Refine
Year of publication
Document Type
- Article (386)
- Conference Proceeding (318)
- Part of a Book (71)
- Workingpaper / Report (34)
- Master's Thesis (7)
- Book (5)
- Doctoral Thesis (5)
- Collection (4)
- Patent (3)
- Preprint (3)
Language
- English (847) (remove)
Keywords
- VSVR (39)
- DOAJ (37)
- Virtual (TV) Studio (23)
- FHD (22)
- Forena (12)
- Poster (8)
- security (8)
- security requirement (7)
- DEAL (6)
- Lehre (6)
Department/institution
- Fachbereich - Medien (342)
- Fachbereich - Maschinenbau und Verfahrenstechnik (293)
- Creative Media Production and Entertainment Computing (142)
- Fachbereich - Sozial- & Kulturwissenschaften (90)
- Fachbereich - Elektro- & Informationstechnik (67)
- Sound and Vibration Engineering (42)
- Digitale Vernetzung und Informationssicherheit (30)
- Fachbereich - Architektur (22)
- Fachbereich - Wirtschaftswissenschaften (17)
- Intelligente Mensch-Technik-Interaktion (12)
Preserving Software Quality Characteristics from Requirements Analysis to Architectural Design
(2006)
Probing the Potential of Multimedia Artefacts to Support Communication of People with Dementia
(2015)
Probing the Potential of Multimedia Artefacts to Support Communication of People with Dementia
(2015)
Product placement on YouTube: An explorative study on YouTube creators’ experiences with advertisers
(2017)
During its process of diffusion, YouTube has become increasingly attractive for advertisers, not only in terms of classical commercials (like pre-roll ads) but also in terms of product placement opportunities. This article aims to explore the processes between YouTube creators and advertisers concerning product placement enquiries. For this purpose, YouTube creators from Germany ( n = 57) answered an online survey about their experiences with advertisers. The creators covered a wide range of YouTube channel genres (beauty, fashion, comedy, gaming, cooking) and differed in number of subscribers. Some creators who took part in the survey had less than 20,000 subscribers, others had between 20,000 and 500,000 subscribers and still others had more than 500,000 subscribers. How often do YouTube creators use product placement? Is paid-for placement an important source of finance for them? How professional are the relations and processes between YouTube creators and advertisers? Before presenting and discussing the results of the empirical survey of the current use of product placement, a brief history of how YouTube has become a marketing space for advertisers is provided.
Increasing global awareness of the benefits of electromobility has brought about the need for new concepts in terms of the acoustic design of future vehicle generations. This includes both the creative design process and the development of suitable methods for the evaluation of target sounds by trial participants. The main difference between e-car sound surveys and those carried out on familiar sound categories is the potential consumer’s lack of experience with electric vehicles. Thus the consumer has no, or very unspecific, expectations in this regard. Several studies have consequently shown that many subjects have to construct their personal frame of reference for evaluation within the listening experiment. However, this is possibly at odds with experience-based expectations relating to the sounds of conventional combustion engines. The result is a conflict of objectives between the traditional and the modern, familiarity and strangeness and not least between driving freedom and ecological awareness. In this context, the authenticity of the sound and the subjective interpretability of the sound information also appear as moderator variables. Moreover, associations with other vehicle categories, for example streetcars, also influence the perceived sound quality. In the course of this contribution, these factors will be expounded and their influence on the evaluation of interior noise discussed.
Undergraduate students in engineering often have little exposure to the world of scientific publishing and the culture of sharing research work. While the beneficial exchange between research and teaching is well promoted, while the benefits of conference participation for students have already been surveyed and while courses on scientific writing are readily available, the concept of mini-conferences as part of the curriculum combines all three aspects into one. Therefore, the course "Engineering Conferences" was developed and installed as a mandatory part of a master program for engineering students. The idea is to go beyond simply teaching the standards of academic writing and skills for using scientific publications. By using a learner-centered approach, the students are engaged in typical activities around an active attendance of a real conference. Based on their bachelor thesis, they write a paper complying with common academic standards, submit the paper and review submissions of their fellow students. They also produce a poster and defend their work in a poster session held publicly on campus. This contribution is based on the experience from the first four terms teaching the course. It explains the didactic rationale behind the concept and individual teaching modules, it comprises the collection of useful resources for teaching and organizing scientific publishing and it includes the consequences drawn from course evaluation results.
