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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.
This paper presents a mobile approach of integrating tangible user feedback in today’s virtual TV studio productions. We describe a tangible multitouch planning system, enabling a single user to prepare and customize scene flow and settings. Users can view and interact with virtual objects by using a tangible user interface on a capacitive multitouch surface. In a 2D setting created TV scenes are simultaneously rendered as separate view using a production/target renderer in 3D. Thereby the user experiences a closer reproduction of a final production and set assets can be reused. Subsequently, a user can arrange scenes on a timeline while maintaining different versions/sequences. The system consists of a tablet and a workstation, which does all application processing and rendering. The tablet is just an interface connected via wireless LAN.
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.
Towards a Model of Early Entrepreneurial Education: Appreciation, Facilitation and Evaluation
(2019)
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.