Refine
Year of publication
Document Type
- Article (387)
- Conference Proceeding (318)
- Part of a Book (72)
- Workingpaper / Report (34)
- Master's Thesis (8)
- Book (5)
- Doctoral Thesis (5)
- Collection (4)
- Preprint (4)
- Patent (3)
Language
- English (851) (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)
- Querschnittsauswertung (6)
- Sound Spatialization (6)
- virtual studio (6)
- Eigene Methodik (5)
- Habilitation (5)
- Virtual Reality (5)
- human perception (5)
- Bilanzierung (4)
- Germany (4)
- ISAVE (4)
- Mixed Reality (4)
- Resource Management (4)
- SUW-MFH (4)
- audio rendering (4)
- augmented reality (4)
- security engineering (4)
- spatial media (4)
- virtual environments (4)
- Artificial Intelligence (3)
- Augmented Virtuality (3)
- Avatars (3)
- HB (3)
- HSD Publikationsfonds (3)
- Innovation (3)
- JASA2019 (3)
- KIVi (3)
- Label (3)
- M (3)
- Master (3)
- Mismatch (3)
- groupware (3)
- peer (3)
- problem frames (3)
- requirements engineering (3)
- security requirement engineering (3)
- software engineering (3)
- spatialization (3)
- user interface design (3)
- Accelerometer (2)
- Ageing (2)
- Artificial intelligence (2)
- Augmented Reality (2)
- BestHeatNet (2)
- Business Case (2)
- CFD (2)
- Camera Tracking (2)
- Co-located Collaborations (2)
- Cohort study (2)
- Creativity (2)
- DFG Publikationskosten (2)
- Definitionsbeschrieb (2)
- Design of experiments (2)
- Deutschland (2)
- Electrical and Electronic Engineering (2)
- Energiebewusstes Bauen (2)
- Energieeffizienz (2)
- Entrepreneurship (2)
- FBMV (2)
- Fast-Energy-Design (2)
- Fremdvergleichsgrundsatz (2)
- Gewinnverlagerung (2)
- Groupware (2)
- Head-mounted Display (2)
- ICA2019 (2)
- Interaction (2)
- Interactive Media (2)
- KiVi (2)
- MIREVI (2)
- Machine Learning (2)
- Machine learning (2)
- Marketing (2)
- Messdatenauswertung (2)
- Mirevi (2)
- Mixed reality (2)
- Music Information Retrieval (2)
- Nachhaltigkeit (2)
- Niedrigenergiehaus (2)
- Nullenergiehaus (2)
- OER (2)
- Older workers (2)
- Passivhaus (2)
- Reverberation (2)
- Robustness (2)
- Solare-Prozesswärme-Standards (2)
- Solarenergie (2)
- TV (2)
- Tracking (2)
- UMLsec (2)
- Unternehmensbesteuerung (2)
- User-centered design (2)
- Virtual Sets (2)
- Visualization (2)
- Vortrag (2)
- Working conditions (2)
- actor tracking (2)
- aeroacoustics (2)
- aerodynamics (2)
- artificial neural networks (2)
- audio rendering, clustering (2)
- common body of knowledge (2)
- corporate income tax (2)
- data security (2)
- energiBUS4home (2)
- experimentation (2)
- fairness (2)
- first-order reflection (2)
- higher education (2)
- human factors (2)
- human-machine interfaces (2)
- knowledge management (2)
- law (2)
- occluder (2)
- pattern system (2)
- profit-shifting (2)
- resource management (2)
- services computing (2)
- simulation (2)
- software architecture (2)
- software development (2)
- sound spatialization (2)
- spatial audio (2)
- spatial sound authoring (2)
- tactile feedback (2)
- tracking (2)
- user experience (2)
- video processing (2)
- virtual set environments (2)
- 3-D Interaction (1)
- 3D (1)
- 3D audio (1)
- 3D interaction (1)
- 3D user interfaces (1)
- 3D-Rendering (1)
- AAL (1)
- ABC_DJ (1)
- ADAS (1)
- AI performance metrics (1)
- ALL (1)
- A_FBMV (1)
- A_FBW (1)
- Academic Software (1)
- Accountability (1)
- Acoustic displays (1)
- Acoustic reflection (1)
- Actuator (1)
- Aerodynamik (1)
- Aerospace Engineering (1)
- Ageing workforce (1)
- Alertness (1)
- Ambient assisted living (1)
- Anatomy (1)
- Angehörigenpflege (1)
- Animation (1)
- Applied Mathematics (1)
- Applied ethics (1)
- Approximation (1)
- Architecture Erosion (1)
- Architekturdebatte (1)
- Assistive Technology (1)
- Audio Branding (1)
- Auditory displays (1)
- Aural attributes (1)
- Automated Control Concept (1)
- Außenwirtschaft (1)
- Avatar (1)
- Bachelor (1)
- Balance responsible party (1)
- Balancing energy (1)
- Bank (1)
- Bankenkrise (1)
- Batch process operation (1)
- Bauform (1)
- Blockchain (1)
- Bot (1)
- Boundary layer development (1)
- CAI (1)
- CAT (1)
- CO2 methanation (1)
- CO2Methanation (1)
- CSA (1)
- CSCW (1)
- Cameras (1)
- Carbon footprint (1)
- Catastrophic forgetting (1)
- Cement production (1)
- Chimney divergence angle (1)