The importance of high data quality is increasing with the growing impact and distribution of ML systems and big data. Also the planned AI Act from the European commission defines challenging legal requirements for data quality especially for the market introduction of safety relevant ML systems. In this paper we introduce a novel approach that supports the data quality assurance process of multiple data quality aspects. This approach enables the verification of quantitative data quality requirements. The concept and benefits are introduced and explained on small example data sets. How the method is applied is demonstrated on the well known MNIST data set based an handwritten digits.
The importance of high data quality is increasing with the growing impact and distribution of ML systems and big data. Also, the planned AI Act from the European commission defines challenging legal requirements for data quality especially for the market introduction of safety relevant ML systems. In this paper, we introduce a novel approach that supports the data quality assurance process of multiple data quality aspects. This approach enables the verification of quantitative data quality requirements. The concept and benefits are introduced and explained on small example data sets. How the method is applied is demonstrated on the well-known MNIST data set based an handwritten digits.
In this paper we describe a prototypical system for live musical performance in a virtual studio environment. The performer stands in front of the studio camera and interacts with an infrared-laser-based multi-touch device. The final TV image shows the performer interacting with a virtual screen which is augmented in front of herself. To overcome the problem of the performer not seeing this virtual screen in reality, we use a special hexagonal grid to facilitate the performer's awareness of this novel Theremin-like virtual musical instrument.
Test environments in sound quality research often significantly differ from human’s everyday world. Hence the claim for ecological validity of such experiments is reasonable, but too vague in its bare formulation. The estimation of ecological validity requires theoretical knowledge about the meaning and the totality of factors influencing everyday listening and their interaction. Therefore the influence of “reality factors” on the sound evaluation of household appliances was investigated within the framework of nine experiments. These tests were performed in four different settings with varied reality degrees. The psychological realism and the perceived face validity of the tests were examined by means of interviews. The results reveal, on the one hand, that stimuli are perceived as more pleasant in everyday-like environments. The analysis of the relative judgments shows, on the other hand, that the influence of the experimental realism is moderated by a number of factors. These are the saliency and meaning of the sounds, differences between the assessed devices, and personality traits. The correlation and regression analysis confirms that the perceived sound character is widely independent from experimental realism. However, there is great empirical evidence, that valid assessments of sound quality require the reconstruction of everyday attention and action processes.
Reconciling work and family life is one of the main issues of welfare state policies in the fields of childcare and long-term care. On that account, policy and research are focused almost exclusively on women – often on the reconciliation of work and childbearing – and social policy at the state level. In our study, we concentrate on men who reconcile gainful employment with elderly care, and we include the company level – a level of analysis often neglected in traditional theoretical approaches and typologies of comparative welfare state research. In Germany, during the last decade, the share of sons who are responsible for taking care of their elderly relatives has remarkably increased. In our qualitative research, we carried out comparative case studies in eleven German companies. We conducted around 60 interviews with male employees caring for an elderly relative, as well as with members of the works councils and human resources departments in different kinds of companies. We analysed which familial, social, professional, legal as well as occupational resources are central for these men, how they cope with reconciling work and care, and which gaps in the welfare system they identify. Interestingly, the overwhelming majority of the caring sons claim not to have problems in reconciling work and care, although they spend significant time on caring. In this paper we try to explain this pattern by looking at their typical care arrangements. We found that while women tend to organise employment around care, men rather seem to organise care around their employment. Given the feminist critique of the “adult worker model” this is an interesting result and needs theoretical reflection. Do men have the solution to the care-blindness of the “adult worker model” without falling into the “cold modern model of care”? Which resources are mainly used in “adult worker care arrangements”? Where are the limits of the approach?
