TY - CHAP A1 - Vierjahn, Tom A1 - Wöldecke, Björn A1 - Geiger, Christian A1 - Herder, Jens T1 - Improved Direction Signalization Technique Employing Vibrotactile Feedback T2 - 11th Virtual Reality International Conference, VRIC'2009 N2 - Vibrotactile feedback via body-worn vibrating belts is a common means of direction signalization - e.g. for navigational tasks. Consequently such feedback devices are used to guide blind or visually impaired people but can also be used to support other wayfinding tasks - for instance, guiding actors in virtual studio productions. Recent effort has been made to simplify this task by integrating vibrotactile feedback into virtual studio applications. In this work we evaluate the accuracy of an improved direction signalization technique, utilizing a body-worn vibrotactile belt with a limited number of tactors, and compare it to other work. The results from our user study indicate that it is possible to signalize different directions accurately, even with a small number of tactors spaced by 90°. KW - tactile feedback KW - direction signalization KW - wayfinding KW - human factors KW - FHD KW - VSVR Y1 - 2009 SN - 2-9515730-8-1 SP - 1 EP - 8 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 - Flasko, Matthias A1 - Pogscheba, Patrick A1 - Herder, Jens A1 - Vonolfen, Wolfgang T1 - Heterogeneous binocular camera-tracking in a Virtual Studio T2 - 8. Workshop Virtuelle und Erweiterte Realität der GI-Fachgruppe VR/AR N2 - This paper presents a tracking of parts of a human body in a virtual TV studio environment. The tracking is based on a depth camera and a HD studio camera and aims at a realistic interaction between the actor and the computer generated environment. Stereo calibration methods are used to match corresponding pixels of both cameras (HD color and depth image). Hence the images were rectified and column aligned. The disparity is used to correct the depth image pixel by pixel. This image registration results in row and column aligned images where ghost regions are in the depth image resulting from occlusion. Both images are used to generate foreground masks with chroma and depth keying. The color image is taken for skin color segmentation to determine and distinguish the actor’s hands and face. In the depth image the flesh colored regions were used to determine their spatial position. The extracted positions were augmented by virtual objects. The scene is rendered correctly with virtual camera parameters which were calculated from the camera calibration parameters. Generated computer graphics with alpha value are combined with the HD color images. This compositing shows interaction with augmented objects for verification. The additional depth information results in changing the size of objects next to the hands when the actor moves around. KW - virtual studio KW - camera-tracking KW - VSVR Y1 - 2011 CY - Wedel ER - TY - CHAP A1 - Herder, Jens A1 - Neider, Christian A1 - Kinuwaki, Shinichi T1 - HDR-based lighting estimation for virtual studio (TV) environments T2 - 10th International Conference on Human and Computer N2 - Two high dynamic range HDR environments maps based on video streams from fish-eye lens cameras are used for generating virtual lights in a virtual set renderer. The task of realistic virtual light setup of scenes using captured environment maps might be eased as well as visual quality improves. We discuss the light setting problem for virtual studio tv productions which have mixed scenes of real objects, actors, virtual objects and virtual backgrounds. Benefits of hdr interactive light control are that the real light in the studio does not have to be remodeled and the artistic impression by using the light in the studio is also captured. An analysis of system requirements identifies technical challenges. We discuss the properties of a prototype system including test production. KW - HDR environment maps KW - light interaction KW - tracking KW - virtual set environments KW - Virtual (TV) Studio KW - video processing KW - FHD KW - VSVR Y1 - 2007 SP - 111 EP - 117 CY - Düsseldorf, Aizu-Wakamatsu ER - TY - CHAP A1 - Herder, Jens A1 - Daemen, Jeff A1 - Haufs-Brusberg, Peter A1 - Abdel Aziz, Isis ED - Brunnett, Guido ED - Coquillart, Sabine ED - van Liere, Robert ED - Welch, Gregory ED - Váša, Libor T1 - Four Metamorphosis States in a Distributed Virtual (TV) Studio: Human, Cyborg, Avatar, and Bot - Markerless Tracking and Feedback for Realtime Animation Control T2 - Virtual Realities: International Dagstuhl Seminar, Dagstuhl Castle, Germany, June 9-14, 