- Chord Length (1)
- Civil and Structural Engineering (1)
- Cloud computing (1)
- Combine Motion (1)
- Components of Creativity (1)
- Compressor (1)
- Computational Fluid Dynamics (1)
- Computer Vision (1)
- Computers and Society (1)
- Concept drift (1)
- Continual learning (1)
- Control and Optimization (1)
- Control of power plants (1)
- Control systems (1)
- Convex optimization (1)
- Corporate Creativity (1)
- Cross-Plattform Entwicklung (1)
- Cultural Dimensions (1)
- Cyborg (1)
- Cycle Innovations (1)
- Data Structures and Algorithms (1)
- Data integrity (1)
- Data quality (1)
- Data quality assurance (1)
- Data visulization (1)
- Database systems (1)
- Dataset (1)
- Deactivation (1)
- Decolonial (1)
- Deconvolution (1)
- Decoupling control (1)
- Deep Neural Networks (1)
- Definitionsbeschreibung (1)
- Delay effects (1)
- Delays (1)
- Delta Model (1)
- Dementia (1)
- Design methods (1)
- Differential balancing group (1)
- Distance based (1)
- Distributed Virtual (1)
- Distribution Shift (1)
- Diversity of opinion (1)
- Dynamic Modelling (1)
- Dynamic operation (1)
- Dynamic processes (1)
- EBSILON®Professional (1)
- Education (1)
- Efficiency (1)
- Ehealth (1)
- Elasticity (1)
- Elastography (1)
- Electricity schedule registration (1)
- Electronic mail (1)
- Embodied Music Cognition (1)
- Emerging technologies (1)
- Emotion (1)
- Empowerment (1)
- Energetic and exergetic efficiencies (1)
- Energienetz (1)
- Energy (1)
- Energy Engineering and Power Technology (1)
- EnergyExpert (1)
- Engineering Conference (1)
- Engineering Conferences (1)
- Engines (1)
- English as a foreign language (1)
- Entwicklung (1)
- Equivalence class sets (1)
- Ernte (1)
- Ethical theory (1)
- Ethics (1)
- Exact I/O-Linearization control (1)
- Experience Sampling Method (1)
- Extraversion (1)
- Extruded catalysts (1)
- Eye Tracking (1)
- FBSK (1)
- FDMauto (1)
- FLiX (1)
- Fairness (1)
- Field Study (1)
- Film cooling (1)
- Finanzmarktkrise (1)
- FliX (1)
- Fluid dynamics (1)
- Fluids (1)
- Functions of music (1)
- Gas Turbines (1)
- Gas turbine engines (1)
- Gender (1)
- General Computer Science (1)
- General Energy (1)
- General Materials Science (1)
- Gestaltoptimierung (1)
- Gesture recognition (1)
- Gitter (1)
- Grid Observability (1)
- HDR environment maps (1)
- HMD (1)
- Health (1)
- Heat transfer (1)
- Heat transfer phenomena (1)
- Heuristics (1)
- High Performance Computing (1)
- High temperature superconductors (1)
- Hip Hop (1)
- HoloLens (1)
- Human (1)
- Human-centered computing (1)
- Häckseln (1)
- ISO27000 (1)
- ISO27001 (1)
- ISO27005 (1)
- IT infrastructure (1)
- Immersive Environments (1)
- Inclusive Design (1)
- Industrieökonomie (1)
- Information and communication technologies (1)
- Information systems (1)
- Innovationsmanagement (1)
- Innovativeness (1)
- Instrumentation (1)
- Intelligent control (1)
- Interaction Techniques (1)
- Interaction design process and methods (1)
- Interaction feedback (1)
- Interaction techniques (1)
- Intersectionality (1)
- Invention (1)
- IoU (1)
- Ireland (1)
- Irland (1)
- KWK (1)
- Kessel und große Solarthermieanlagen (1)
- Kinect (1)
- Kinetics (1)
- Klangfarbe (1)
- Kollaboration (1)
- Kraft-Wärme-Kälte-Kopplung im Leistungsbereich von 10 kW (1)
- Krankenhaus (1)
- Kultur (1)
- Laminar Separation Bubble (1)
- Large screen displays (1)
- Latin hypercube sampling (1)
- Learning (1)
- Lift Curve (1)
- Live Video Streaming (1)
- Lobbying (1)
- Local thermal non-equilibrium (1)
- Long Tail theory (1)
- Long-term stability (1)
- Loudspeakers (1)
- Ländervergleich (1)
- MP3 (1)
- MPEG-4 (1)
- MRI (1)
- MTF (1)
- Markeless tracking (1)
- Markteinführungskonzept (1)
- Mass spectrometry (1)
- Masterthesis (1)
- Measurement Technologies (1)
- Measurement invariance (1)
- Measurement techniques (1)
- Mechanical Engineering (1)
- Mechanical stability (1)
- Mediation (1)
- Melting (1)
- Mensch-Maschine-Kommunikation (1)
- Mental health (1)
- Micro-Scale ORC Plant (1)
- Mobile Computing (1)
- Mobile Devices (1)
- Mobile Phone (1)
- Mobile computing (1)
- Model Predictive Control (1)
- Modeling (1)
- Modeling and Simulation (1)
- Modification (1)
- Modulation Transfer Function (MTF) (1)
- Molten Salt (1)
- Motivation (1)
- Movement and Computing (1)
- Mulitmodal (1)
