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 - Novotny, Tom A1 - Jaensch, Kai A1 - Herder, Jens T1 - A Database Driven and Virtual Reality supported Environment for Marketing Studies JF - Journal of the 3D-Forum Society N2 - In today’s market research mechanisms multi modal technologies are significant tools to perform flexible and price efficient studies for not only consumer products but also consumer goods. Current appraisal mechanisms in combination with applied computer graphics can improve the assessment of a product’s launch in the very early design phase or an innovation process. The combination of online questionnaires, Virtual Reality (VR) applications and a database management system offers a powerful tool to let a consumer judge products as well as innovated goods even without having produced a single article. In this paper we present an approach of consumer good studies consisting of common as well as interactive VR product presentations and online questionnaires bases on a bidirectional database management solution to configure and manage numerous studies, virtual sets, goods and participants in an effective way to support the estimation of the received data. Non-programmers can create their test environment including a VR scenario very quickly without any effort. Within the extensive knowledge of consumer goods, marketing instruments can be defined to shorten and improve the rollout process in the early product stages. KW - virtual environments KW - databases KW - marketing studies KW - FHD KW - VSVR Y1 - 2005 VL - 19 IS - 4 SP - 95 EP - 101 ER - TY - CHAP A1 - Schirrwagen, Jochen A1 - Herder, Jens A1 - Uwe Möbius, Michael A1 - Regulski, Katharina T1 - Charakteristiken einer netzgestützten wissenschaftlichen Kommunikation und Umsetzung in Infrastruktur und Publikationsformen T2 - German e-Science Conference 2007 N2 - Neue Formen der wissenschaftlichen Kommunikation basieren auf Fortschritten in den Informations- und Kommunikationstechnologien. Das dadurch mögliche kollaborative wissenschaftliche Arbeiten liefert Ergebnisse, die in vielfältigen Formaten, als Text, Simulationsdaten oder multimediale Elemente vorliegen. Daraus ergeben sich besondere Anforderungen an Publikations- und Kommunikatonsinfrastrukturen, wie Interoperabilität, Repräsentation, Verteilung und Archivierung derartiger komplexer digitaler Objekte. Mit der Initiative Digital Peer Publishing existiert eine Infrastruktur für das Publizieren in elektronischen Zeitschriften. Dieses Publikationsformat erlaubt neben einem schnellen Wissenstransfer eine umfassende Repräsentation wissenschaftlicher Ergebnisse. Das Journal of Virtual Reality and Broadcasting als Teil dieser Initiative zeigt am Beispiel des elektronischen Publikationsprozesses den Stand der Wissensvernetzung in seiner Community, sowie aktuelle Entwicklungen um die Erweiterung innovativer Funktionen. KW - Kommunikationstechnologie KW - E-Science KW - E-Science KW - Knowledge Networking KW - FHD KW - VSVR Y1 - 2007 CY - Baden-Baden ER - TY - CHAP A1 - Herder, Jens A1 - Geiger, Christian A1 - Lehmann, Anke A1 - Vierjahn, Tom A1 - Wöldecke, Björn ED - Gausemeier, Jürgen ED - Grafe, Michael T1 - Designstrategien für den Einsatz von vibrotaktielem Feedback in Mixed Reality Anwendungen T2 - Augmented & Virtual Reality in der Produktentstehung KW - Mixed Reality KW - Human Computer Interaktion KW - Vibrotaktiles Feedback KW - Haptik Y1 - 2009 SN - 978-3-939350-71-2 VL - 232 SP - 225 EP - 240 PB - Heinz Nixdorf Institut, Universität Paderborn CY - Paderborn 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 - 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 - TY - CHAP A1 - Herder, Jens A1 - Cohen, Michael T1 - Design of a Helical Keyboard T2 - icad'96 - International Conference on Auditory Display, Palo Alto N2 - Inspired by the cyclical nature of octaves and helical structure of a scale (Shepard, '82 and '83), we prepared a model of a piano-style keyboard (prototyped in Mathematica), which was then geometrically warped into a left-handed helical configuration, one octave/revolution, pitch mapped to height. The natural orientation of upper frequency keys higher on the helix suggests a parsimonious left-handed chirality, so that ascending notes cross in front of a typical listener left to right. Our model is being imported (via the dxf file format) into (Open Inventor/)VRML, where it can be driven by MIDI events, realtime or sequenced, which stream is both synthesized (by a Roland Sound Module), and spatialized by a heterogeneous spatial sound backend (including the Crystal River Engineering Acoustetron II and the Pioneer Sound Field Control speaker-array System), so that the sound of the respective notes is directionalized with respect to sinks, avatars of the human user, by default in the tube of the helix. This is a work-in-progress which we hope to be fully functional within the next few months. Y1 - 1996 CY - Palo Alto 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 - 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 -