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 - Jaensch, Kai A1 - Garbe, Katharina ED - Gausemeier, Jürgen ED - Grafe, Michael T1 - Haptische Interaktionen in Testumgebungen für Produktpräsentation in Virtuellen Umgebungen T2 - Augmented and Virtual Reality in der Produktentstehung N2 - Durch den vermehrten Einsatz von multimedialen Technologien werden in der Marktforschung die Möglichkeiten der Durchführung flexibler und kostengünstiger Studien gegeben. In sehr frühen Phasen des Innovationsprozesses als Teil der Marktforschung können durch Einsatz von Virtuellen Umgebungen die Markteinführungskonzepte für neue Produkte getestet werden. Mittels Anwendungen der Virtuellen Realität können neue Produkte einschlieï‚lich des Marketingkonzeptes auch haptisch getestet werden, ohne dass dieses Produkt bereits physisch vorhanden sein muss. Informationen werden dem Benutzer in Virtuellen Umgebungen hauptsächlich visuell und ergänzend auditiv übermittelt. Verbreitete Benutzerschnittstellen sind Interaktionsgeräte wie Stylus und Wand. Durch die haptische Wahrnehmung werden Informationen menschengerechter, effektiver und intuitiver wahrgenommen. Objekte in einer virtuellen Umgebung können durch den Einsatz haptischer Interaktionsgeräte ertastet und erfühlt werden und machen dadurch eine differenziertere Beurteilung und Einschätzung durch den Benutzer eben dieser Objekte möglich. Der Fokus des vorliegenden Projektes liegt daher auf der interaktiven haptischen Produktpräsentation in einer virtuellen Einkaufsumgebung, die in Online-Befragungen mit zusätzlichen Werbefilmen eingebettet ist. Als Nebenprodukt wurde das Werkzeug Open Inventor um Knoten zur Modellierung von haptischen Szeneneigenschaften erweitert. KW - Haptik KW - Virtuelle Umgebungen KW - Interaktion KW - Mensch-Maschine-Kommunikation KW - Testumgebung KW - Produkttest KW - FHD KW - VSVR Y1 - 2006 SN - 3-939350-07-9 VL - 188 SP - 87 EP - 99 PB - Heinz Nixdorf Institut, Universität Paderborn CY - Paderborn ER - TY - JOUR A1 - Daemen, Jeff A1 - Herder, Jens A1 - Koch, Cornelius A1 - Ladwig, Philipp A1 - Wiche, Roman A1 - Wilgen, Kai T1 - Halbautomatische Steuerung von Kamera und Bildmischer bei Live-Übertragungen JF - Fachzeitschrift für Fernsehen, Film und Elektronische Medien N2 - Live-Video-Broadcasting mit mehreren Kameras erfordert eine Vielzahl von Fachkenntnissen. Robotersysteme ermöglichen zwar die Automatisierung von gängigen und wiederholten Tracking-Aufnahmen, diese erlauben jedoch keine kurzfristigen Anpassungen aufgrund von unvorhersehbaren Ereignissen. In diesem Beitrag wird ein modulares, automatisiertes Kamerasteuerungs- und Bildschnitt-System eingeführt, das auf grundlegenden kinematografischen Regeln basiert. Die Positionen der Akteure werden durch ein markerloses Tracking-System bereitgestellt. Darüber hinaus werden Tonpegel der Lavaliermikrofone der Akteure zur Analyse der aktuellen Szene verwendet. Ein Expertensystem ermittelt geeignete Kamerawinkel und entscheidet, wann von einer Kamera auf eine andere umgeschaltet werden soll. Eine Testproduktion wurde durchgeführt, um den entwickelten Prototyp in einem Live-Broadcast-Szenario zu beobachten und diente als Videodemonstration für eine Evaluierung. KW - Halbautomatische Roboterkamerasteuerung KW - Verfolgen von Darstellern KW - Bildmischer KW - Szenenanalyse KW - Filmregeln KW - Automatische Bildauswahl KW - Virtual (TV) Studio Y1 - 2017 N1 - Der Artikel ist eine Übersetzung von dem Konferenzbeitrag "Semi-Automatic Camera and Switcher Control for Live Broadcast", International Conference on Interactive Experiences for Television and Online Video, TVX'2016, Chicago, IL, USA, ACM, DOI=10.1145/2932206.2933559, June 22-24, 2016. IS - 11 SP - 501 EP - 505 PB - Schiele & Schön 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 - GEN A1 - Jarosch, Monika A1 - Herder, Jens A1 - Langmann, Mathias T1 - Entwicklung einer AR-Applikation zur kosteneffektiven volumetrischen Erfassung von Baugruben T2 - gis.Science N2 - Die volumetrische Erfassung von Aushüben auf Baustellen ist ein kostenrelevanter Faktor und wird auch heute im täglichen Baustellenbetrieb oft noch in manueller Detailarbeit durchgeführt. Kostengünstige Sensoren zur Tiefenerfassung ermöglichen die halbautomatische