- Multi-Sensory Device (1)
- Multimedia systems (1)
- Multimodal database (1)
- Music (1)
- Music Branding Expert Terminology (MBET) (1)
- Music branding (1)
- Musikindustrie (1)
- Myo (1)
- Nachhall (1)
- National Culture (1)
- NativeScript (1)
- Navigation (1)
- Networked Immersive Virtual Environments (1)
- Neural networks (1)
- Ni catalyst (1)
- Ni catalysts (1)
- Niederdruck-Axialventilatoren (1)
- Nondestructive Testing (1)
- Normal vector method (1)
- OCL (1)
- OER4EE (1)
- OSC mapping (1)
- Object detection (1)
- Online parameter estimation (1)
- Open Archive (1)
- Open Source Software (1)
- Optical Quality (1)
- Optimization (1)
- Organizational Creativity (1)
- PSI Model (1)
- PVT-Norm (1)
- Participation (1)
- Participatory Design (1)
- Participatory design (1)
- Particle flow (1)
- Partikelstrom (1)
- Peacebuilding-Development Nexus (1)
- Peak & End (1)
- Peptides and proteins (1)
- Perception (1)
- Performance metrics (1)
- Pervasiveness (1)
- Photospherical Imagery (1)
- Photovoltaic and battery storage systems (1)
- Physical health (1)
- Physical work demands (1)
- Piezoelectric (1)
- Pitch Motion (1)
- Porous media (1)
- Power (1)
- Power dispatch (1)
- Power generation (1)
- Power plant control (1)
- Power resources (1)
- Power system stability (1)
- Power systems (1)
- Power-to-Gas (1)
- Power-to-gas (1)
- PrePrint (1)
- Precursors (1)
- Preisabsatzfunktion (1)
- Preispolitik (1)
- Primärenergiefaktoren (1)
- Production (1)
- Produkttest (1)
- Programming (1)
- Progressive Web Apps (1)
- Projekt Smart Production (1)
- Projektbeschreibung (1)
- Projektmanagement (1)
- Prokrastination (1)
- Prosumer (1)
- Psychosocial work demands (1)
- Pulsating flow (1)
- Python (1)
- Quality assurance (1)
- Queer (1)
- Rapid Prototyping (1)
- Reform process (1)
- Regression analysis (1)
- Remote Collaboration (1)
- Remote collaboration (1)
- Renewable Energy, Sustainability and the Environment (1)
- Research (1)
- Resource adequacy (1)
- Robust optimization (1)
- Room effects (1)
- ST2000-LangEff (1)
- Safety, Risk, Reliability and Quality (1)
- Sanierung (1)
- Satire (1)
- Security of supply (1)
- Security standards (1)
- Self-esteem (1)
- Senegal (1)
- Seniors (1)
- Service-life Monitoring (1)
- Shell buckling (1)
- SiL/HiL (1)
- Sigma-Point Kalman Filter (1)
- Simulation of Mechanical Systems (1)
- Size control (1)
- Skeleton (1)
- Sloped absorber surface (1)
- Smart Meter (1)
- Smartphone (1)
- Smartwatches (1)
- SoSe21 (1)
- SoSe22 (1)
- SoSe23 (1)
- Social Presence (1)
- Social interaction (1)
- Soft sensors (1)
- Software Architecture (1)
- Software Development (1)
- Software Evolution (1)
- Solar Power Tower (1)
- Solar chimney power plant (SCPP) (1)
- Solar power plants (1)
- Solare Kühlung (1)
- Solidification process (1)
- Soundscape (1)
- Space-Variance (1)
- Spatial media (1)
- Stability (1)
- Standard load profile (1)
- State Estimation (1)
- Statistical learning (1)
- SteamVR (1)
- Stereo camera (1)
- Strategy (1)
- Stressbewältigung (1)
- Stressempfinden (1)
- Stroh (1)
- Structural equation modeling (1)
- Strömungsakustik (1)
- Studio (1)
- Subjective wellbeing (1)
- Systems and Control (1)
- Teaching (1)
- Team Climate (1)
- Technology (1)
- Technology Acceptance (1)
- Technology Acceptance Model (1)
- Technology acceptance (1)
- Telepresence (1)
- Testmarkt (1)
- Theaterpädagogik (1)
- Theoretical Computer Science (1)
- Thermal energy storage (1)
- Thermal lattice Boltzmann method (1)
- Thrust Coefficient (1)
- Timbre (1)
- Toleranz (1)
- Turbine components (1)
- UML2 (1)
- UMLseCH (1)
- UNIX (1)
- Ubiquitous Computing (1)
- Ultrasonic (1)
- Unified modeling language (1)
- Unit commitment (1)
- Usability Study (1)
- User Interface Design (1)
- Value sensitive design (1)
- Value-sensitive design (1)
- Verbrauchswerte (1)
- Vereinbarkeit Pflege und Beruf (1)
- Video Conferencing (1)
- Video Game Industry (1)
- Virtual environments (1)
- Virtual reality (1)
- Virtuelle Umgebungen (1)
- Vorderkantenzacken (1)
- Weak interests (1)
- Wearables (1)
- Web-Application (1)
- Whiteboards (1)
- WiSe17/18 (1)
- WiSe21/22 (1)
- Wing Motion (1)
- Wirkungsforschung (1)
- Wirtschaftspolitik (1)
- Wissensmanagement (1)
- Zahlentheorie (1)
- Zimbabwe (1)
