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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.
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.
The decarbonization of for example the energy or heat sector leads to the transformation of distribution grids. The expansion of decentralized energy resources and the integration of new consumers due to sector coupling (e.g. heat pumps or electric vehicles) into low voltage grids increases the need for grid expansion and usage of flexibilities in the grid. A high observability of the current grid status is needed to perform these tasks efficiently and effectively. Therefore, there is a need to increase the observability of low voltage grids by installing measurement technologies (e.g. smart meters). Multiple different measurement technologies are available for low voltage grids which can vary in their benefit to observation quality and their installation costs. Therefore, Bayernwerk Netz GmbH and E.DIS AG in cooperation with E-Bridge Consulting GmbH and the Institute for High Voltage Equipment and Grids, Digitalization and Energy Economics (IAEW) investigated the effectiveness of different strategies for the smartification of low voltage grids. This paper presents the methodology used for the investigation and exemplary results focusing on the impact of intelligent cable distribution cabinets and smart meters on the quality of the state estimation.
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.
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.
In the EILD.nrw project, Open Educational Resources (OER) are being developed for teaching databases. Instructors can use the tools and courses in a variety of learning scenarios. Students of computer science and application subjects learn the complete life cycle of databases. For this purpose, quizzes, interactive tools, instructional videos, and courses for learning management systems are developed and published under a Creative Commons license.
Import in OPUS
(2021)