Erfassung von Baugruben. Augmented Reality (AR) kann für diesen Prozess das nötige Feedback liefern. Vorgestellt wird ein Prototyp, bestehend aus einem Tablet mit integrierter Kamera und einem Lidar-Scanner. Es wird die Erfassung des Volumens bezüglich Nutzbarkeit und Genauigkeit mit Einsatz von AR getestet und evaluiert. Zur Bestimmung des Volumens wird unter Verwendung von Strahlen mit Unterstützung einer Grafik-Engine ein Algorithmus entwickelt. Der Algorithmus ist robust gegen nicht vollständig geschlossene Volumen. Die Bedienung, Überprüfung und Visualisierung findet durch praktischen Einsatz von AR statt. KW - Volumenbestimmung KW - Augmented Reality KW - Baustelle KW - LIDAR KW - VSVR Y1 - 2022 UR - https://gispoint.de/artikelarchiv/gis/2022/gisscience-ausgabe-22022/7427-entwicklung-einer-ar-applikation-zur-kosteneffektiven-volumetrischen-erfassung-von-baugruben.html SN - 2698-4571 N1 - Der Artikel ist als PDF beim Verlag herunterladbar. Dieses wurde nach 3 Monaten freigeschaltet. Vorher war ein Abonnement notwendig. VL - 2022 IS - 2 SP - 75 EP - 83 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 - 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 - 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 - 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 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 - TY - CHAP A1 - Brettschneider, Nico A1 - Herder, Jens A1 - de Mooij, Jeroen A1 - Ryskeldiev, Bektur ED - Herder, Jens T1 - Audio vs. Visual Avatars as Guides in Virtual Environments T2 - 21th International Conference on Human and Computer, HC-2018, March 27–28, 2019, Shizuoka University, Hamamatsu, Japan. N2 - Through constant technical progress, multi-user virtual reality is transforming towards a social activity that is no longer only used by remote users, but also in large-scale location-based experiences. We evaluate the usage of realtime-tracked avatars in co-located business-oriented applications in a "guide-user-scenario" in comparison to audio only instructions. The present study examined the effect of an avatar-guide on the user-related factors of Spatial Presence, Social Presence, User Experience and Task Load in order to propose design guidelines for co-located collaborative immersive virtual environments. Therefore, an application was developed and a user study with 40 participants was conducted in order to compare both guiding techniques of a realtime-tracked avatar guide and a non-visualised guide with otherwise constant conditions. Results reveal that the avatar-guide enhanced and stimulated communicative processes while facilitating interaction possibilities and creating a higher sense of mental immersion for users. Furthermore, the avatar-guide appeared to make the storyline more engaging and exciting while helping users adapt to the medium of virtual reality. Even though no assertion could be made concerning the Task Load factor, the avatar-guide achieved a higher subjective value on User Experience. Due to the results, avatars can be considered valuable social elements in the design of future co-located collaborative virtual environments. KW - Virtual Reality KW - Co-located Collaborations KW - Networked Immersive Virtual Environments KW - Head-mounted Display KW - Avatars KW - Lehre Y1 - 2019 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:due62-opus-23859 UR - https://vsvr.medien.hs-duesseldorf.de/publications/hc2018-avatar/ PB - Hochschule Düsseldorf CY - Düsseldorf ER - TY - JOUR A1 - Kunii, Tosiyasu L. A1 - Herder, Jens A1 - Myszkowski, Karol A1 - Okunev, Oleg A1 - Okuneva, Galina A1 - Ibusuki, Masumi T1 - Articulation Simulation for an Intelligent Dental Care System JF - Displays N2 - CAD/CAM techniques are used increasingly in dentistry for design and fabrication of teeth restorations. An important issue is preserving occlusal contacts of teeth after restoration. Traditional techniques based on the use of casts with mechanical articulators require manual adjustment of occlusal surface, which becomes impractical when hard restoration materials like porcelain are used; they are also time and labor consuming. Most existing computer systems ignore completely such an articulation check, or perform the check at the level of a tooth and its