- abstraction-reconstruction cycle (1)
- acoustic descriptors (1)
- acoustic environment (1)
- activism (1)
- adversary model (1)
- affective annotation (1)
- africa (1)
- age (1)
- algorithmus (1)
- angle compensation (1)
- application streaming (1)
- approximation (1)
- architectual pattern (1)
- architectural design (1)
- arm's length principle (1)
- arms length principle (1)
- attention (1)
- audio filtering (1)
- audio interpolation (1)
- audio signal processing, audio telecommunications (1)
- augmented (1)
- auralization (1)
- automated robotic camera system (1)
- automated shot control (1)
- automatic alignment (1)
- autonomous actors (1)
- autonomous vehicles (1)
- bank (1)
- banking crisis (1)
- basic income support (1)
- binaural recording (1)
- biomechanics (1)
- body tracking (1)
- brand identity (1)
- brand value (1)
- bus (1)
- business applications (1)
- cable car (1)
- caffeine (1)
- calm technology (1)
- camera-tracking (1)
- capacitive touch screens (1)
- caring men (1)
- cascade (1)
- chaff (1)
- chatspaces (1)
- chromatic aberration (1)
- city planning (1)
- class diagram (1)
- clustering, and human perception (1)
- cognition (1)
- collaboration (1)
- collaborative work (1)
- comparative research (1)
- comparison (1)
- compliance (1)
- composite shells (1)
- compressors (1)
- computer education (1)
- computer music (1)
- computer science (1)
- computer security (1)
- context awareness (1)
- context query language (1)
- corruption (1)
- critical art (1)
- cross-platform (1)
- cross-platform development (1)
- cross-plattform (1)
- crowdsourcing (1)
- culture (1)
- culture dimensions (1)
- daily life (1)
- data documentation (1)
- data encryption (1)
- data privacy (1)
- data transmission (1)
- database (1)
- database systems (1)
- databases (1)
- design (1)
- design of experiments (1)
- design review (1)
- development (1)
- development methodology (1)
- dictionary (1)
- digital broadcasting (1)
- digital music platforms (1)
- digitale Geschäftsmodelle (1)
- direction signalization (1)
- directional mixing console (1)
- distance cue (1)
- drama education (1)
- eHealth (1)
- eclipse modeling framework (1)
- economic policy (1)
- education (1)
- effects of music (1)
- elderly care (1)
- emotion recognition (1)
- emotional valence (1)
- employment (1)
- entertainment (1)
- erweiterte Realität (1)
- evolution path (1)
- exergetice efficiency (1)
- experience sampling method (1)
- fiducial tangible recognition (1)
- film music (1)
- film rules (1)
- financial crisis (1)
- forced convection (1)
- generators (1)
- germany (1)
- graphics processing unit (1)
- harvesting (1)
- heat transfer enhancement (1)
- hospitals (1)
- human computer interaction (1)
- humanoid Simulation (1)
- hypertext, search engine (1)
- image perturbations (1)
- impact studies (1)
- imperfection sensitivity (1)
- inclined ribs (1)
- indoor soundscape (1)
- intelligent transportation system (1)
- interaction (1)
- interaction in virtual sets (1)
- interactive sport simulation (1)
- interactive walkthrough (1)
- interdisciplinary (1)
- internet of things (1)
- investing as random trial (1)
- investment algorithm (1)
- investment constraints (1)
- knowledge (1)
- komparative Sozialforschung (1)
- künstliche neuronale Netze (1)
- labor market integration (1)
- lasso regression (1)
- lattices (1)
- leading edge serrations (1)
- learning (1)
- lens blur (1)
- level of detail (1)
- light interaction (1)
- linear magnetic bearing (1)
- live streaming (1)
- locomotion study (1)
- loudspeaker array (1)
- low cost multi-touch infrared overlay frame (1)
- low-pressure axial fan (1)
- machine learning (1)
- maglev system (1)
- man-machine interfaces (1)
- marketing studies (1)
- mass spectrometry (1)
- mean reversion (1)
- measurement (1)
- medical social work (1)
- memory (1)
- meta model (1)
- metabolomics (1)
- mixed reality (1)
- mobile (1)
- mobile computing (1)
- model element (1)
- model predictive control (1)
- mood recognition (1)
- mood, performance (1)
- moral foundations (1)
- moral judgments (1)
- motor coordination (1)
- multi-point interfaces (1)
- multichannel sound reproduction (1)
- multicomponent working fluid (1)
- multimedia (1)
- multimedia information systems (1)
- music listening (1)
