TY - CHAP A1 - Zimmer, Christian A1 - Drochtert, Daniel A1 - Geiger, Christian A1 - Brink, Michael A1 - Mütze, Rolf ED - Billinghurst, Mark ED - Rungjiratananon, Witawat T1 - Mobile previsualization using augmented reality T2 - SIGGRAPH Asia 2017 Mobile Graphics & Interactive Applications on - SA '17, Bangkok, 27.11.2017 - 30.11.2017 Y1 - 2017 UR - http://dl.acm.org/citation.cfm?doid=3132787 SN - 9781450354103 U6 - https://doi.org/10.1145/3132787.3132805 SP - 1 EP - 5 PB - ACM Press CY - New York ER - TY - CHAP A1 - Herder, Jens A1 - Takeda, Shinpei A1 - Vermeegen, Kai A1 - Davin, Till A1 - Berners, Dominique A1 - Ryskeldiev, Bektur A1 - Zimmer, Christian A1 - Druzetic, Ivana A1 - Geiger, Christian T1 - Mixed Reality Art Experiments - Immersive Access to Collective Memories T2 - ISEA2019, Proceedings, 25th International Symposium on Electronic Art, Gwangju, South Korea, June 22-28, 2019 N2 - We report about several experiments on applying mixed reality technology in the context of accessing collective memories from atomic bombs, Holocaust and Second World War. We discuss the impact of Virtual Reality, Augmented Virtuality and Augmented Reality for specific memorial locations. We show how to use a virtual studio for demonstrating an augmented reality application for a specific location in a remote session within a video conference. Augmented Virtuality is used to recreate the local environment, thus providing a context and helping the participants recollect emotions related to a certain place. This technique demonstrates the advantages of using virtual (VR) and augmented (AR) reality environments for rapid prototyping and pitching project ideas in a live remote setting. KW - Mixed Reality KW - Augmented Reality KW - Augmented Virtuality KW - Rapid Prototyping KW - Video Conferencing Y1 - 2019 UR - http://www.isea-archives.org/docs/2019/ISEA2019_Proceedings.pdf SP - 334 EP - 341 PB - IESA CY - Gwangju ER - TY - JOUR A1 - Steffens, Jochen A1 - Wilczek, Tobias A1 - Weinzierl, Stefan T1 - Junk Food or Haute Cuisine to the Ear? – Investigating the Relationship Between Room Acoustics, Soundscape, Non-Acoustical Factors, and the Perceived Quality of Restaurants JF - Frontiers in Built Environment N2 - Sound and music are well-studied aspects of the quality of experience in restaurants; the role of the room acoustical conditions, their influence on the visitors’ soundscape evaluation and their impact on the overall customer satisfaction in restaurants, however, has received less scientific attention. The present field study therefore investigated whether sound pressure level, reverberation time, and soundscape pleasantness can predict factors associated with overall restaurant quality. In total, 142 persons visiting 12 restaurants in Berlin rated relevant acoustical and non-acoustical factors associated with restaurant quality. Simultaneously, the A-weighted sound pressure level (LA,eq,15) was measured, and the reverberation time in the occupied state (T20,occ) was obtained by measurements performed in the unoccupied room and a subsequent calculation of the occupied condition according to DIN 18041. Results from linear mixed-effects models revealed that both the LA,eq,15 and T20,occ had a significant influence on soundscape pleasantness and eventfulness, whereby the effect of T20,occ was meditated by the LA,eq,15. Also, the LA,eq,15 as well as soundscape pleasantness were significant predictors of overall restaurant quality. A comprehensive structural equation model including both acoustical and non-acoustical factors, however, indicates that the effect of soundscape pleasantness on overall restaurant quality is mediated by the restaurant’s atmosphere. Our results support and extend previous findings which suggest that the acoustical design of restaurants involves a trade-off between comfort and liveliness, depending on the desired character of the place. KW - DOAJ Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:due62-opus-32115 SN - 2297-3362 N1 - The Supplementary Material for this article can be found online at: https://www.frontiersin.org/articles/10.3389/fbuil.2021.676009/full#supplementary-material; ut:000655121500001 VL - 676009 PB - Frontiers 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 - CHAP A1 - van Aerssen, Max A1 - Leich, Christian A1 - Schmidt, Holger A1 - Al Ali, Salar A1 - Benni, Abdulkader A1 - Tanz, Jakob T1 - CopypastaVulGuard - A browser extension to prevent copy and paste spreading of vulnerable source code in forum posts T2 - ARES '22: Proceedings of the 17th International Conference on Availability, Reliability and Security N2 - Forums such as Stack Overflow are used by many software developers to find a solution for a given coding problem. Found solutions, i.e. forum posts containing relevant source code, are utilized in a copy and paste manner. This behavior carries the risk that vulnerabilities contained in the source code of the forum posts are spread. Software developers should be able to identify vulnerable source code at an early stage, thereby preventing copying the corresponding source code. In this paper, we introduce the tool CopypastaVulGuard that identifies vulnerable source code in forum posts and allows software developers to omit the source code by marking the forum posts as dangerous. Our tool consists of a browser extension and a management application capable to address as examples SQL injections, remote code executions and deprecated functions based on a dump of the archive.org Stack Overflow data set. We present an evaluation of our tool's possible impact and relevance considering pros/cons and selected research questions. Y1 - 2022 U6 - https://doi.org/10.1145/3538969.3538973 SP - 1 EP - 8 PB - Association for Computing Machinery CY - New York ER - TY - JOUR A1 - Wojciechowski, Manfred A1 - Pogscheba, Patrick T1 - Building a COVID-Safe Navigation App Using a Meta-Model Based Context Server JF - sensors N2 - Building context-aware applications is an already widely researched topic. It is our belief that context awareness has the potential to supplement the Internet of Things, when a suitable methodology including supporting tools will ease the development of context-aware applications. We believe that a meta-model based approach can be key to achieving this goal. In this paper, we present our meta-model based methodology, which allows us to define and build application-specific context models and the integration of sensor data without any programming. We describe how that methodology is applied with the implementation of a relatively