard and comparable results, the VRML 2.0 specification is used as an application programmer interface. Applicability is demonstrated with a helical keyboard, a polyphonic MIDI stream driven animation including user interaction (user moves around, playing together with programmed notes). The developed sound spatialization resource manager gives improved spatialization fidelity under runtime constraints. Application programmers and virtual reality scene designers are freed from the burden of assigning and predicting the sound sources. Y1 - 1997 SP - 407 EP - 414 CY - Tokyo ER - TY - CHAP A1 - Herder, Jens T1 - Sound Spatialization Framework: An Audio Toolkit for Virtual Environments T2 - First International Conference on Human and Computer, Aizu-Wakamatsu, September 1998 N2 - The Sound Spatialization Framework is a C++ toolkit and development environment for providing advanced sound spatialization for virtual reality and multimedia applications. The Sound Spatialization Framework provides many powerful display and user-interface features not found in other sound spatialization software packages. It provides facilities that go beyond simple sound source spatialization: visualization and editing of the soundscape, multiple sinks, clustering of sound sources, monitoring and controlling resource management, support for various spatialization backends, and classes for MIDI animation and handling. KW - sound spatialization KW - resource management KW - virtual environments KW - spatial sound authoring KW - user interface design KW - human-machine interfaces Y1 - 1998 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:due62-opus-788 CY - Aizu ER - TY - JOUR A1 - Herder, Jens T1 - Sound Spatialization Framework: An Audio Toolkit for Virtual Environments JF - Journal of the 3D-Forum Society N2 - The Sound Spatialization Framework is a C++ toolkit and development environment for providing advanced sound spatialization for virtual reality and multimedia applications. The Sound Spatialization Framework provides many powerful display and user-interface features not found in other sound spatialization software packages. It provides facilities that go beyond simple sound source spatialization: visualization and editing of the soundscape, multiple sinks, clustering of sound sources, monitoring and controlling resource management, support for various spatialization backends, and classes for MIDI animation and handling. Keywords: sound spatialization, resource management, virtual environments, spatial sound authoring, user interface design, human-machine interfaces KW - sound spatialization KW - resource management KW - virtual environments KW - spatial sound authoring KW - user interface design KW - human-machine interfaces Y1 - 1998 VL - 12 IS - 3 SP - 17 EP - 22 ER - TY - JOUR A1 - Struchholz, Holger A1 - Herder, Jens A1 - Leckschat, Dieter T1 - Sound radiation simulation of musical instruments based on interpolation and filtering of multi-channel recordings JF - Journal of the 3D-Forum Society N2 - With the virtual environment developed here, the characteristic sound radiation patterns of musical instruments can be experienced in real-time. The user may freely move around a musical instrument, thereby receiving acoustic and visual feedback in real-time. The perception of auditory and visual effects is intensified by the combination of acoustic and visual elements, as well as the option of user interaction. The simulation of characteristic sound radiation patterns is based on interpolating the intensities of a multichannel recording and offers a near-natural mapping of the sound radiation patterns. Additionally, a simple filter has been developed, enabling the qualitative simulation of an instrument’s characteristic sound radiation patterns to be easily implemented within real-time 3D applications. Both methods of simulating sound radiation patterns have been evaluated for a saxophone with respect to their functionality and validity by means of spectral analysis and an auditory experiment. KW - sound radiation pattern KW - audio interpolation KW - audio filtering KW - FHD KW - VSVR Y1 - 2006 VL - 20 IS - 1 SP - 41 EP - 47 ER - TY - CHAP A1 - Herder, Jens A1 - Wilke, Michael A1 - Heimbach, Julia A1 - Göbel, Sebastian A1 - Marinos, Dionysios T1 - Simple Actor Tracking for Virtual TV Studios Using a Photonic Mixing Device T2 - 12th International Conference on Human and Computer N2 - Virtual TV studios use actor tracking systems for resolving the occlusion of computer graphics and studio camera image. The actor tracking delivers the distance between actor and studio camera. We deploy a photonic mixing device, which captures a depth map and a luminance image at low resolution. The renderer engines gets one depth value per actor using the OSC protocol. We describe the actor recognition algorithm based on the luminance image and the depth value calculation. We discuss technical issues like noise and calibration. KW - actor tracking KW - photonic mixing device KW - virtual studio KW - video processing KW - FHD KW - VSVR Y1 - 2009 CY - Hamamatsu / Aizu-Wakamatsu / Düsseldorf ER -