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Over the past decades, research in room acoustics has established several derivative measures of an impulse response, some of which are incorporated in the ISO 3382 standards. These parameters intend to represent perceptual qualities, but were developed without a consistent modeling of room acoustical perception. More recent research proposed comprehensive inventories of room acoustic perception that are purely based on evaluations by human subjects, such as the Room Acoustical Quality Index (RAQI). In this work RA-QI scores acquired for 70 room impulse responses were predicted from room acoustical parameters. Except for Reverberance, the prediction of RAQI factors performed rather poor. In most cases, the sound source had a greater impact on RAQI scores. All analyses are published in an online tool, where users can upload omnidirectional and binaural impulse responses, and instantly obtain and visualize several physical descriptors, as well as predicted RAQI scores for three different sound sources. So far, acceptable prediction accuracy is achieved for Reverberance, Strength, Irregular Decay, Clarity and Intimacy. Larger data sets of evaluated impulse responses are required to improve the model performance and enable reliable predictions of room acoustical quality. Therefore, the administration of RAQI evaluations within the website is currently being developed.
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.
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.
Der Tagungsband umfasst sämtliche Beiträge des Themennachmittags „New Work – Next Learning“, der am 22. November 2022 am Fachbereich Wirtschaftswissenschaften der Hochschule Düsseldorf stattgefunden hat. Ausgehend von der Fragestellung, welche Mitarbeiter und Führungsnachwuchskräfte Unternehmen zur erfolgreichen Bewältigung des digitalen Wandels benötigen und welche Erwartungen Studierende an zukünftige Arbeitsstrukturen und -prozesse haben, wurde auch kritisch diskutiert, welche Chancen und Risiken hierbei aus der Digitalisierung der Hochschule resultieren und was dies für zukünftige Forschungs-, Lehr- und Verwaltungsprozesse an Hochschulen bedeutet. Dazu haben unterschiedliche Referenten das Tagungsthema aus Sicht von Wirtschaftspraxis und Hochschule beleuchtetet und wichtige Impulse zu den Potenzialen der Digitalisierung in der Hochschul- und Weiterbildung, zur Bedeutung von selbstbestimmtem und eigenverantwortlichem Lernen, innovativen Lehr- und Lernkonzepten sowie einem veränderten Rollenverständnis beigetragen.
Room reverberation alters the spatial impression and timbre of a sound by modulating its spectral and temporal characteristics. Thus, we argue that, on a perceptual level, reverberation basically breaks down into interaural differences and spectro-temporal cues and that the separation of a perceived timbre into a sound source and a surrounding room is a purely cognitive process. To investigate the connection between the perception of reverberation cues and timbre analysis, the sensitivity for changes in reverberation was compared to timbre perception abilities. The Timbre Perception Test was used to measure the perception of the temporal envelope, spectral centroid, and spectral flux of artificial sounds. Sensitivity for changes in reverberation time was tested with a discrimination task using speech and noise with speech-alike spectral and temporal envelopes as source signals. Musical and acoustical expertise was assessed through the Goldsmiths Musical Sophistication Index and self-reports on experience with and knowledge of acoustics. There was a considerable correlation between timbre and reverberance perception ability, but timbre perception and academic experience predicted only 41% of the variance in reverberance perception. Still, perception abilities related to similar acoustical phenomena seem to be better indicators of listening skills than self-reports on acoustical or musical expertise.
Import in OPUS
(2021)
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.
Die Simulation landwirtschaftlicher Prozesse hat in den vergangenen Jahren stark an Bedeutung gewonnen. Damit ist die Hoffnung verbunden, neue Erkenntnisse zu generieren mit dem Ziel der Erhöhung der Effizienz, Qualität und Wirtschaftlichkeit in der Landwirtschaft. Besonders große Herausforderungen stellen dabei die Modellierung landwirtschaftlicher Güter und der für Simulationen teilweise erforderliche, hohe Rechenaufwand dar. Um der bereits recht weiten und weiter fortschreitenden Verbreitung dieser Technologien Rechnung zu tragen und sie zu fördern, entstand die Idee für eine themenspezifische Tagung, die sich ausdrücklich und ausschließlich mit der Simulation landtechnischer Güter und Prozesse befasst.