In a previous work we have demonstrated a novel numerical model for the point spread function (PSF) of an optical system that can efficiently model both experimental measurements and lens design simulations of the PSF. The novelty lies in the portability and the parameterization of this model, which allows for completely new ways to validate optical systems, which is especially interesting for mass production optics like in the automotive industry, but also for ophtalmology. The numerical basis for this model is a non-linear regression of the PSF with an artificial neural network (ANN). In this work we examine two important aspects of this model: the spatial resolution and the accuracy of the model. Measurement and simulation of a PSF can have a much higher resolution then the typical pixel size used in current camera sensors, especially those for the automotive industry. We discuss the influence this has on on the topology of the ANN and the final application where the modeled PSF is actually used. Another important influence on the accuracy of the trained ANN is the error metric which is used during training. The PSF is a distinctly non-linear function, which varies strongly over field and defocus, but nonetheless exhibits strong symmetries and spatial relations. Therefore we examine different distance and similarity measures and discuss its influence on the modeling performance of the ANN.
We had already demonstrated a numerical model for the point spread function (PSF) of an optical system that can efficiently model both the experimental measurements and the lens design simulations of the PSF. The novelty lies in the portability and the parameterization of this model, which allow for completely new ways to validate optical systems, which is especially interesting not only for mass production optics such as in the automotive industry but also for ophthalmology. The numerical basis for this model is a nonlinear regression of the PSF with an artificial neural network (ANN). After briefly describing both the principle and the applications of the model, we then discuss two optically important aspects: the spatial resolution and the accuracy of the model. Using mean squared error (MSE) as a metric, we vary the topology of the neural network, both in the number of neurons and in the number of hidden layers. Measurement and simulation of a PSF can have a much higher spatial resolution than the typical pixel size used in current camera sensors. We discuss the influence this has on the topology of the ANN. The relative accuracy of the averaged pixel MSE is below 10 − 4, thus giving confidence that the regression does indeed model the measurement data with good accuracy. This article is only the starting point, and we propose several research avenues for future work.
Cell migration is associated with the dynamic protrusion of a thin actin-based cytoskeletal extension at the cell front, which has been shown to consist of two different substructures, the leading lamellipodium and the subsequent lamellum. While the formation of the lamellipodium is increasingly well understood, organizational principles underlying the emergence of the lamellum are just beginning to be unraveled. We report here on a 1D mathematical model which describes the reaction-diffusion processes of a polarized actin network in steady state, and reproduces essential characteristics of the lamellipodium-lamellum system. We observe a steep gradient in filament lengths at the protruding edge, a local depolymerization maximum a few microns behind the edge, as well as a differential dominance of the network destabilizer ADF/cofilin and the stabilizer tropomyosin. We identify simple and robust organizational principles giving rise to the derived network characteristics, uncoupled from the specifics of any molecular implementation, and thus plausibly valid across cell types. An analysis of network length dependence on physico-chemical system parameters implies that to limit array treadmilling to cellular dimensions, network growth has to be truncated by mechanisms other than aging-induced depolymerization, e.g., by myosin-associated network dissociation at the transition to the cell body. Our work contributes to the analytical understanding of the cytoskeletal extension's bisection into lamellipodium and lamellum and sheds light on how cells organize their molecular machinery to achieve motility.
Despite its impressive complexity the cytoskeleton succeeds to persistently organize itself and thus the cells' interior. In contrast to classical man-made machines, much of the cellular organization originates from inherent self-assembly and self-organization allowing a high degree of autonomy for various functional units. Recent experimental and theoretical studies revealed numerous examples of cytoskeleton components that arrange and organize in a self-regulative way. In the present review we want to shortly summarize some of the principle mechanisms that are able to inherently trigger and regulate the cytoskeleton organization. Although taken individually most of these regulative principles are rather simple with intuitively predictable consequences, combinations of two or more of these mechanisms can quickly give rise to very complex, unexpected behavior and might even be able to explain the formation of different functional units out of a common pool of available building blocks.
Live video broadcasting requires a multitude of professional expertise to enable multi-camera productions. Robotic systems allow the automation of common and repeated tracking shots. However, predefined camera shots do not allow quick adjustments when required due to unpredictable events. We introduce a modular automated robotic camera control and video switch system, based on fundamental cinematographic rules. The actors' positions are provided by a markerless tracking system. In addition, sound levels of actors' lavalier microphones are used to analyse the current scene. An expert system determines appropriate camera angles and decides when to switch from one camera to another. A test production was conducted to observe the developed prototype in a live broadcast scenario and served as a video-demonstration for an evaluation.
