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In today’s market research mechanisms multi modal technologies are significant tools to perform flexible and price efficient studies for not only consumer products but also consumer goods. Current appraisal mechanisms in combination with applied computer graphics can improve the assessment of a product’s launch in the very early design phase or an innovation process. The combination of online questionnaires, Virtual Reality (VR) applications and a database management system offers a powerful tool to let a consumer judge products as well as innovated goods even without having produced a single article. In this paper we present an approach of consumer good studies consisting of common as well as interactive VR product presentations and online questionnaires bases on a bidirectional database management solution to configure and manage numerous studies, virtual sets, goods and participants in an effective way to support the estimation of the received data. Non-programmers can create their test environment including a VR scenario very quickly without any effort. Within the extensive knowledge of consumer goods, marketing instruments can be defined to shorten and improve the rollout process in the early product stages.
Virtual sets have evolved from computer-generated, prerendered 2D backgrounds to realtime, responsive 3D computer graphics and are nowadays standard repertoire of broadcasting divisions. The graphics, which are combined with real video feed becoming moresophisticated, real looking and more responsive. We will look at the recent developments and suggest further developments like integration of spatial audio into the studio production and generating interactive media streams. Educational institutes recognize the demands of the rising media industry and established new courses on media technology like the Duesseldorf University of Applied Sciences.
Neue Formen der wissenschaftlichen Kommunikation basieren auf Fortschritten in den Informations- und Kommunikationstechnologien. Das dadurch mögliche kollaborative wissenschaftliche Arbeiten liefert Ergebnisse, die in vielfältigen Formaten, als Text, Simulationsdaten oder multimediale Elemente vorliegen. Daraus ergeben sich besondere Anforderungen an Publikations- und Kommunikatonsinfrastrukturen, wie Interoperabilität, Repräsentation, Verteilung und Archivierung derartiger komplexer digitaler Objekte. Mit der Initiative Digital Peer Publishing existiert eine Infrastruktur für das Publizieren in elektronischen Zeitschriften. Dieses Publikationsformat erlaubt neben einem schnellen Wissenstransfer eine umfassende Repräsentation wissenschaftlicher Ergebnisse. Das Journal of Virtual Reality and Broadcasting als Teil dieser Initiative zeigt am Beispiel des elektronischen Publikationsprozesses den Stand der Wissensvernetzung in seiner Community, sowie aktuelle Entwicklungen um die Erweiterung innovativer Funktionen.
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.
Distance and Room Effects Control for the PSFC, an Auditory Display using a Loudspeaker Array
(2000)
The Pioneer Sound Field Controller (PSFC), a loudspeaker array system, features realtime configuration of an entire sound field, including sound source direction, virtual distance, and context of simulated environment (room characteristics: room size and liveness) for each of two sound sources. In the PSFC system, there is no native parameter to specify the distance between the sound source and sound sink (listener) and also no function to control it directrly. This paper suggests the method to control virtual distance using basic parameters: volume, room size and liveness. The implementation of distance cue is an important aspect of 3D sounds. Virtual environments supporting room effects like reverberation not only gain realism but also provide additional information to users about surrounding space. The context switch of different aural attributes is done by using an API of the Sound Spatialization Framework. Therefore, when the sound sink move through two rooms, like a small bathroom and a large living room, the context of the sink switches and different sound is obtained.
Distance and Room Effects Control for the PSFC, an Auditory Display using a Loudspeaker Array
(2000)
The Pioneer Sound Field Controller (PSFC), a loudspeaker array system, features realtime configuration of an entire sound field,including sound source direction, virtual distance, and context of simulated environment (room characteristics: room size and liveness)for each of two sound sources. In the PSFC system, there is no native parameter to specify the distance between the sound source and sound sink (listener) and also no function to control it directrly. This paper suggests the method to control virtual distance using basic parameters: volume, room size and liveness. The implementation of distance cue is an important aspect of 3D sounds. Virtual environments supporting room effects like reverberation not only gain realism but also provide additional information to users about surrounding space. The context switch of different aural attributes is done by using an API of the Sound Spatialization Framework. Therefore, when the sound sink move through two rooms, like a small bathroom and a large living room, the context of the sink switches and different sound is obtained.
Die volumetrische Erfassung von Aushüben auf Baustellen ist ein kostenrelevanter Faktor und wird auch heute im täglichen Baustellenbetrieb oft noch in manueller Detailarbeit durchgeführt. Kostengünstige Sensoren zur Tiefenerfassung ermöglichen die halbautomatische Erfassung von Baugruben. Augmented Reality (AR) kann für diesen Prozess das nötige Feedback liefern. Vorgestellt wird ein Prototyp, bestehend aus einem Tablet mit integrierter Kamera und einem Lidar-Scanner. Es wird die Erfassung des Volumens bezüglich Nutzbarkeit und Genauigkeit mit Einsatz von AR getestet und evaluiert. Zur Bestimmung des Volumens wird unter Verwendung von Strahlen mit Unterstützung einer Grafik-Engine ein Algorithmus entwickelt. Der Algorithmus ist robust gegen nicht vollständig geschlossene Volumen. Die Bedienung, Überprüfung und Visualisierung findet durch praktischen Einsatz von AR statt.