Namhafte Keynotes, aufschlussreiche Impulsvorträge sowie eine Vielzahl interessanter Workshops: Das war das SDMA2019. Von Building Information Modeling über Fabrikation, Parametrik und Simulation reichten
die Themen bis hin zur Visualisierung und Virtual Reality. Parallel fand an beiden Veranstaltungstagen die umfangreiche Hausmesse mit zahlreichen Ausstellern statt. Es galt das Wissen und die Fähigkeiten aller Besucher
zu bereichern, Neuigkeiten in der Technik zu erkunden und in den Austausch mit Kollegen und Partnern zu treten.
There is a popular saying in German: Innovation is when the market shouts “Hooray!”. Thus, a new idea is only as good as its diffusion into the addressed social system. The question is what affects the adoption or rejection of a new idea. Carsten Deckert shares his experience on the main innovation resistances and on ways to increase the acceptance of new ideas. He talks about which perceived attributes of innovations are conducive to the rate of adoption of an innovation and which are characteristics of failed innovations.
The standard definition of creativity is based on a tension between originality and effectiveness. Borrowing from the wave-particle duality in physics one could say that there is an originality-effectiveness duality at work for creativity. The paper explores how this tension pervades Amabile's (1997) componential theory of organizational creativity with the components organizational motivation, management practices (including work assignment and work control) and resources. As a method the so called value square (" Wertequadrat ") developed by Helwig (1967) and Schulz von Thun (1998) is used which balances a value with its countervalue. The author identifies a tension of corporate tradition and corporate change for organizational motivation, a tension of skills and challenges for work assignment, a tension of management by control and management by loss of control for work control as well as a tension of organizational efficiency and organizational slack for resources. Additionally different implications of these tensions for the resistance of a company to creativity, for an organizational climate conducive to creativity as well as for resource allocation in creative endeavours are discussed.
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.
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.
Der Tagungsband umfasst Beiträge der 93. BundesDekaneKonferenz Wirtschaftswissenschaften, die unter dem Thema ‚Digitale Hochschule’ vom 16.-18. Mai 2018 an der Hochschule Düsseldorf stattgefunden hat. Ausgehend von konzeptionellen Überlegungen werden digitale Herausforderungen der Lehre ebenso thematisiert wie Berichte über erste praktische Erfahrungen einer ‚Lehre 4.0’ einschließlich der Anwendung von ‚learning analytics’. Workshopberichte dokumentieren die Diskurse der Anwesenden zur Digitalisierung von Lehre, Prüfung und Forschung. Schlussfolgerungen aus der digitalen Transformation in der Wirtschaftspraxis geben den Hochschulen Impulse für eigene Digitalisierungsbemühungen. Die Erörterung urheberrechtlicher Herausforderungen der Digitalisierung zeigen einen wichtigen rechtlichen Rahmen auf. Mit der Skizzierung faszinierender Erscheinungsbilder der Fibonacci-Zahlen gelingt schließlich ein kurzweiliger Exkurs mit erstaunlichen Bezügen zum Tagungsthema.
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.
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.
Education at the University of Aizu is focussed upon computer science. Besides being the subject matter of many courses, however, the computer also plays a vital role in the educational process itself, both in the distribution of instructional media, and in providing students with valuable practical experience. All students have unlimited access (24-hours-a-day) to individual networked workstations, most of which are multimedia-capable (even video capture is possible in two exercise rooms). Without software and content tailored for computer-aided instruction, the hardware becomes an expensive decoration. In any case, there is a need to better educate the instructors and students in the use of the equipment. In the interest of facilitating effective, collaborative use of network-based computers in teaching, this article explores the impact that a network environment can have on such activities. First, as a general overview, and to examine the motivation for the use of a network environment in teaching, this article reviews a range of different styles of collaboration. Then the article shows what kind of tools are available for use, within the context of what has come to be called Computer-Supported Cooperative Work (CSCW).