simple context-aware COVID-safe navigation app. The outcome showed that programmers with no experience in context-awareness were able to understand the concepts easily and were able to effectively use it after receiving a short training. Therefore, context-awareness is able to be implemented within a short amount of time. We conclude that this can also be the case for the development of other context-aware applications, which have the same context-awareness characteristics. We have also identified further optimization potential, which we will discuss at the conclusion of this article. KW - context awareness KW - internet of things KW - development methodology KW - meta model KW - context query language Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:due62-opus-39570 SN - 1424-8220 VL - 22 IS - 24 SP - 1 EP - 14 PB - MDPI ER - TY - CHAP A1 - Beckers, Kristian A1 - Faßbender, Stephan A1 - Heisel, Maritta A1 - Küster, Jan-Christoph A1 - Schmidt, Holger ED - Barthe, Gilles ED - Livshits, Benjamin ED - Scandariato, Riccardo T1 - Supporting the Development and Documentation of ISO 27001 Information Security Management Systems through Security Requirements Engineering Approaches T2 - Engineering Secure Software and Systems: 4th International Symposium, ESSoS 2012, Eindhoven, The Netherlands, February, 16-17, 2012. Proceedings KW - Security standards KW - requirements engineering KW - ISO27000 KW - ISO27001 KW - security Y1 - 2012 UR - https://link.springer.com/chapter/10.1007/978-3-642-28166-2_2 SN - 978-3-642-28165-5 U6 - https://doi.org/10.1007/978-3-642-28166-2_2 VL - LNCS, 7159 SP - 14 EP - 21 PB - Springer CY - Berlin, Heidelberg ER - TY - CHAP A1 - Beckers, Kristian A1 - Faßbender, Stephan A1 - Küster, Jan-Christoph A1 - Schmidt, Holger ED - Regnell, Björn ED - Damian, Daniela T1 - A Pattern-Based Method for Identifying and Analyzing Laws T2 - Requirements Engineering: Foundation for Software Quality: 18th International Working Conference, REFSQ 2012, Essen, Germany, March 19-22, 2012. Proceedings KW - compliance KW - law Y1 - 2012 UR - https://link.springer.com/chapter/10.1007/978-3-642-28714-5_23 SN - 978-3-642-28713-8 U6 - https://doi.org/10.1007/978-3-642-28714-5_23 VL - LNCS, 7195 SP - 256 EP - 262 PB - Springer CY - Berlin, Heidelberg ER - TY - CHAP A1 - Schwittek, Widura A1 - Schmidt, Holger A1 - Beckers, Kristian A1 - Eicker, Stefan A1 - Faßbender, Stephan A1 - Heisel, Maritta T1 - A Common Body of Knowledge for Engineering Secure Software and Services T2 - 2012 Seventh International Conference on Availability, Reliability and Security N2 - The discipline of engineering secure software and services brings together researchers and practitioners from software, services, and security engineering. This interdisciplinary community is fairly new, it is still not well integrated and is therefore confronted with differing perspectives, processes, methods, tools, vocabularies, and standards. We present a Common Body of Knowledge (CBK) to overcome the aforementioned problems. We capture use cases from research and practice to derive requirements for the CBK. Our CBK collects, integrates, and structures knowledge from the different disciplines based on an ontology that allows one to semantically enrich content to be able to query the CBK. The CBK heavily relies on user participation, making use of the Semantic MediaWiki as a platform to support collaborative writing. The ontology is complemented by a conceptual framework, consisting of concepts to structure the knowledge and to provide access to it, and a means to build a common terminology. We also present organizational factors covering dissemination and quality assurance. KW - software engineering KW - security engineering KW - services computing KW - common body of knowledge KW - interdisciplinary Y1 - 2012 UR - https://ieeexplore.ieee.org/document/6329223 SN - 978-1-4673-2244-7 U6 - https://doi.org/10.1109/ARES.2012.31 N1 - Sie haben Zugriff auf den Volltext innerhalb des HSD Campus. VL - NESSoS, ICT-2009.1.4 Trustworthy ICT, Grant No. 25698 SP - 499 EP - 506 PB - IEEE CY - Prague ER - TY - CHAP A1 - Beckers, Kristian A1 - Faßbender, Stephan A1 - Schmidt, Holger T1 - An Integrated Method for Pattern-Based Elicitation of Legal Requirements Applied to a Cloud Computing Example T2 - 2012 Seventh International Conference on Availability, Reliability and Security N2 - Considering legal aspects during software development is a challenging problem, due to the cross-disciplinary expertise required. The problem is even more complex for cloud computing systems, because of the international distribution, huge amounts of processed data, and a large number of stakeholders that own or process the data. Approaches exist to deal with parts of the problem, but they are isolated from each other. We present an integrated method for elicitation of legal requirements. A cloud computing online banking scenario illustrates the application of our methods. The running example deals with the problem of storing personal information in the cloud and based upon the BDSG (German Federal Data Protection Act). We describe the structure of the online banking cloud system using an existing pattern-based approach. The elicited information is further refined and processed into functional requirements for software development. Moreover, our method covers the analysis of security-relevant concepts such as assets and attackers particularly with regard to laws. The requirements artifacts then serve as inputs for existing patterns for the identification of laws relevant for the online banking cloud system. Finally, our method helps to systematically derive functional as well as security requirements that realize the previously identified laws. KW - law KW - security KW - requirements engineering KW - software architecture Y1 - 2012 UR - https://ieeexplore.ieee.org/document/6329218 SN - 978-0-7695-4775-6 U6 - https://doi.org/10.1109/ARES.2012.25 N1 - Sie haben Zugriff auf den Volltext innerhalb des HSD Campus. SP - 463 EP - 472 PB - IEEE CY - Prague ER - TY - CHAP A1 - Schmidt, Holger A1 - Hatebur, Denis A1 - Heisel, Maritta ED - Mouratidis, Haralambos T1 - A Pattern-Based Method to Develop Secure Software T2 - Software Engineering for Secure Systems: Industrial and Research Perspectives N2 - The authors present a security engineering process based on security problem frames and concretized security problem frames. Both kinds of frames constitute patterns for analyzing security problems and associated solution approaches. They are arranged in a pattern system that makes