- music listening behavior (1)
- music selection behavior (1)
- music-listening behavior (1)
- music-selection behavior (1)
- musical congruity (1)
- musical expression (1)
- musical meaning (1)
- narrowcasting functions (1)
- navigation aids (1)
- networked audio (1)
- non-auditory factors (1)
- number theorie (1)
- obtrusion (1)
- online information offerings (1)
- open educational resources (1)
- open source (1)
- organic Rankine cycle (1)
- patient monitoring system (1)
- patterns (1)
- percentile-lasso (1)
- person factors (1)
- perspicuity (1)
- pflegende Männer (1)
- photonic mixing device (1)
- photospherical imagery (1)
- pinch point (1)
- planning tools (1)
- politics (1)
- post production (1)
- presentation assistance (1)
- prevention (1)
- problem frame (1)
- problems (1)
- programming (1)
- project management (1)
- proteomics (1)
- psychoacoustic (1)
- realtime animations (1)
- realtime rendering (1)
- recommender systems (1)
- reconciliation of work and care (1)
- reliability (1)
- requirements (1)
- retrieval methods (1)
- risk analysis (1)
- risk management (1)
- risk taking (1)
- robot (1)
- room-related transfer functions (1)
- roomware (1)
- rotational tracking (1)
- scene analysis (1)
- school‐to‐work transition (1)
- secquence diagram (1)
- secure design (1)
- security architecture (1)
- security engineering process (1)
- security pattern (1)
- security problem (1)
- security property (1)
- security requirements engineering (1)
- security standards (1)
- self-enhancement (1)
- semantic web (1)
- sequence diagram (1)
- shader programming (1)
- situational factors (1)
- situational influences (1)
- social media (1)
- social pedagogical user research (1)
- social work (1)
- soft shadow (1)
- software evolution (1)
- software security (1)
- solar power (1)
- sound interaction (1)
- sound localization (1)
- sound radiation pattern (1)
- sound spatialization resource management (1)
- sound spatialization server (1)
- soundscape (1)
- soundtrack (1)
- sozialpädagogische Nutzer*innenforschung (1)
- spacecraft configuration (1)
- spatial sound (1)
- spectral analysis (1)
- sports (1)
- stage flight system (1)
- stochastic optimization (1)
- subjective health (1)
- superconductor modeling (1)
- switcher control (1)
- system security (1)
- systematic account (1)
- talent tracking (1)
- tangibles (1)
- teaching (1)
- telepresence (1)
- temperature-glide (1)
- terahertz time-domain spectroscopy (1)
- thickness measurements (1)
- tool support (1)
- trading (1)
- trading expert (1)
- tram (1)
- transitional turbulence (1)
- transport planning (1)
- urban mobility (1)
- usability (1)
- user interface design man-machine interfaces (1)
- user-centered design (1)
- verification (1)
- vibrotactile feedback (1)
- video textures (1)
- virtual TV (1)
- virtual characters (1)
- virtual conferencing environment (1)
- virtual environment (1)
- virtual prototyping (1)
- virtual realities (1)
- virtual reality (1)
- virtual reality environments (1)
- virtual studio interaction (1)
- virtual studios (1)
- visual feedback (1)
- visual music (1)
- vizualization (1)
- vocational rehabilitation (1)
- vr archery (1)
- wayfinding (1)
- web and video supported learning (1)
- workloads (1)
- youth (1)
Department/institution
- Fachbereich - Medien (343)
- Fachbereich - Maschinenbau und Verfahrenstechnik (295)
- 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 (18)
- Intelligente Mensch-Technik-Interaktion (12)
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 practical system has only limited resources, including spatialization channels (mixels), MIDI/audio channels, and processing power. A sound spatialization resource manager, introduced in this thesis, controls sound resources and optimizes fidelity (presence) under given conditions, using a priority scheme based on psychoacoustics. Objects which are spatially close together can be coalesced by a novel clustering algorithm, which considers listener localization errors. Application programmers and VR scene designers are freed from the burden of assigning mixels and predicting sound source locations. The framework includes an abstract interface for sound spatialization backends, an API for the VR environments, and multimedia authoring tools.