2013, Revised Selected Papers KW - Markeless tracking KW - virtual studio KW - Avatars KW - virtual characters KW - Interaction feedback KW - VSVR KW - Virtual (TV) Studio Y1 - 2015 UR - https://link.springer.com/chapter/10.1007/978-3-319-17043-5_2 SN - 978-3-319-17042-8 U6 - https://doi.org/10.1007/978-3-319-17043-5_2 VL - LNCS, 8844 SP - 16 EP - 32 PB - Springer CY - Cham ER - TY - CHAP A1 - Burga, Jose A1 - Daemen, Jeff A1 - Djuderija, Sascha A1 - Gnehr, Maren A1 - Goossens, Lars A1 - Hartz, Sven A1 - Haufs-Brusberg, Peter A1 - Herder, Jens A1 - Ibrahim, Mohammed A1 - Koop, Nikolas A1 - Leske, Christophe A1 - Meyer, Laurid A1 - Müller, Antje A1 - Salgert, Björn A1 - Schroeder, Richard A1 - Thiele, Simon T1 - Four Metamorphosis States in a Distributed Virtual (TV) Studio: Human, Cyborg, Avatar, and Bot T2 - 10th International Conference on Visual Media Production (CVMP 2013), London N2 - The major challenge in virtual studio technology is the interaction between the actor and virtual objects. Within a distributed live production, two locally separated markerless tracking systems where used simultaneously alongside a virtual studio. The production was based on a fully tracked actor, cyborg (half actor, half graphics), avatar, and a bot. All participants could interact and throw a virtual disc. This setup is compared and mapped to Milgram’s continuum and technical challenges are described. KW - TV KW - Distributed Virtual KW - Studio KW - Human KW - Cyborg KW - Avatar KW - Bot KW - VSVR Y1 - 2013 CY - London 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 A1 - Cohen, Michael ED - Gorayska, Barbara ED - Nehaniv, Chrystopher L. ED - Marsh, Jonathon P. T1 - Enhancing Perspicuity of Objects in Virtual Reality Environments T2 - Proceedings, Second International Conference on Cognitive Technology N2 - In an information-rich Virtual Reality (VR) environment, the user is immersed in a world containing many objects providing that information. Given the finite computational resources of any computer system, optimization is required to ensure that the most important information is presented to the user as clearly as possible and in a timely fashion. In particular, what is desired are means whereby the perspicuity of an object may be enhanced when appropriate. An object becomes more perspicuous when the information it provides to the user becomes more readily apparent. Additionally, if a particular object provides high-priority information, it would be advantageous to make that object obtrusive as well as highly perspicuous. An object becomes more obtrusive if it draws attention to itself (or equivalently, if it is hard to ignore). This paper describes a technique whereby objects may dynamically adapt their representation in a user's environment according to a dynamic priority evaluation of the information each object provides. The three components of our approach are: - an information manager that evaluates object information priority, - an enhancement manager that tabulates rendering features associated with increasing object perspicuity and obtrusion as a function of priority, and - a resource manager that assigns available object rendering resources according to features indicated by the enhancement manager for the priority set for each object by the information manager. We consider resources like visual space (pixels), sound spatialization channels (mixels), MIDI/audio channels, and processing power, and discuss our approach applied to different applications. Assigned object rendering features are implemented locally at the object level (e.g., object facing the user using the billboard node in VRML 2.0) or globally, using helper applications (e.g., active spotlights, semi-automatic cameras). KW - autonomous actors KW - obtrusion KW - perspicuity KW - spatial media KW - spatialization KW - user interface design man-machine interfaces KW - Virtual Reality Y1 - 1997 SN - 0-8186-8084-9 SP - 228 EP - 237 PB - IEEE CY - Los Alamitos ER - TY - CHAP A1 - Ryskeldiev, Bektur A1 - Ochiai, Yoichi A1 - Cohen, Michael A1 - Herder, Jens T1 - Distributed Metaverse: Creating Decentralized Blockchain-based Model for Peer-to-peer Sharing of Virtual Spaces for Mixed Reality Applications T2 - Proceedings of the 9th Augmented Human International Conference N2 - Mixed reality telepresence is becoming an increasingly popular form of interaction in social and collaborative applications. We are interested in how created virtual spaces can be archived, mapped, shared, and reused among different applications. Therefore, we propose a decentralized