immediate neighbors. We present a new mathematical model and a related user interface for global articulation simulation, developed for the Intelligent Dental Care System project. The aim of the simulation is elimination of the use of mechanical articulators and manual adjustment in the process of designing dental restorations and articulation diagnostic. The mathematical model is based upon differential topological modeling of the jawbs considered as a mechanical system. The user interface exploits metaphors that are familiar to dentists from everyday practice. A new input device designed specifically for use with articulation simulation is proposed. Y1 - 1994 VL - 15 IS - 3 SP - 181 EP - 188 ER - TY - CHAP A1 - Ryskeldiev, Bektur A1 - Cohen, Michael A1 - Herder, Jens T1 - Applying rotational tracking and photospherical imagery to immersive mobile telepresence and live video streaming groupware T2 - Proceeding SA '17 SIGGRAPH Asia 2017 Mobile Graphics & Interactive Applications, Article No. 5 N2 - Mobile live video streaming is becoming an increasingly popular form of interaction both in social media and remote collaboration scenarios. However, in most cases the streamed video does not take mobile devices' spatial data into account (e.g., the viewers do not know the spatial orientation of a streamer), or use such data only in specific scenarios (e.g., to navigate around a spherical video stream). KW - spatial media KW - rotational tracking KW - mixed reality KW - live streaming KW - social media KW - telepresence KW - mobile computing KW - groupware KW - photospherical imagery Y1 - 2017 UR - https://dl.acm.org/citation.cfm?doid=3132787.3132813 SN - 978-1-4503-5410-3 U6 - https://doi.org/10.1145/3132787.3132813 PB - ACM CY - New York ER - TY - CHAP A1 - Herder, Jens T1 - Applications of Spatial Auditory Displays in the Context of Art and Music T2 - Human Supervision and Control in Engineering and Music KW - VSVR Y1 - 2001 PB - Universität Kassel CY - Kassel ER - TY - JOUR A1 - Amano, Katsumi A1 - Matsushita, Fumio A1 - Yanagawa, Hirofumi A1 - Cohen, Michael A1 - Herder, Jens A1 - Martens, William A1 - Koba, Yoshiharu A1 - Tohyama, Mikio T1 - A Virtual Reality Sound System Using Room-Related Transfer Functions Delivered Through a Multispeaker Array: the PSFC at the University of Aizu Multimedia Center JF - TVRSJ N2 - The PSFC, or Pioneer Sound Field Controller, is a DSP-driven hemispherical loudspeaker array, installed at the University of Aizu Multimedia Center. The PSFC features realtime manipulation of the primary components of sound spatialization for each of two audio sources located in a virtual environment, including the content (apparent direction and distance) and context (room characteristics: reverberation level, room size and liveness). In an alternate mode, it can also direct the destination of the two separate input signals across 14 loudspeakers, manipulating the direction of the virtual sound sources with no control over apparent distance other than that afforded by source loudness (including no simulated environmental reflections or reverberation). The PSFC speaker dome is about 10 m in diameter, accommodating about fifty simultaneous users, including about twenty users comfortably standing or sitting near its ``sweet spot,'' the area in which the illusions of sound spatialization are most vivid. Collocated with a large screen rear-projection stereographic display, the PSFC is intended for advanced multimedia and virtual reality applications. KW - audio signal processing, audio telecommunications KW - auralization KW - calm technology KW - directional mixing console KW - multichannel sound reproduction KW - room-related transfer functions KW - roomware KW - sound localization KW - virtual conferencing environment Y1 - 1998 U6 - https://doi.org/10.18974/tvrsj.3.1_1 VL - 3 IS - 1 SP - 1 EP - 12 PB - J-STAGE ER - TY - CHAP A1 - Herder, Jens A1 - Myszkowski, Karol A1 - Kunii, Tosiyasu L. A1 - Ibusuki, Masumi ED - Weghorst, Suzanne J. ED - Sieburg, Hans B. ED - Morgan, Karen S. T1 - A Virtual Reality Interface to an Intelligent Dental Care System T2 - Medicine Meets Virtual Reality 4 Y1 - 1996 SP - 17 EP - 20 PB - IOS Press CY - Amsterdam ER - TY - CHAP A1 - Ishikawa, Kimitaka A1 - Hirose, Minefumi A1 - Herder, Jens T1 - A Sound Spatialization Server for a Speaker Array as an Integrated Part of a Virtual Environment T2 - IEEE YUFORIC Germany 98 N2 - Spatial sound plays an important role in virtual reality environments, allowing orientation in space, giving a feeling of space, focusing the user on events in the scene, and substituting missing feedback cues (e.g., force feedback). The sound spatialization framework of the University of Aizu, which supports number of spatialization backends, has been extended to include a sound spatialization server for a multichannel loudspeaker array (Pioneer Sound Field Control System). Our goal is that the spatialization server allows easy integration into virtual environments. Modeling of distance cues, which are essential for full immersion, is discussed. Furthermore, the integration of this prototype into different applications allowed us to reveal the advantages and problems of spatial sound for virtual reality environments. KW - distance cue KW - loudspeaker array KW - psychoacoustic KW - sound spatialization server Y1 - 1998 UR - http://vsvr.medien.hs-duesseldorf.de/publications/ve98-spatial-server/welcome.html PB - IEEE CY - Stuttgart ER - TY - THES A1 - Herder, Jens T1 - A Sound Spatialization Resource Management Framework 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 practical system has only limited resources, including spatialization channels (mixels), MIDI/audio channels, and processing power. A sound spatialization resource manager, introduced in this thesis, controls sound resources and optimizes fidelity (presence) under given conditions, using a priority scheme based on psychoacoustics. Objects which are spatially close together can be coalesced by a novel clustering algorithm, which considers listener localization errors. Application programmers and VR scene designers are freed from the burden of assigning mixels and predicting sound source locations. The framework includes an abstract interface for sound spatialization backends, an API for the VR environments, and multimedia authoring tools. KW - audio rendering KW - human perception KW - Resource Management KW - Sound Spatialization Y1 - 1999 UR - http://vsvr.medien.hs-duesseldorf.de/publications/phd99-abstract.html PB - University of Tsukuba CY - Tsukuba ER - TY - JOUR A1 - Hesse, Jan A1 - König, Rainer A1 - Logi, Filippo A1 - Herder, Jens T1 - A Prototype of an Interface Builder for the Common Lisp Interface Manager - CLIB JF - ACM Sigplan Notices N2 - The Common Lisp Interface Manager (CLIM) is used to develop graphical user interfaces for Lisp-basedapplications. With the prototype of the CLIM interface Builder (CLIB) the programmer can generate code for CLIM interactively. The developing process will be fast and less prone to errors. With this new tool, the interactive rapid prototyping reduces costs of a specification phase. Here we present the concept and first results of the prototype of CLIB. Y1 - 1993 U6 - https://doi.org/10.1145/163114.163116 VL - 28 IS - 8 SP - 19 EP - 28 PB - Forschungszentrum Informatik (FZI), Technical Expert Systems and Robotics ER - TY - CHAP A1 - Paul, Felix A1 - Herder, Jens ED - Herder, Jens ED - Geiger, Christian ED - Dörner, Ralf ED - Grimm, Paul T1 - A model-based filtering approach for real-time human motion data T2 - Workshop Proceedings / Tagungsband: Virtuelle und Erweiterte Realität – 15. Workshop der GI-Fachgruppe VR/AR N2 - Acquiring human motion data from video images plays an important role in the field of computer vision. Ground truth tracking systems require markers to create high quality motion data. But in many applications it is desired to work without markers. In recent years affordable hardware for markerless tracking systems was made available at a consumer level. Efficient depth camera systems based on Time-of-Flight sensors and structured light systems have made it possible to record motion data in real time. However, the gap between the quality of marker-based and markerless systems is high. The error sources of a markerless motion tracking pipeline are discussed and a model-based filter is proposed, which adapts depending on spatial location. The proposed method is then proven to be more robust