A module for soundscape monitoring and visualizing resource management processes was extended for presenting clusters, generated by a novel sound source clustering algorithm. This algorithm groups multiple sound sources together into a single representative source, considering localization errors depending on listener orientation. Localization errors are visualized for each cluster using resolution cones. Visualization is done in runtime and allows understanding and evaluation of the clustering algorithm.
Level-of-detail is a concept well-known in computer graphics to reduce the number of rendered polygons. Depending on the distance to the subject (viewer), the objects’ representation is changed. A similar concept is the clustering of sound sources for sound spatialization. Clusters can be used to hierarchically organize mixels and to optimize the use of resources, by grouping multiple sources together into a single representative ource. Such a clustering process should minimize the error of position allocation of
elements, perceived as angle and distance, and also differences between velocity relative to the sink (i.e., Doppler shift). Objects with similar direction of motion and speed (relative to sink) in the same acoustic resolution cone and with similar distance to a sink can be grouped together.
A module for soundscape monitoring and visualizing resource management processes was extended for presenting clusters, generated by a novel sound source clustering algorithm. This algorithm groups multiple sound sources together into a single representative source, considering localization errors depending on listener orientation. Localization errors are visualized for each cluster using resolution cones. Visualization is done in runtime and allows understanding and evaluation of the clustering algorithm.
Cyberspatial audio applications are distinguished from the broad range of spatial audio applications in a number of important ways that help to focus this review. Most significant is that cyberspatial audio is most often designed to be responsive to user inputs. In contrast to non-interactive auditory displays, cyberspatial auditory displays typically allow active exploration of the virtual environment in which users find themselves. Thus, at least some portion of the audio presented in a cyberspatial environment must be selected, processed, or otherwise rendered with minimum delay relative to user input. Besides the technological demands associated with realtime delivery of spatialized sound, the type and quality of auditory experiences supported are also very different from those associated with displays that support stationary sound localization.
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.
Digital broadcasting enables interactive \sc tv studios with virtual set environments. This presentation reviews current technology and describes the requirements for such systems. Interoperability over the production, streaming, and viewer levels requires open interfaces. As the technology allow more interaction, it becomes inherent difficult to control the quality of the viewers experience.
A chatspace was developed that allows conversation with 3D sound using networked streaming in a shared virtual environment. The system provides an interface to advanced audio features, such as a "whisper function" for conveying a confided audio stream. This study explores the use of spatial audio to enhance a user's experience in multiuser virtual environments.
The audio design for virtual environments includes simulation of acoustical room properties besides specifing sound sources and sinks and their behavior. Virtual environments supporting room reverberation not only gain realism but also provide additional information to the user about surrounding space. Catching the different sound properties by the different spaces requires partitioning the space by the properties of aural spaces. We define soundscape and aural attributes as an application and multimedia content interface. Calculated data on an abstract level is sent to spatialization backends. Part of this research was the implementation of a device driver for the Roland Sound Space Processor. This device not only directionalizes sound sources, but also controls room effects like reverberation.
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.
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.
Virtual environments can create a realistic impression of an architectural space during the architectural design process, providing a powerful tool for evaluation and promotion during a project’s early stages. In comparison to pre-rendered animations,
such as walkthroughs based on CAD models, virtual environments can offer intuitive interaction and a more life like experience. Advanced virtual environments allow users to change realtime rendering features with a few manipulations, switching between different versions while still maintaining sensory immersion. This paper reports on an experimental project in which architectural models are being integrated into interactive virtual environments, and includes demonstrations of both the possibilities and limitations of such applications in evaluating, presenting and promoting architectural designs.