blockchain-based peer-to-peer model of distribution, with virtual spaces represented as blocks. We demonstrate the integration of our system in a collaborative mixed reality application and discuss the benefits and limitations of our approach. KW - Blockchain KW - Groupware KW - Mixed Reality KW - Mobile Computing KW - Photospherical Imagery Y1 - 2018 UR - http://vsvr.medien.hs-duesseldorf.de/publications/ah2018-blockchain-streamspace-abstract.html SN - 978-1-4503-5415-8 U6 - https://doi.org/10.1145/3174910.3174952 SP - 7 EP - 9 PB - ACM 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 - 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 - 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 - Geiger, Christian A1 - Herder, Jens A1 - Göbel, Sebastian A1 - Heinze, Christin A1 - Marinos, Dionysios T1 - Design and Virtual Studio Presentation of a Traditional Archery Simulator T2 - Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen, Duisburg, Germany, September 12-15, 2010 N2 - In this paper we describe the design of a virtual reality simulator for traditional intuitive archery. Traditional archers aim without a target figure. Good shooting results require an excellent body-eye coordination that allows the user to perform identical movements when drawing the bow. Our simulator provides a virtual archery experience and supports the user to learn and practice the motion sequence of traditional archery in a virtual environment. We use an infrared tracking system to capture the user’s movements in order to correct his movement. To provide a realistic haptic feedback a real bow is used as interaction device. Our system provides a believable user experience and supports the user to learn how to shoot in the traditional way. Following a user-centered iterative design approach we developed a number of prototypes and evaluated them for refinement in sequent iteration cycles. For illustration purposes we created a short video clip in our virtual studio about this project that presents the main ideas in an informative yet entertaining way. KW - vr archery KW - 3D interaction KW - interactive sport simulation KW - user experience KW - user-centered design KW - Lehre KW - VSVR KW - Virtual Reality Y1 - 2010 UR - https://dl.gi.de/handle/20.500.12116/7385;jsessionid=149F7CDB1184309727393899BD806939 UR - http://ceur-ws.org/Vol-634/Entertainment-Interfaces-Proceedings03.pdf SP - 37 EP - 44 CY - Duisburg 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 - Becker, Thomas A1 - Herder, Jens T1 - Cost effective tangibles using fiducials for infrared multi-touch frames T2 - 15th International Conference on Human and Computer N2 - The late immersion of multi-touch sensitive displays enables the use of tangibles on multi-touch screens. There a several wide spread and/or sophisticated solutions to fulfill this need but they seem to have some flaws. One popular system at the time of writing is an overlay frame that can be placed on a normal display with the corresponding size. The frame creates a grid with infrared light emitting diodes. The disruption of this grid can be detected and messages with the positions are sent via usb to a connected computer. This system is quite robust in matters of ambient light insensitivity and also fast to calibrate. Unfortunately it is not created with the recognition of tangibles in mind and printed patterns can not be resolved. This article summarizes an attempt to create fiducials that are recognized by an infrared multi-touch frame as fingers. Those false fingers are checked by a software for known patterns. Once a known pattern (= fiducial) has been recognized its position and orientation are send with the finger positions towards the interactive software. The usability is tested with an example application where tangibles and finger touches are used in combination. KW - low cost multi-touch infrared overlay frame KW - fiducial tangible recognition KW - FHD Y1 - 2012 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:due62-opus-16011 UR - http://vsvr.medien.hs-duesseldorf.de/publications/hc2012-fiducials-abstract.html N1 - Copyright 2012 University of Aizu Press CY - Hamamatsu/Aizu-Wakamatsu/Duesseldorf ER - TY - CHAP A1 - Herder, Jens T1 - Cooperative Tools for Teaching : an Impact of a Network Environment T2 - Annual Report of the Information Systems and Technology Center, University of Aizu, October 1997 N2 - Education at the University of Aizu is focussed upon computer science. Besides being the subject matter of many courses, however, the computer also plays a vital role in