dependencies between them explicit. The authors describe step-by-step how the pattern system can be used to analyze a given security problem and how solution approaches can be found. Afterwards, the security problems and the solution approaches are formally modeled in detail. The formal models serve to prove that the solution approaches are correct solutions to the security problems. Furthermore, the formal models of the solution approaches constitute a formal specification of the software to be developed. Then, the specification is implemented by generic security components and generic security architectures, which constitute architectural patterns. Finally, the generic security components and the generic security architecture that composes them are refined and the result is a secure software product built from existing and/or tailor-made security components. KW - security KW - problems Y1 - 2011 SN - 978-1-61520-837-1 U6 - https://doi.org/10.4018/978-1-61520-837-1.ch003 SP - 32 EP - 74 PB - IGI Global CY - Hershey ER - TY - CHAP A1 - Jürjens, Jan A1 - Ochoa, Martín A1 - Schmidt, Holger A1 - Marchal, Loïc A1 - Houmb, Siv Hilde A1 - Islam, Shareeful ED - Bernardo, Marco ED - Issarny, Valérie T1 - Modelling Secure Systems Evolution: Abstract and Concrete Change Specifications T2 - Formal Methods for Eternal Networked Software Systems: 11th International School on Formal Methods for the Design of Computer, Communication and Software Systems, SFM 2011, Bertinoro, Italy, June 13-18, 2011. Advanced Lectures N2 - Developing security-critical systems is difficult, and there are many well-known examples of vulnerabilities exploited in practice. In fact, there has recently been a lot of work on methods, techniques, and tools to improve this situation already at the system specification and design. However, security-critical systems are increasingly long-living and undergo evolution throughout their lifetime. Therefore, a secure software development approach that supports maintaining the needed levels of security even through later software evolution is highly desirable. In this chapter, we recall the UMLsec approach to model-based security and discuss on tools and techniques to model and verify evolution of UMLsec models. KW - software evolution KW - UMLsec KW - UMLseCH KW - security Y1 - 2011 UR - https://link.springer.com/chapter/10.1007/978-3-642-21455-4_15 SN - 978-3-642-21455-4 U6 - https://doi.org/10.1007/978-3-642-21455-4_15 VL - LNCS, 6659 SP - 504 EP - 526 PB - Springer CY - Berlin, Heidelberg ER - TY - JOUR A1 - Schmidt, Holger T1 - Threat and Risk-Driven Security Requirements Engineering JF - International Journal of Mobile Computing and Multimedia Communications N2 - In this paper, the author aim to present a threat and risk-driven methodology to security requirements engineering. The chosen approach has a strong focus on gathering, modeling, and analyzing the environment in which a secure ICT-system to be built is located. The knowledge about the environment comprises threat and risk models. As presented in the paper, this security-relevant knowledge is used to assess the adequacy of security mechanisms, which are then selected to establish security requirements. KW - security KW - security engineering Y1 - 2011 U6 - https://doi.org/10.4018/jmcmc.2011010103 SN - 1937-9412 VL - 3 IS - 1 SP - 35 EP - 50 PB - IGI Global ER - TY - RPRT A1 - Schmidt, Holger A1 - Jürjens, Jan T1 - UMLsec4UML2 - Adopting UMLsec to Support UML2 T2 - LS 14 Software Engineering mit dem Schwerpunkt Entwicklung evolutionsfähiger Software und Systeme N2 - In this paper, we present an approach to adopt UMLsec, which is defined for UML 1.5, to support the current UML version 2.3. The new profile UMLsec4UML2 is technically constructed as a UML profile diagram, which is equipped with a number of integrity conditions expressed using OCL. Consequently, the UMLsec4UML2-profile can be loaded in any Eclipse-based EMF- and MDT-compatible UML editing tool to develop and analyze different kinds of security models. The OCL constraints replace the static checks of the tool support for the old UMLsec defined for UML 1.5. Thus, the UMLsec4UML2-profile not only provides the whole expresiveness of UML2.3 for security modeling, it also brings considerably more freedom in selecting a basic UML editing tool, and it integrates modeling and analyzing security models. Since UML2.3 comprises new diagram types, as well as new model elements and new semantics of diagram types already contained in UML1.5, we consider a number of these changes in detail. More specifically, we consider composite structure and sequence diagrams with respect to modeling security properties according to the original version of UMLsec. The goal is to use UMLsec4UML2 to specify architectural security patterns. KW - UMLsec KW - UML2 KW - OCL KW - security architecture KW - security pattern Y1 - 2011 UR - https://eldorado.tu-dortmund.de/handle/2003/27602?locale=de U6 - https://doi.org/10.17877/DE290R-990 N1 - Der Bericht kann über die angebenen URL aufgerufen werden. PB - Technische Hochschule Dortmund CY - Dortmund ER - TY - CHAP A1 - Heyman, Thomas A1 - Yskout, Koen A1 - Scandariato, Riccardo A1 - Schmidt, Holger A1 - Yu, Yijun ED - Erlingsson, Úlfar ED - Wieringa, Roel ED - Zannone, Nicola T1 - The Security Twin Peaks T2 - Engineering Secure Software and Systems: Third International Symposium, ESSoS 2011, Madrid, Spain, February 9-10, 2011. Proceedings KW - security KW - software architecture KW - requirements KW - patterns Y1 - 2011 UR - https://link.springer.com/book/10.1007/978-3-642-19125-1 SN - 978-3-642-19124-4 U6 - https://doi.org/10.1007/978-3-642-19125-1_13 VL - LNCS IS - 6542 SP - 167 EP - 180 PB - Springer CY - Berlin, Heidelberg ER - TY - CHAP A1 - Hatebur, Denis A1 - Heisel, Maritta A1 - Jürjens, Jan A1 - Schmidt, Holger ED - Giannakopoulou, Dimitra ED - Orejas, Fernando T1 - Systematic Development of UMLsec Design Models Based on Security Requirements T2 - Fundamental Approaches to Software Engineering: 14th International Conference, FASE 2011, Held as Part of the Joint European Conferences on Theory and Practice of Software, ETAPS 2011, Saarbrücken, Germany, March 26–April 3, 2011. Proceedings KW - security requirement KW - secquence diagram KW - eclipse modeling framework KW - patient monitoring system KW - security requirement engineering Y1 - 2011 UR - https://link.springer.com/chapter/10.1007/978-3-642-19811-3_17 SN - 978-3-642-19810-6 U6 - https://doi.org/10.1007/978-3-642-19811-3_17 VL - LNCS, 6603 SP - 232 EP - 246 PB - Springer CY - Berlin, Heidelberg ER - TY - CHAP A1 - Schmidt, Holger A1 - Jürjens, Jan ED - Mouratidis, Haralambos ED - Rolland, Colette T1 - Connecting Security Requirements Analysis and Secure Design Using Patterns and UMLsec T2 - Advanced Information Systems Engineering: 23rd International Conference, CAiSE 2011, London, UK, June 20-24, 2011. Proceedings KW - security requirement KW - secure design KW - architectual pattern Y1 - 2011 UR - https://link.springer.com/chapter/10.1007/978-3-642-21640-4_28 SN - 978-3-642-21639-8 U6 - https://doi.org/10.1007/978-3-642-21640-4_28 VL - LNCS, 6741 SP - 367 EP - 382 PB - Springer CY - Berlin, Heidelberg ER - TY - CHAP A1 - Jürjens, Jan A1 - Marchal, Loïc A1 - Ochoa, Martín A1 - Schmidt, Holger ED - France, Robert B. ED - Kuester, Jochen M. ED - Bordbar, Behzad ED - Paige, Richard F. T1 - Incremental Security Verification for Evolving UMLsec models T2 - Modelling Foundations and Applications: 7th European Conference, ECMFA 2011, Birmingham, UK, June 6 - 9, 2011 Proceedings KW - model element KW - security requirement KW - class diagram KW - evolution path KW - security property Y1 - 2011 UR - https://link.springer.com/chapter/10.1007/978-3-642-21470-7_5 SN - 978-3-642-21469-1 U6 - https://doi.org/10.1007/978-3-642-21470-7_5 VL - LNCS, 6698 SP - 52 EP - 68 PB - Springer CY - Berlin, Heidelberg ER - TY - CHAP A1 - Beckers, Kristian A1 - Schmidt, Holger A1 - Küster, Jan-Christoph A1 - Faßbender, Stephan T1 - Pattern-Based Support for Context Establishment and Asset Identification of the ISO 27000 in the Field of Cloud Computing T2 - 2011 Sixth International Conference on Availability, Reliability and Security N2 - The ISO 27000 is a well-established series of information security standards. The scope for applying these standards can be an organisation as a whole, single business processes or even an IT application or IT infrastructure. The context establishment and the asset identification are among the first steps to be performed. The quality of the results produced when performing these steps has a crucial influence on the subsequent steps such as identifying loss, vulnerabilities, possible attacks and defining countermeasures. Thus, a context analysis to gather all necessary information in the initial steps is important, but is not offered in the standard. In this paper, we focus on the scope of cloud computing systems and present a way to support the context establishment and the asset identification described in ISO 27005. A cloud system analysis pattern and different kinds of stakeholder templates serve to understand and describe a given cloud development problem, i.e. the envisaged IT systems and the relevant parts of the operational environment. We illustrate our support using an online banking cloud scenario. KW - security standards KW - IT infrastructure KW - ISO27005 KW - Cloud computing KW - risk management Y1 - 2011 UR - https://ieeexplore.ieee.org/document/6045958 SN - 978-1-4577-0979-1 U6 - https://doi.org/10.1109/ARES.2011.55 N1 - Sie haben Zugriff auf den Volltext innerhalb des HSD Campus. SP - 327 EP - 333 PB - IEEE CY - Vienna ER - TY - CHAP A1 - Côté, Isabelle A1 - Heisel, Maritta A1 - Schmidt, Holger A1 - Hatebur, Denis T1 - UML4PF — A tool for problem-oriented requirements analysis T2 - 2011 IEEE 19th International Requirements Engineering Conference N2 - We present UML4PF, a tool for requirements analysis based on problem frames. It consists of a UML profile and an Eclipse-Plugin to model and analyze problem diagrams, derive specifications, and develop architectures. KW - Unified modeling language KW - problem frames KW - tool support KW - programming KW - generators Y1 - 2011 UR - https://ieeexplore.ieee.org/document/6051670 SN - 978-1-4577-0924-1 U6 - https://doi.org/10.1109/RE.2011.6051670 N1 - Sie haben Zugriff auf den Volltext innerhalb des HSD Campus. SP - 349 EP - 350 PB - IEEE CY - Trento ER - TY - CHAP A1 - Schwittek, Widura A1 - Schmidt, Holger A1 - Eicker, Stefan A1 - Heisel, Maritta ED - Filipe, Joaquim ED - Liu, Kecheng T1 - Towards a Common Body of Knowledge for Engineering Secure Software and Services T2 - Proceedings of the International Conference on Knowledge Management and Information Sharing N2 - Interdisciplinary communities involve people and knowledge from different disciplines in addressing a common challenge. Differing perspectives, processes, methods, tools, vocabularies, and standards are problems that arise in this context. We present an approach to support bringing together disciplines based on a common body of knowledge (CBK), in which knowledge from different disciplines is collected, integrated, and structured. The novelty of our approach is twofold: first, it introduces a CBK ontology, which allows one to semantically enrich contents in order to be able to query the CBK in a more elaborate way afterwards. Second, it heavily relies on user participation in building up a CBK, making use of the Semantic MediaWiki as a platform to support collaborative writing. The CBK ontology is backed by a conceptual framework, consisting of concepts to structure the knowledge, to provide access options to it, and to build up a common terminology. To ensure a high quality of the provided contents and to sustain the community’s commitment, we further present organizational means as part of our approach. We demonstrate our work using the example of a Network of Excellence EU project, which aims at bringing together researchers and practitioners from services computing, security and software engineering. KW - common body of knowledge KW - knowledge management KW - software engineering KW - security engineering KW - services computing Y1 - 2011 SP - 369 EP - 374 PB - SciTePress - Science and Technology Publications CY - Paris ER - TY - JOUR A1 - Fabian, Benjamin A1 - Gürses, Seda A1 - Heisel, Maritta A1 - Santen, Thomas A1 - Schmidt, Holger T1 - A comparison of security requirements engineering methods JF - Requirements Engineering N2 - This paper presents a conceptual framework for security engineering, with a strong focus on security requirements elicitation and analysis. This conceptual framework establishes a clear-cut vocabulary and makes explicit the interrelations between the different concepts and notions used in security engineering. Further, we apply our conceptual framework to compare and evaluate current security requirements engineering approaches, such as the Common Criteria, Secure Tropos, SREP, MSRA, as well as methods based on UML and problem frames. We review these methods and assess them according to different