Auditory displays with the ability to dynamically spatialize virtual sound sources under real-time conditions enable advanced applications for art and music. A listener can be deeply immersed while interacting and participating in the experience. We review some of those applications while focusing on the Helical Keyboard project and discussing the required technology. Inspired by the cyclical nature of octaves and helical structure of a scale, a model of a piano-style keyboard was prepared, which was then geometrically warped into a helicoidal configuration, one octave/revolution, pitch mapped to height and chroma. It can be driven by MIDI events, real-time or sequenced, which stream is both synthesized and spatialized by a spatial sound display. The sound of the respective notes is spatialized with respect to sinks, avatars of the human user, by default in the tube of the helix. Alternative coloring schemes can be applied, including a color map compatible with chromastereoptic eyewear. The graphical display animates polygons, interpolating between the notes of a chord across the tube of the helix. Recognition of simple chords allows directionalization of all the notes of a major triad from the position of its musical root. The system is designed to allow, for instance, separate audition of harmony and melody, commonly played by the left and right hands, respectively, on a normal keyboard. Perhaps the most exotic feature of the interface is the ability to fork oneÃs presence, replicating subject instead of object by installing multiple sinks at arbitrary places around a virtual scene so that, for example, harmony and melody can be separately spatialized, using two heads to normalize the octave; such a technique effectively doubles the helix from the perspective of a single listener. Rather than a symmetric arrangement of the individual helices, they are perceptually superimposed in-phase, co-extensively, so that corresponding notes in different registers are at the same azimuth.
Multimediale Technologien werden in der Marktforschung immer stärker eingesetzt, um flexible und kostengünstige Studien durchzuführen. Im Innovationsprozess kann dabei auf die langjährigen Erfahrungen zurückgegriffen werden, die durch den Einsatz der Computersimulation in der technischen Produktentwicklung zustande gekommen sind. In sehr frühen Phasen des Innovationsprozesses können durch Einsatz der neuen Technologien die Markteinführungskonzepte für neue Produkte getestet werden. Die Applikationen der virtuellen Realität bieten ein einzigartiges Potential, neue Produkte einschlieï‚lich des Marketingkonzeptes zu testen, ohne dass dieses Produkt bereits physisch vorhanden sein muss. Am Beispiel eines Elementes des Marketingkonzeptes, der Preispolitik, zeigt die vorliegende Studie auf, welches Potential die virtuelle Kaufsituation von Produkten bietet. Der Fokus des Projektes liegt auf der interaktiven Produktpräsentation in einer virtuellen Umgebung, die in eine Online-Befragung mit zusätzlichen Werbefilmen eingebettet ist. Visuell hochwertige 3D-Produktpräsentationen versetzen den Probanden in eine virtuelle Einkaufsumgebung, die einem realen Szenario entspricht. Die virtuellen Produkte werden in mehreren Kaufentscheidungsrunden zu unterschiedlichen Preisen angeboten. Der Preisuntersuchung geht eine Präsentation ausgewählter Werbespots sowie eine produktbezogene Befragung voraus. Im Anschluss an die virtuellen Preisentscheidungen werden die Eindrücke sowie einige Kontrollgröen abgefragt. In weitergehenden Studien dieser Art können die Wirkungen mehrerer Marketing-Instrumente zu einem Zeitpunkt untersucht werden, in dem sich die Produkte noch im Entwicklungsprozess befinden. Auf diesem Weg lassen sich auch Wettbewerbsvorteile bestehender Produkte effizienter erkennen und nutzen. Mit den hoch entwickelten Computer- und Visualisierungstechnologien ist ein mächtiges Werkzeug entstanden, das bereits für kommerzielle Präsentationen und Produktstudien eingesetzt wird. Zukünftig kann es auch in Kombination mit Internetanwendungen und klassischen Methoden der Marktforschung zu einem sehr frühen Zeitpunkt umfassende Erkenntnisse über ein Produkt liefern.
Virtual set environments for broadcasting become more sophisticated as well as the visual quality improves. Realtime interaction and production-specific visualization implemented through plugin mechanism enhance the existing systems like the 3DK. This work presents the integration of the Intersense IS-900 SCT camera tracking and 3D interaction into the 3DK virtual studio environment. The main goal of this work is the design of a virtual studio environment for post productions, which includes video output as well as media streaming formats such as MPEG-4. The systems allows high quality offline rendering during post production and 3D interaction by the moderator during the recording.
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.
The presentation of virtual environments in real time has always been a demanding task. Specially designed graphics hardware is necessary to deal with the large amounts of data these applications typically produce. For several years the chipsets that were used allowed only simple lighting models and fixed algorithms. But recent development has produced new graphics processing units (GPUs) that are much faster and more programmable than their predecessors. This paper presents an approach to take advantage of these new features. It uses a video texture as part of the lighting calculations for the passenger compartment of a virtual train and was run on the GPU of a recent PC graphics card. The task was to map the varying illumination of a filmed landscape onto the virtual objects and also onto another video texture (showing two passengers), thereby enhancing the realism of the scene.
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.