Virtual TV studios use actor tracking systems for resolving the occlusion of computer graphics and studio camera image. The actor tracking delivers the distance between actor and studio camera. We deploy a photonic mixing device, which captures a depth map and a luminance image at low resolution. The renderer engines gets one depth value per actor using the OSC protocol. We describe the actor recognition algorithm based on the luminance image and the depth value calculation. We discuss technical issues like noise and calibration.
The rock material pentlandite with the composition Fe4.5Ni4.5S8 was synthesized via high temperature synthesis from the elements. The structure and composition of the material was characterized via powder X-ray diffraction (PXRD), Mössbauer spectroscopy (MB), scanning electron microscopy (SEM), differential scanning calorimetry (DSC) and energy dispersive X-ray spectroscopy (EDX). Two preparation methods of pentlandite bulk electrodes are presented. In the first approach a piece of synthetic pentlandite rock is directly contacted via a wire ferrule. The second approach utilizes pentlandite pellets, pressed from finely ground powder, which is immobilized in a Teflon casing. Both electrodes, whilst being prepared by an additive-free method, reveal high durability during electrocatalytic conversions in comparison to common drop-coating methods. We herein showcase the striking performance of such electrodes to accomplish the hydrogen evolution reaction (HER) and present a standardized method to evaluate the electrocatalytic performance by electrochemical and gas chromatographic methods. Furthermore, we report stability tests via potentiostatic methods at an overpotential of 0.6 V to explore the material limitations of the electrodes during electrolysis under industrial relevant conditions.
We present an experimental technique that allows the simultaneous spatial imaging and spectral analysis of falling droplets that exhibit lasing. Single droplet investigations serve as, among other purposes, a preliminary study for spray and combustion researchers. The described setup provides a valuable tool for the evaluation of microdroplet investigations with laser-spectroscopic techniques that rely on laser-induced fluorescence (LIF) or similar spectroscopical phenomena. The emphasis is that both spatial and spectral information are obtained from single-shot images of a falling droplet. Furthermore, combining spatial imaging and a spatially resolving optical multichannel analyzer makes a pointwise rastering of the droplets spectrum possible. This allows for the (almost) unambiguous determination of sources of influence on the spectrum of these droplets-such as geometrical distortion and lasing, nondissolved tracer lumps, and similar phenomena. Although the focus is on the experimental technique itself, we supplement detailed studies of lasing in falling microdroplets. These results were obtained with the aim of developing a system for measuring temperature distributions in droplets and sprays. In the light of these results the practice of calibrating a droplets spectrum by use of a bulk liquid sample needs to be critically reviewed.
Singing in different rooms: Common or individual adaptation patterns to the acoustic conditions?
(2020)
Situational influences on music selection behavior in daily life: An experience sampling study
(2018)
Small and large deformation analysis with the p- and B-spline versions of the Finite Cell Method
(2012)
With the virtual environment developed here, the characteristic
sound radiation patterns of musical instruments can be experienced
in real-time. The user may freely move around a musical instrument, thereby receiving acoustic and visual feedback in real-time. The perception of auditory and visual effects is intensified by the combination of acoustic and visual elements, as well as the option of user interaction. The simulation of characteristic sound radiation patterns is based on interpolating the intensities of a multichannel recording and offers a near-natural mapping of the sound radiation patterns. Additionally, a simple filter has been developed, enabling the qualitative simulation of an instrument’s characteristic sound radiation patterns to be easily implemented within real-time 3D applications. Both methods of simulating sound radiation patterns have been evaluated for a saxophone with respect to their functionality and validity by means of spectral analysis and an auditory experiment.
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.