criteria, such as the general approach and scope of the method, its validation, and quality assurance capabilities. Finally, we discuss how these methods are related to the conceptual framework and to one another. KW - security requirement KW - security requirement engineering KW - comparison KW - security Y1 - 2010 UR - https://link.springer.com/article/10.1007/s00766-009-0092-x U6 - https://doi.org/10.1007/s00766-009-0092-x SN - 0947-3602 N1 - Sie haben Zugriff auf den Volltext innerhalb des HSD Campus. VL - 15 IS - 1 SP - 7 EP - 40 PB - Springer CY - Wiesbaden ER - TY - CHAP A1 - Schmidt, Holger ED - Massacci, Fabio ED - Redwine Jr., Samuel T. ED - Zannone, Nicola T1 - Pattern-Based Confidentiality-Preserving Refinement T2 - Engineering Secure Software and Systems: First International Symposium ESSoS 2009, Leuven, Belgium, February 4-6, 2009. Proceedings KW - data transmission KW - security requirement KW - problem frame KW - adversary model KW - security requirement engineering Y1 - 2009 UR - https://link.springer.com/chapter/10.1007%2F978-3-642-00199-4_5 SN - 978-3-642-00198-7 U6 - https://doi.org/10.1007/978-3-642-00199-4_5 VL - LNCS, 5429 SP - 43 EP - 59 PB - Springer CY - Berlin, Heidelberg ER - TY - CHAP A1 - Hatebur, Denis A1 - Heisel, Maritta A1 - Schmidt, Holger T1 - Analysis and Component-based Realization of Security Requirements T2 - 2008 Third International Conference on Availability, Reliability and Security N2 - We present a process to develop secure software with an extensive pattern-based security requirements engineering phase. It supports identifying and analyzing conflicts between different security requirements. In the design phase, we proceed by selecting security software components that achieve security requirements. The process enables software developers to systematically identify, analyze, and finally realize security requirements using security software components. We illustrate our approach by a lawyer agency software example. KW - security requirement KW - requirements engineering KW - data security KW - computer science Y1 - 2008 UR - https://ieeexplore.ieee.org/document/4529338 SN - 978-0-7695-3102-1 U6 - https://doi.org/10.1109/ARES.2008.27 N1 - Sie haben Zugriff auf den Volltext innerhalb des HSD Campus. SP - 195 EP - 203 PB - IEEE CY - Barcelona ER - TY - CHAP A1 - Hatebur, Denis A1 - Heisel, Maritta A1 - Schmidt, Holger T1 - A Pattern System for Security Requirements Engineering T2 - The Second International Conference on Availability, Reliability and Security (ARES'07) N2 - We present a pattern system/or security requirements engineering, consisting of security problem frames and concretized security problem frames. These are special kinds of problem frames that serve to structure, characterize, analyze, and finally solve software development problems in the area of software and system security. We equip each frame with formal preconditions and postconditions. The analysis of these conditions results in a pattern system that explicitly shows the dependencies between the different frames. Moreover, we indicate related frames, which are commonly used together with the considered frame. Hence, our approach helps security engineers to avoid omissions and to cover all security requirements that are relevant for a given problem. KW - pattern system KW - system security KW - security KW - software development KW - computer security Y1 - 2007 UR - https://ieeexplore.ieee.org/abstract/document/4159824 SN - 0-7695-2775-2 U6 - https://doi.org/10.1109/ARES.2007.12 PB - IEEE CY - Vienna ER - TY - CHAP A1 - Hatebur, Denis A1 - Heisel, Maritta A1 - Schmidt, Holger ED - Müller, Günter T1 - Security Engineering Using Problem Frames T2 - Emerging Trends in Information and Communication Security: International Conference, ETRICS 2006, Freiburg, Germany, June 6-9, 2006. Proceeding KW - security requirement KW - problem frames KW - security problem KW - security engineering KW - sequence diagram Y1 - 2006 UR - https://link.springer.com/chapter/10.1007/11766155_17 SN - 978-3-540-34640-1 U6 - https://doi.org/10.1007/11766155_17 VL - LNCS, 3995 SP - 238 EP - 253 PB - Springer CY - Berlin, Heidelberg ER - TY - CHAP A1 - Herder, Jens A1 - Ladwig, Philipp A1 - Vermeegen, Kai A1 - Hergert, Dennis A1 - Busch, Florian A1 - Klever, Kevin A1 - Holthausen, Sebastian A1 - Ryskeldiev, Bektur T1 - Mixed Reality Experience - How to Use a Virtual (TV) Studio for Demonstration of Virtual Reality Applications T2 - GRAPP 2018 - 13th International Conference on Computer Graphics Theory and Applications N2 - The article discusses the question of “How to convey the experience in a virtual environment to third parties?” and explains the different technical implementations which can be used for live streaming and recording of a mixed reality experience. The real-world applications of our approach include education, entertainment, e- sports, tutorials, and cinematic trailers, which can benefit from our research by finding a suitable solution for their needs. We explain and outline our Mixed Reality systems as well as discuss the experience of recorded demonstrations of different VR applications, including the need for calibrated camera lens parameters based on realtime encoder values. KW - Virtual Reality KW - Mixed Reality KW - Augmented Virtuality KW - Virtual (TV) Studio KW - Camera Tracking KW - Lehre Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:due62-opus-15823 UR - http://vsvr.medien.hs-duesseldorf.de/publications/grapp2018-mr-openvr-abstract.html SN - 978-989-758-287-5 N1 - Zweitveröffentlichung - Originalpublikation liegt auf: http://www.scitepress.org/DigitalLibrary SP - 281 EP - 287 PB - INSTICC CY - Setubal - Portugal ER - TY - CHAP A1 - Ryskeldiev, Bektur A1 - Igarashi, Toshiharu A1 - Zhang, Junjian A1 - Ochiai, Yoichi A1 - Cohen, Michael A1 - Herder, Jens T1 - Spotility: Crowdsourced Telepresence for Social and Collaborative Experiences in Mobile Mixed Reality T2 - ACM Conference on Computer Supported Cooperative Work and Social Computing (CSCW '18) N2 - Live video streaming is becoming increasingly popular as a form of interaction in social applications. One of its main advantages is an ability to immediately create and connect a community of remote users on the spot. In this paper we discuss how this feature can be used for crowdsourced completion of simple visual search tasks (such as finding specific objects in libraries and stores, or navigating around live events) and social interactions through mobile mixed reality telepresence interfaces. We present a prototype