and accurate than the unfiltered data stream and can be used to visually enhance the presence of an actor within a virtual environment in live broadcast productions. KW - Virtual (TV) Studio Y1 - 2018 UR - http://vsvr.medien.hs-duesseldorf.de/publications/gi-vrar2018-filter/ SN - 978-3-8440-6215-1 U6 - https://doi.org/10.2370/9783844062151 SP - 37 EP - 44 PB - Shaker Verlag CY - Herzogenrath ER - TY - CHAP A1 - Vermeegen, Kai A1 - Herder, Jens ED - Herder, Jens ED - Geiger, Christian ED - Dörner, Ralf ED - Grimm, Paul T1 - A Lighthouse-based Camera Tracking System for Professional Virtual Studios T2 - Workshop Proceedings / Tagungsband: Virtuelle und Erweiterte Realität – 15. Workshop der GI-Fachgruppe VR/AR N2 - This article describes the possibilities and problems that occur using the SteamVR tracking 2.0 system as a camera tracking system in a virtual studio and explains an approach for implementation and calibration within a professional studio environment. The tracking system allows for cost effective deployment. Relevant application fields are also mixed reality recording and streaming of AR and VR experiences. KW - Camera Tracking KW - SteamVR KW - HMD KW - Virtual (TV) Studio KW - Augmented Virtuality Y1 - 2018 UR - http://vsvr.medien.hs-duesseldorf.de/publications/gi-vrar2018-lighthouse-vs/ SN - 978-3-8440-6215-1 U6 - https://doi.org/10.2370/9783844062151 N1 - Zugriff auf den Titel über die angegebene URL. Publication access via URL. SP - 19 EP - 26 PB - Shaker Verlag CY - Herzogenrath ER - TY - 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 - CHAP 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 T2 - 137th Regular Meeting of the Acoustical Society of America and the 2nd Convention of the European Acoustics Association 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 frequenc KW - audio rendering KW - first-order reflection KW - human perception KW - occluder Y1 - 1999 PB - Acoustical Society of America, European Acoustics Association CY - Berlin 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 - JOUR A1 - Herder, Jens A1 - Yamazaki, Yasuhiro T1 - A Chatspace Deploying Spatial Audio for Enhanced Conferencing JF - Journal of the 3D-Forum Society KW - VSVR Y1 - 2000 VL - 15 IS - 1 ER - TY - CHAP A1 - Herder, Jens A1 - Yamazaki, Yasuhiro T1 - A Chatspace Deploying Spatial Audio for Enhanced Conferencing T2 - Third International Conference on Human and Computer KW - VSVR Y1 - 2000 SP - 197 EP - 202 PB - University of Aizu CY - Aizu-Wakamatsu ER - TY - CHAP A1 - Baranowski, Artur A1 - Utzig, Sebastian A1 - Fischer, Philipp A1 - Gerndt, Andreas A1 - Herder, Jens ED - Herder, Jens ED - Geiger, Christian ED - Dörner, Ralf ED - Grimm, Paul T1 - 3D spacecraft configuration using immersive AR technology T2 - Workshop Proceedings / Tagungsband: Virtuelle und Erweiterte Realität – 15. Workshop der GI-Fachgruppe VR/AR N2 - In this paper we propose an integrated immersive augmented reality solution for a software tool supporting spacecraft design and verification. The spacecraft design process relies on expertise in many domains, such as thermal and structural engineering. The various subsystems of a spacecraft are highly interdependent and have differing requirements and constraints. In this context, interactive visualizations play an important role in making expert knowledge accessible. Recent immersive display technologies offer new ways of presenting and interacting with computer-generated content. Possibilities and challenges for spacecraft configuration employing these technologies are explored and discussed. A user interface design for an application using the Microsoft HoloLens is proposed. To this end, techniques for selecting a spacecraft component and manipulating its position and orientation in 3D space are developed and evaluated. Thus, advantages and limitations of this approach to spacecraft configuration are revealed and discussed. KW - spacecraft configuration KW - human computer interaction KW - augmented reality KW - 3D user interfaces KW - HoloLens Y1 - 2018 UR - http://vsvr.medien.hs-duesseldorf.de/publications/gi-vrar2018-ar-space/ SN - 978-3-8440-6215-1 U6 - https://doi.org/10.2370/9783844062151 SP - 71 EP - 82 PB - Shaker Verlag CY - Herzogenrath ER -