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
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 system has only limited resources, including spatialization channels (mixels), MIDI/audio channels, and processing power. The sound spatialization resource manager controls sound resources and optimizes fidelity (presence) under given conditions. For that a priority scheme based on human psychophysical hearing is needed. Parameters for spatialization priorities include intensity calculated from volume and distance, orientation in the case of non-uniform radiation patterns, occluding objects, frequency spectrum (low frequencies are harder to localize), expected activity, and others. Objects which are spatially close together (depending on distance and direction) can be mixed. Sources that can not be spatialized can be treated as a single ambient sound source. Important for resource management is the resource assignment, i.e., minimizing swap operations, which makes it desirable to look-ahead and predict upcoming events in a scene. Prediction is achieved by monitoring objects’ speed and past evaluation values. Fidelity is contrasted for Zifferent kind of resource restrictions and optimal resource assignment based upon unlimited dynamic scene look-ahead. To give standard and comparable results, the VRML 2.0 specification is used as an application programmer interface. Applicability is demonstrated with a helical keyboard, a polyphonic MIDI stream driven animation including user interaction (user moves around, playing together with programmed notes). The developed sound spatialization resource manager gives improved spatialization fidelity under runtime constraints. Application programmers and virtual reality scene designers are freed from the burden of assigning and predicting the sound sources.
Using spatial audio successfully for augmented reality (AR) applications is a challenge, but is awarded with an improved user experience. Thus, we have extended the AR/VR framework \sc Morgan with spatial audio to improve users orientation in an AR application. In this paper, we investigate the users’ capability to localize and memorize spatial sounds (registered with virtual or real objects). We discuss two scenarios. In the first scenario, the user localizes only sound sources and in the second scenario the user memorizes the location of audio-visual objects. Our results reflect spatial audio performance within the application domain and show which technology pitfalls still exist. Finally, we provide design recommendations for spatial audio AR environments.
Spatial precision and recall indices to assess the performance of instance segmentation algorithms
(2022)
We present a novel metric Spatial Recall Index to assess the performance of machine-learning (ML) algorithms for automotive applications, focusing on where in the image which performance occurs. Typical metrics like intersection-over-union (IoU), precisionrecallcurves or average precision (AP) quantify the performance over a whole database of images, neglecting spatial performance variations. But as the optics of camera systems are spatially variable over the field of view, the performance of ML-based algorithms is also a function of space, which we show in simulation: A realistic objective lens based on a Cooke-triplet that exhibits typical optical aberrations like astigmatism and chromatic aberration, all variable over field, is modeled. The model is then applied to a subset of the BDD100k dataset with spatially-varying kernels. We then quantify local changes in the performance of the pre-trained Mask R-CNN algorithm. Our examples demonstrate the spatial dependence of the performance of ML-based algorithms from the optical quality over field, highlighting the need to take the spatial dimension into account when training ML-based algorithms, especially when looking forward to autonomous driving applications.
Spec2Vec: Improved mass spectral similarity scoring through learning of structural relationships
(2021)
Spectral similarity is used as a proxy for structural similarity in many tandem mass spectrometry (MS/MS) based metabolomics analyses such as library matching and molecular networking. Although weaknesses in the relationship between spectral similarity scores and the true structural similarities have been described, little development of alternative scores has been undertaken. Here, we introduce Spec2Vec, a novel spectral similarity score inspired by a natural language processing algorithm-Word2Vec. Spec2Vec learns fragmental relationships within a large set of spectral data to derive abstract spectral embeddings that can be used to assess spectral similarities. Using data derived from GNPS MS/MS libraries including spectra for nearly 13,000 unique molecules, we show how Spec2Vec scores correlate better with structural similarity than cosine-based scores. We demonstrate the advantages of Spec2Vec in library matching and molecular networking. Spec2Vec is computationally more scalable allowing structural analogue searches in large databases within seconds.
Texturen können als Oberflächenstrukturen realer Objekt aufgefasst werden und sind Variationen in Farbe, Geometrie, Transparenz, usw.. Im Gegensatz zu Algorithmen für die künstliche Generierung von Texturen gibt es nur wenige Ansätze zu Textur-Synthese-Sprachen oder zu Hilfsmittel für die Textur-Beschreibung. Die bekannten Werkzeuge decken zudem jeweils nur Teilgebiete der Generierung ab. Mit HiLDTe (Hierachical Language for the Description of Textures) ist nun eine Sprache entwickelt worden, mit der möglichst alle bekannten Texturtypen beschrieben werden können. HiLDTe basiert auf einem am Fachgebiet GRIS entwickelten Texturmodell, in dem Texturen generische, eventuell komplex zusammengesetzte Objekte repräsentieren. Aufgabe dieser Arbeit war es nun, Konzepte für die Sprache HiLDTe zu entwickeln, eine entsprechende Grammatik aufzubauen und mit Hilfe der UNIX-Werkzeuge LEX und YACC einen Compiler zu implementieren, mit dem ein ausführbarer Zwischen-Code für die in HiLDTe spezifizierten Texturen erstellt wird.