application that allows users to create a mixed reality space with a photospherical imagery as a background and interact with other connected users through viewpoint, audio, and video sharing, as well as realtime annotations in mixed reality space. Believing in the novelty of our system, we conducted a short series of interviews with industry professionals on the possible applications of our system. We discuss proposed use-cases for user evaluation, as well as outline future extensions of our system. KW - Groupware KW - Mixed reality KW - Mobile computing KW - Remote collaboration KW - Spatial media KW - M KW - FHD Y1 - 2018 UR - http://vsvr.medien.hs-duesseldorf.de/publications/cscw2018-spotility-abstract.html SN - 978-1-4503-6018-0 U6 - https://doi.org/10.1145/3272973.3274100 N1 - Zugriff auf den Volltext via ACM-Datenbank SP - 373 EP - 376 PB - ACM CY - New York ER - TY - CHAP A1 - Schmidt, Holger A1 - Wentzlaff, Ina ED - Gruhn, Volker ED - Oquendo, Flavio T1 - Preserving Software Quality Characteristics from Requirements Analysis to Architectural Design T2 - Software Architecture: Third European Workshop, EWSA 2006, Nantes, France, September 4-5, 2006, Revised Selected Papers Y1 - 2006 UR - https://link.springer.com/chapter/10.1007/11966104_14 SN - 978-3-540-69271-3 U6 - https://doi.org/10.1007/11966104_14 VL - LNCS, 4344 SP - 189 EP - 203 PB - Springer CY - Berlin, Heidelberg ER - TY - CHAP A1 - Côté, Isabelle A1 - Hatebur, Denis A1 - Heisel, Maritta A1 - Schmidt, Holger A1 - Wentzlaff, Ina T1 - A Systematic Account of Problem Frames T2 - Proceedings of the 12th European Conference on Pattern Languages of Programs (EuroPLoP '2007), Irsee, Germany, July 4-8, 2007. N2 - We give an enumeration of possible problem frames, based on domain characteristics, and comment on the usefulness of the obtained frames. In particular, we investigate problem domains and their characteristics in detail. This leads to fine-grained criteria for describing problem domains. As a result, we identify a new type of problem domain and come up with integrity conditions for developing useful problem frames. Taking a complete enumeration of possible problem frames (with at most three problem domains, of which only one is constrained) as a basis, we find 8 new problem frames, 7 of which we consider as useful in practical software development. KW - problem frames KW - systematic account Y1 - 2008 SP - 749 EP - 767 PB - Universitätsverlag Konstanz CY - Konstanz ER - TY - CHAP A1 - Hatebur, Denis A1 - Heisel, Maritta A1 - Schmidt, Holger T1 - A Security Engineering Process based on Patterns T2 - 18th International Workshop on Database and Expert Systems Applications (DEXA 2007) N2 - We present a security engineering process based on security problem frames and concretized security problem frames. Both kinds of frames constitute patterns for analyzing security problems and associated solution approaches. They are arranged in a pattern system that makes dependencies between them explicit. We describe step-by-step how the pattern system can be used to analyze a given security problem and how solution approaches can be found. Further, we introduce a new frame that focuses on the privacy requirement anonymity. KW - security engineering process KW - pattern system KW - data privacy KW - software development Y1 - 2007 UR - https://ieeexplore.ieee.org/abstract/document/4312991 SN - 978-0-7695-2932-5 U6 - https://doi.org/10.1109/DEXA.2007.36 N1 - Sie haben Zugriff auf den Volltext innerhalb des HSD Campus. SP - 734 EP - 738 PB - IEEE CY - Regensburg ER - TY - CHAP A1 - Dahm, Markus T1 - Broad study on the usability of mobile phones T2 - Conf. Proc. Humans and Computers HuC 2005, Aizu, Japan N2 - A mobile phone the size of a candy bar offers dozens of complex functions, a masterpiece of engineering. Unfortunately, the more functions are available, the less they are accessible to the average user. The design of the user interface suffers from a lack of suitability for the tasks, does not conform to user expectations and a suboptimal self-descriptiveness. The usability of modern mobile phones was tested in a broad survey with over 1300 participants. An internet based simulation offered tasks and an online evaluation. It could be pointed out that mobile phones are not only hard to access for novices but also those who consider themselves experts have difficulties when confronted with unknown functions or another brand of phone. Approaches to increase the usability are discussed. KW - User Interface Design KW - Usability Study KW - Mobile Phone KW - Inclusive Design Y1 - 2005 SP - 249 EP - 254 CY - Aizu ER - TY - CHAP A1 - Dahm, Markus T1 - MP3ergo - Usability of MP3 players T2 - proc. 10th intl conf Humans and Computers, Duesseldorf N2 - Listening to music played by small MP3-players is almost as ubiquituous as talking over mobile phones. In this paper we analyse interaction elements and usabilty of current MP3-players. To determine the usability, an empirical study based on a website that presented three simulated MP3-players was performed with over 1000 participants. The results show that, despite most marketing claims, some interaction devices are not as intuitive and really suitable for the task as they schould be. Also we found some surprising results concerning erroneous usage of navigation keys. KW - MP3 KW - usability Y1 - 2007 SP - 123 EP - 128 CY - Düsseldorf 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 - Fiedler, Jannik A1 - Rilling, Stefan A1 - Bogen, Manfred A1 - Herder, Jens ED - Braz, José T1 - Multimodal interaction techniques in scientific data visualization: An analytical survey T2 - In Proceedings of the 10th International Conference on Computer Graphics Theory and Applications (GRAPP-2015) N2 - The interpretation process of complex data sets makes the integration of effective interaction techniques crucial. Recent work in the field of human-computer interaction has shown that there is strong evidence that multimodal user interaction, i.e. the integration of various input modalities and interaction techniques into one comprehensive user interface, can improve human performance when interacting with complex data sets. However, it is still unclear which factors make these user interfaces superior to unimodal user interfaces. The contribution of this work is an analytical comparison of a multimodal and a unimodal user interface for a scientific visualization application. We show that multimodal user interaction with simultaneously integrated speech and gesture input improves user performance regarding