the educational process itself, both in the distribution of instructional media, and in providing students with valuable practical experience. All students have unlimited access (24-hours-a-day) to individual networked workstations, most of which are multimedia-capable (even video capture is possible in two exercise rooms). Without software and content tailored for computer-aided instruction, the hardware becomes an expensive decoration. In any case, there is a need to better educate the instructors and students in the use of the equipment. In the interest of facilitating effective, collaborative use of network-based computers in teaching, this article explores the impact that a network environment can have on such activities. First, as a general overview, and to examine the motivation for the use of a network environment in teaching, this article reviews a range of different styles of collaboration. Then the article shows what kind of tools are available for use, within the context of what has come to be called Computer-Supported Cooperative Work (CSCW). KW - CAI KW - CAT KW - computer education KW - collaborative work KW - CSCW KW - groupware KW - FHD Y1 - 1997 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:due62-opus-827 SP - 3 EP - 8 CY - Aizu ER - TY - CHAP A1 - Ballester Ripoll, Marina A1 - Herder, Jens A1 - Ladwig, Philipp A1 - Vermeegen, Kai ED - Pfeiffer, Thies ED - Fröhlich, Julia ED - Kruse, Rolf T1 - Comparison of two Gesture Recognition Sensors for Virtual TV Studios T2 - GI-VRAR, Workshop Proceedings / Tagungsband: Virtuelle und Erweiterte Realität – 13. Workshop der GI-Fachgruppe VR/AR, N2 - In order to improve the interactivity between users and computers, recent technologies focus on incorporating gesture recognition into interactive systems. The aim of this article is to evaluate the effectiveness of using a Myo control armband and the Kinect 2 for recognition of gestures in order to interact with virtual objects in a weather report scenario. The Myo armband has an inertial measurement unit and is able to read electrical activity produced by skeletal muscles, which can be recognized as gestures, which are trained by machine learning. A Kinect sensor was used to build up a dataset which contains motion recordings of 8 different gestures and was also build up by a gesture training machine learning algorithm. Both input methods, the Kinect 2 and the Myo armband, were evaluated with the same interaction patterns in a user study, which allows a direct comparison and reveals benefits and limits of each technique. KW - Gesture recognition KW - Interaction KW - Kinect KW - Myo KW - Virtual (TV) Studio KW - Lehre Y1 - 2016 UR - http://vsvr.medien.hs-duesseldorf.de/publications/gi-vrar2016-gesture-abstract.html SN - 978-3-8440-4718-9 PB - Shaker Verlag CY - Herzogenrath 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 - 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 - Deppe, Robert A1 - Nemitz, Oliver A1 - Herder, Jens ED - Herder, Jens ED - Geiger, Christian ED - Dörner, Ralf ED - Grimm, Paul T1 - Augmented reality for supporting manual non-destructive ultrasonic testing of metal pipes and plates T2 - Workshop Proceedings / Tagungsband: Virtuelle und Erweiterte Realität – 15. Workshop der GI-Fachgruppe VR/AR N2 - We describe an application of augmented reality technology for non-destructive testing of products in the metal-industry. The prototype is created with hard- and software, that is usually employed in the gaming industry, and delivers positions for creating ultra- sonic material scans (C-scans). Using a stereo camera in combination with an hmd enables realtime visualisation of the probes path, as well as the setting of virtual markers on the specimen. As a part of the implementation the downhill simplex optimization algorithm is implemented to fit the specimen to a cloud of recorded surface points. The accuracy is statistically tested and evaluated with the result, that the tracking system is accurate up to ca. 1-2 millimeters in well set-up conditions. This paper is of interest not only for research institutes of the metal-industry, but also for any areas of work, in which the enhancement with augmented reality is possible and a precise tracking is necessary. KW - Nondestructive Testing KW - Ultrasonic KW - Augmented Reality KW - Tracking KW - Stereo camera KW - M Y1 - 2018 UR - http://vsvr.medien.hs-duesseldorf.de/publications/gi-vrar2018-ar-in-ndt/ SN - 978-3-8440-6215-1 U6 - https://doi.org/10.2370/9783844062151 SP - 45 EP - 52 PB - Shaker Verlag CY - Herzogenrath ER -