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.
Sporting Aces and the Military: Performance, Discipline, and Nationalism in the Fields of Honor
(2009)
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.
The optimization of full-scale biogas plant operation is of great importance to make biomass a competitive source of renewable energy. The implementation of innovative control and optimization algorithms, such as Nonlinear Model Predictive Control, requires an online estimation of operating states of biogas plants. This state estimation allows for optimal control and operating decisions according to the actual state of a plant. In this paper such a state estimator is developed using a calibrated simulation model of a full-scale biogas plant, which is based on the Anaerobic Digestion Model No.1. The use of advanced pattern recognition methods shows that model states can be predicted from basic online measurements such as biogas production, CH4 and CO2 content in the biogas, pH value and substrate feed volume of known substrates. The machine learning methods used are trained and evaluated using synthetic data created with the biogas plant model simulating over a wide range of possible plant operating regions. Results show that the operating state vector of the modelled anaerobic digestion process can be predicted with an overall accuracy of about 90%. This facilitates the application of state-based optimization and control algorithms on full-scale biogas plants and therefore fosters the production of eco-friendly energy from biomass.
In the present contribution, the utilization of steel-mill gases for an industrial methanol synthesis process is described. The focus of this work is on the influence of syngas compositions derived from steel-mill gases on an industrial Cu/ZnO/Al2O3 catalyst. Elevated CO2 and H2O concentrations seem to have an irreversible impact on the activity of the catalyst. In order to obtain realistic gas composition for the catalyst tests, a process simulation of the methanol synthesis was conducted. The calculated gas compositions at the reactor inlet were applied in a practical test in order to evaluate the catalyst stability under steel mill gas conditions. No noticeable deactivation was observed.
Actors in virtual studio productions are faced with the challenge that they have to interact with invisible virtual objects because these elements are rendered separately and combined with the real image later in the production process. Virtual sets typically use static virtual elements or animated objects with predefined behavior so that actors can practice their performance and errors can be corrected in the post production. With the demand for inexpensive live recording and interactive TV productions, virtual objects will be dynamically rendered at arbitrary positions that cannot be predicted by the actor. Perceptive aids have to be employed to support a natural interaction with these objects. In our work we study the effect of haptic feedback for a simple form of interaction. Actors are equipped with a custom built haptic belt and get vibrotactile feedback during a small navigational task (path following). We present a prototype of a wireless vibrotactile feedback device and a small framework for evaluating haptic feedback in a virtual set environment. Results from an initial pilot study indicate that vibrotactile feedback is a suitable non-visual aid for interaction that is at least comparable to audio-visual alternatives used in virtual set productions.
We present a system that exploits mobile rotational tracking and photospherical imagery to allow users to share their environment with remotely connected peers “on the go.” We surveyed related interfaces and developed a unique groupware application that shares a mixed reality space with spatially-oriented live video feeds. Users can collaborate through realtime audio, video, and drawings in a virtual space. The developed system was tested in a preliminary user study, which confirmed an increase in spatial and situational awareness among viewers as well as reduction in cognitive workload. Believing that our system provides a novel style of collaboration in mixed reality environments, we discuss future applications and extensions of our prototype.
Markerless talent tracking is widely used for interactions and animations within virtual environments. In a virtual (tv) studio talents could be overburden by interaction tasks because camera and text require extensive attention. We take a look into animations and inter- actions within a studio, which do not require any special attention or learning. We show the generation of an artificial shadow from a talent, which ease the keying process, where separation of real shadows from the background is a difficult task. We also demonstrate animations of footsteps and dust. Furthermore, capturing talents’ height can also be used to adjust the parameters of elements in the virtual environment, like the position and scaling of a virtual display. In addition to the talents, a rigid body was tracked as placeholder for graphics, easing the interaction tasks for a talent. Two test productions show the possibilities, which subtle animations offer. In the second production, the rendering was improved (shadows, filtering, normal maps, ...) and instead of using the rigid body to move an object (a flag), the animation was only controlled by the hand’s position.