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 - 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 - 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 - 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 - Cohen, Michael A1 - Herder, Jens A1 - Martens, William T1 - Panel: Eartop computing and cyberspatial audio technology T2 - IEEE-VR2001: IEEE Virtual Reality KW - VSVR Y1 - 2001 SN - 0-7695-0948-7 SP - 322 EP - 323 PB - IEEE CY - Yokohama 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 - Herder, Jens T1 - Interactive Content Creation with Virtual Set Environments JF - Journal of the 3D-Forum Society N2 - Digital broadcasting enables interactive \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 - Interactive Media KW - Sound Spatialization KW - Virtual Sets KW - virtual studio KW - VSVR Y1 - 2001 VL - 15 IS - 4 SP - 53 EP - 56 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 - 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 - 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 - 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 - 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 T1 - Optimization of Sound Spatialization Resource Management through Clustering T2 - Second International Conference on Human and Computer N2 - Level-of-detail is a concept well-known in computer graphics to reduce the number of rendered polygons. Depending on the distance to the subject (viewer), the objects’ representation is changed. A similar concept is the clustering of sound sources for sound spatialization. Clusters can be used to hierarchically organize mixels and to optimize the use of resources, by grouping multiple sources together into a single representative ource. Such a clustering process should minimize the error of position allocation of elements, perceived as angle and distance, and also differences between velocity relative to the sink (i.e., Doppler shift). Objects with similar direction of motion and speed (relative to sink) in the same acoustic resolution cone and with similar distance to a sink can be grouped together. KW - audio rendering KW - clustering, and human perception KW - Resource Management KW - Sound Spatialization Y1 - 1999 SP - 1 EP - 7 CY - Aizu-Wakamatsu ER - TY - CHAP A1 - Herder, Jens T1 - Visualization of a Clustering Algorithm of Sound Sources based on Localization Errors T2 - Second International Conference on Human and Computer N2 - A module for soundscape monitoring and visualizing resource management processes was extended for presenting clusters, generated by a novel sound source clustering algorithm. This algorithm groups multiple sound sources together into a single representative source, considering localization errors depending on listener orientation. Localization errors are visualized for each cluster using resolution cones. Visualization is done in runtime and allows understanding and evaluation of the clustering algorithm. KW - audio rendering, clustering KW - human perception KW - Resource Management KW - Sound Spatialization KW - Visualization Y1 - 1999 SP - 1 EP - 5 CY - Aizu-Wakamatsu ER - TY - CHAP A1 - 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 - 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 - 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 - CHAP A1 - Davin, Till A1 - Herder, Jens ED - Weier, Martin ED - Bues, Matthias ED - Wechner, Reto T1 - Real-Time Relighting of Video Streams for Augmented Virtuality Scenes T2 - GI VR / AR Workshop. Gesellschaft für Informatik e.V. KW - Virtual (TV) Studio Y1 - 2021 U6 - https://doi.org/10.18420/vrar2021_6 PB - Gesellschaft für Informatik e.V. (GI) CY - Bonn 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 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:due62-opus-16665 SP - 111 EP - 117 CY - Düsseldorf, Aizu-Wakamatsu ER -