efficiency and ease of use. KW - Interaction KW - Mulitmodal KW - Interaction Techniques KW - 3-D Interaction KW - Immersive Environments KW - VSVR Y1 - 2015 SN - 978-989-758-087-1 U6 - https://doi.org/10.5220/0005296404310437 SP - 431 EP - 437 PB - SCITEPRESS CY - s. l. ER - TY - CHAP A1 - Simsch, Jonathan A1 - Herder, Jens ED - Chisik, Yoram T1 - SpiderFeedback - Visual Feedback for Orientation in Virtual TV Studios T2 - ACE'14, 11th Advances in Computer Entertainment Technology Conference, ACM, Funchal, Portugal N2 - A visual and spatial feedback system for orientation in virtual sets of virtual TV studios was developed and evaluated. It is based on a green proxy object, which moves around in the acting space by way of four transparent wires. A separate unit controls four winches and is connected to an engine, which renders the virtual set. A new developed plugin registers a virtual object’s position with the proxy object which imitates the virtual object’s movement on stage. This will allow actors to establish important eye contact with a virtual object and feel more comfortable in a virtual set. Furthermore, interaction with the virtual object and its proxy can be realised through a markerless actor tracking system. Several possible scenarios for user application were recorded and presented to experts in the broadcast industry, who evaluated the potential of SpiderFeedback in interviews and by questionnaires. KW - Mixed reality KW - visual feedback KW - stage flight system KW - presentation assistance KW - VSVR KW - Virtual (TV) Studio Y1 - 2014 UR - https://dl.acm.org/citation.cfm?doid=2663806.2663830 SN - 978-1-4503-2945-3 U6 - https://doi.org/10.1145/2663806.2663830 N1 - Sie haben Zugriff auf den Volltext innerhalb des HSD Campus. PB - ACM CY - New York ER - TY - CHAP A1 - 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 - Ludwig, Philipp A1 - Büchel, Joachim A1 - Herder, Jens A1 - Vonolfen, Wolfgang T1 - InEarGuide - A Navigation and Interaction Feedback System using In Ear Headphones for Virtual TV Studio Productions T2 - 9. Workshop Virtuelle und Erweiterte Realität der GI-Fachgruppe VR/AR N2 - This paper presents an approach to integrate non-visual user feedback in today's virtual tv studio productions. Since recent studies showed that systems providing vibro-tactile feedback are not sufficient for replacing the common visual feedback, we developed an audio-based solution using an in ear headphone system, enabling a talent to move, avoid and point to virtual objects in a blue or green box. The system consists of an optical head tracking system, a wireless in ear monitor system and a workstation, which performs all application and audio processing. Using head related transfer functions, the talent gets directional and distance cues. Past research showed, that generating reflections of the sounds and simulating the acoustics of the virtual room helps the listener to conceive the acoustical feedback, we included this technique as well. In a user study with 15 participants the performance of the system was evaluated. KW - Navigation KW - virtual TV KW - erweiterte Realität KW - VSVR KW - Virtual (TV) Studio Y1 - 2012 CY - Düsseldorf ER - TY - CHAP A1 - Marinos, Dionysios A1 - Geiger, Christian A1 - Herder, Jens T1 - Large-Area Moderator Tracking and Demonstrational Configuration of Position Based Interactions for Virtual Studio T2 - EuroITV '12 Proceedings of the 10th European Conference on Interactive TV and Video N2 - In this paper we introduce a system for tracking persons walking or standing on a large planar surface and for using the acquired data to easily configure position based interactions for virtual studio productions. The tracking component of the system, radarTRACK, is based on a laser scanner device capable of delivering interaction points on a large configurable plane. By using the device on the floor it is possible to use the delivered data to detect feet positions and derive the position and orientation of one or more users in real time. The second component of the system, named OscCalibrator, allows for the easy creation of multidimensional linear mappings between input and output parameters and the routing of OSC messages within a single modular design environment. We demonstrate the use of our system to flexibly create position-based interactions in a virtual studio environment. KW - body tracking KW - OSC mapping KW - virtual studio interaction KW - measurement KW - design KW - reliability KW - experimentation KW - human factors KW - VSVR KW - Virtual (TV) Studio Y1 - 2012 UR - https://dl.acm.org/citation.cfm?id=2325639 SN - 978-1-4503-1107-6 U6 - https://doi.org/10.1145/2325616.2325639 SP - 105 EP - 114 PB - ACM CY - New York 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 - Brosda, Constantin A1 - Djuderija, Sascha A1 - Drochtert, Daniel A1 - Genc, Ömer A1 - Joeres, Stephan A1 - Kellerberg, Patrick A1 - Looschen, Simon A1 - Geiger, Christian A1 - Wöldecke, Björn T1 - TouchPlanVS - A Tangible Multitouch Planning System for Virtual TV Studio Productions T2 - 2011 IEEE Symposium on 3D User Interfaces (3DUI) N2 - This article presents a new approach of integrating tangible user feedback in todays virtual TV studio productions. We describe a tangible multitouch planning system, enabling multiple users to prepare and customize scene flow and settings. Users can collaboratively view and interact with virtual objects by using a tangible user interface on a shared multitouch surface. The in a 2D setting created TV scenes are simultaneously rendered on an external monitor, using a production/target renderer in 3D. Thereby the user experiences a closer reproduction of a final production. Subsequently, users are able to join together the scenes into one complex plot. Within the developing process, a video prototype of the system shows the user interaction and enables early reviews and evaluations. The requirement analysis is based on expert interviews. KW - augmented KW - virtual realities KW - multimedia information systems KW - FHD KW - VSVR KW - Virtual (TV) Studio Y1 - 2011 UR - https://ieeexplore.ieee.org/document/5759226 SN - 978-1-4577-0064-4 U6 - https://doi.org/10.1109/3DUI.2011.5759226 SP - 103 EP - 104 PB - IEEE CY - Singapore ER - TY - CHAP A1 - Ayten, Hüseyin A1 - Herder, Jens A1 - Vonolfen, Wolfgang T1 - Visual Acceptance Evaluation of Soft Shadow Algorithms for Virtual TV Studios T2 - HC '10 Proceedings of the 13th International Conference on Humans and Computers N2 - Shadows in computer graphics are an important rendering aspect for spatial objects. For realtime computer applications such as games, it is essential to represent shadows as accurate as possible. Also, various tv stations work with virtual studio systems instead of real studio sets. Especially for those systems, a realistic impression of the rendered and mixed scene is important. One challenge, hence, is the creation of a natural shadow impression. This paper presents the results of an empirical study to compare the performance and quality of different shadow mapping methods. For this test, a prototype studio renderer was developed. A percentage closer filter (pcf) with a number of specific resolutions is used to minimize the aliasing issue. More advanced algorithms which generate smooth shadows like the percentage closer soft shadow (pcss) method as well as the variance shadow maps (vsm) method are analysed. Different open source apis are used to develop the virtual studio renderer, giving the benefit of permanent enhancement. The Ogre 3D graphic engine is used to implement the rendering system, benefiting from various functions and plugins. The transmission of the tracking data is accomplished with the vrpn server/client and the Intersense api. The different shadow algorithms are compared in a virtual studio environment which also casts real shadows and thus gives a chance for a direct comparison throughout the empirical user study. The performance is measured in frames per secon KW - Virtual (TV) Studio KW - soft shadow KW - realtime rendering KW - augmented reality KW - algorithmus KW - FHD KW - experimentation KW - verification KW - VSVR Y1 - 2010 UR - https://dl.acm.org/citation.cfm?id=1994505 SP - 66 EP - 71 PB - University of Aizu Press CY - Aizu-Wakamatsu ER - TY - CHAP A1 - Klapdohr, Monika A1 - Wöldecke, Björn A1 - Marinos, Dionysios A1 - Herder, Jens A1 - Geiger, Christian A1 - Vonolfen, Wolfgang T1 - Vibrotactile Pitfalls: Arm Guidance for Moderators in Virtual TV Studios T2 - HC '10 Proceedings of the 13th International Conference on Humans and Computers N2 - For this study, an experimental vibrotactile feedback system was developed to help actors with the task of moving their arm to a certain place in a virtual tv studio under live conditions. Our intention is to improve interaction with virtual objects in a virtual set, which are usually not directly visible to the actor, but only on distant displays. Vibrotactile feedback might improve the appearance on tv because an actor is able to look in any desired direction (camera or virtual object) or to read text on a teleprompter while interacting with a virtual object. Visual feedback in a virtual studio lacks spatial relation to the actor, which impedes the adjustment of the desired interaction. The five tactors of the implemented system which are mounted on the tracked arm give additional information like collision, navigation and activation. The user study for the developed system shows that the duration for reaching a certain target is much longer in case no visual feedback is given, but the accuracy is similar. In this study, subjects reported that an activation signal indicating the arrival at the target of a drag & drop task was helpful. In this paper, we discuss the problems we encountered while developing such a vibrotactile display. Keeping these pitfalls in mind could lead to better feedback systems for actors in virtual studio environments. KW - vibrotactile feedback KW - Virtual (TV) Studio KW - augmented reality KW - FHD KW - VSVR Y1 - 2010 UR - https://dl.acm.org/citation.cfm?id=1994506 SP - 72 EP - 80 PB - University of Aizu Press CY - Aizu-Wakamatsu 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 - 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 - 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 - JOUR A1 - Herder, Jens T1 - Sound Spatialization Framework: An Audio Toolkit for Virtual Environments JF - Journal of the 3D-Forum Society N2 - The Sound Spatialization Framework is a C++ toolkit and development environment for providing advanced sound spatialization for virtual reality and multimedia applications. The Sound Spatialization Framework provides many powerful display and user-interface features not found in other sound spatialization software packages. It provides facilities that go beyond simple sound source spatialization: visualization and editing of the soundscape, multiple sinks, clustering of sound sources, monitoring and controlling resource management, support for various spatialization backends, and classes for MIDI animation and handling. Keywords: sound spatialization, resource management, virtual environments, spatial sound authoring, user interface design, human-machine interfaces KW - sound spatialization KW - resource management KW - virtual environments KW - spatial sound authoring KW - user interface design KW - human-machine interfaces Y1 - 1998 VL - 12 IS - 3 SP - 17 EP - 22 ER - TY - 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 - 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 - TY - CHAP A1 - Ladwig, Philipp A1 - Herder, Jens A1 - Geiger, Christian T1 - Towards Precise, Fast and Comfortable Immersive Polygon Mesh Modelling: Capitalising the Results of Past Research and Analysing the Needs of Professionals T2 - ICAT-EGVE 2017 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments N2 - More than three decades of ongoing research in immersive modelling has revealed many advantages of creating objects in virtual environments. Even though there are many benefits, the potential of immersive modelling has only been partly exploited due to unresolved problems such as ergonomic problems, numerous challenges with user interaction and the inability to perform exact, fast and progressive refinements. This paper explores past research, shows alternative approaches and proposes novel interaction tools for pending problems. An immersive modelling application for polygon meshes is created from scratch and tested by professional users of desktop modelling tools, such as Autodesk Maya, in order to assess the efficiency, comfort and speed of the proposed application with direct comparison to professional desktop modelling tools. KW - Human-centered computing KW - Virtual reality KW - Interaction techniques KW - Interaction design process and methods KW - Information systems Y1 - 2017 UR - http://vsvr.medien.hs-duesseldorf.de/publications/egve2017-mod-abstract.html U6 - https://doi.org/10.2312/egve.20171360 SP - 22 EP - 24 PB - The Eurographics Association ER - TY - CHAP A1 - 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 -