This paper explores the tensions in team creativity. The tensions in team creativity are based on a tension between originality and effectiveness in the standard definition of creativity. To display the tensions in team creativity, the value square (“Wertequadrat”) developed by Schulz von Thun (1998) is used which balances a value with its countervalue. The author identifies tensions for cohesion, consensus and conformity. Cohesion is described as a tension between team diversity and team safety, consensus as a tension between constructive controversy and participatory decision-making and conformity as a tension between support for innovation and task orientation. Finally, the connection of individual and team creativity is described as an interplay between solitary and interactive components.
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.
Two high dynamic range HDR environments maps based on video streams from fish-eye lens cameras are used for generating virtual lights in a virtual set renderer. The task of realistic virtual light setup of scenes using captured environment maps might be eased as well as visual quality improves. We discuss the light setting problem for virtual studio tv productions which have mixed scenes of real objects, actors, virtual objects and virtual backgrounds. Benefits of hdr interactive light control are that the real light in the studio does not have to be remodeled and the artistic impression by using the light in the studio is also captured. An analysis of system requirements identifies technical challenges. We discuss the properties of a prototype system including test production.
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 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
Mobile live video streaming is becoming an increasingly popular form of interaction both in social media and remote collaboration scenarios. However, in most cases the streamed video does not take mobile devices' spatial data into account (e.g., the viewers do not know the spatial orientation of a streamer), or use such data only in specific scenarios (e.g., to navigate around a spherical video stream).
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.
Vibrotactile feedback via body-worn vibrating belts is a common means of direction signalization - e.g. for navigational tasks. Consequently such feedback devices are used to guide blind or visually impaired people but can also be used to support other wayfinding tasks - for instance, guiding actors in virtual studio productions. Recent effort has been made to simplify this task by integrating vibrotactile feedback into virtual studio applications. In this work we evaluate the accuracy of an improved direction signalization technique, utilizing a body-worn vibrotactile belt with a limited number of tactors, and compare it to other work. The results from our user study indicate that it is possible to signalize different directions accurately, even with a small number of tactors spaced by 90°.
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.
For this study, an experimental vibrotactile feedback system was developed to help actors with the task of moving their arm to a certain place in a virtual tv studio under live conditions. Our intention is to improve interaction with virtual objects in a virtual set, which are usually not directly visible to the actor, but only on distant displays. Vibrotactile feedback might improve the appearance on tv because an actor is able to look in any desired direction (camera or virtual object) or to read text on a teleprompter while interacting with a virtual object. Visual feedback in a virtual studio lacks spatial relation to the actor, which impedes the adjustment of the desired interaction. The five tactors of the implemented system which are mounted on the tracked arm give additional information like collision, navigation and activation. The user study for the developed system shows that the duration for reaching a certain target is much longer in case no visual feedback is given, but the accuracy is similar. In this study, subjects reported that an activation signal indicating the arrival at the target of a drag & drop task was helpful. In this paper, we discuss the problems we encountered while developing such a vibrotactile display. Keeping these pitfalls in mind could lead to better feedback systems for actors in virtual studio environments.
Shadows in computer graphics are an important rendering aspect for spatial objects. For realtime computer applications such as games, it is essential to represent shadows as accurate as possible. Also, various tv stations work with virtual studio systems instead of real studio sets. Especially for those systems, a realistic impression of the rendered and mixed scene is important. One challenge, hence, is the creation of a natural shadow impression. This paper presents the results of an empirical study to compare the performance and quality of different shadow mapping methods. For this test, a prototype studio renderer was developed. A percentage closer filter (pcf) with a number of specific resolutions is used to minimize the aliasing issue. More advanced algorithms which generate smooth shadows like the percentage closer soft shadow (pcss) method as well as the variance shadow maps (vsm) method are analysed. Different open source apis are used to develop the virtual studio renderer, giving the benefit of permanent enhancement. The Ogre 3D graphic engine is used to implement the rendering system, benefiting from various functions and plugins. The transmission of the tracking data is accomplished with the vrpn server/client and the Intersense api. The different shadow algorithms are compared in a virtual studio environment which also casts real shadows and thus gives a chance for a direct comparison throughout the empirical user study. The performance is measured in frames per secon
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.
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.
This paper presents a tracking of parts of a human body in a virtual TV studio environment. The tracking is based on a depth camera and a HD studio camera and aims at a realistic interaction between the actor and the computer generated environment. Stereo calibration methods are used to match corresponding pixels of both cameras (HD color and depth image). Hence the images were rectified and column aligned. The disparity is used to correct the depth image pixel by pixel. This image registration results in row and column aligned images where ghost regions are in the depth image resulting from occlusion. Both images are used to generate foreground masks with chroma and depth keying. The color image is taken for skin color segmentation to determine and distinguish the actor’s hands and face. In the depth image the flesh colored regions were used to determine their spatial position. The extracted positions were augmented by virtual objects. The scene is rendered correctly with virtual camera parameters which were calculated from the camera calibration parameters. Generated computer graphics with alpha value are combined with the HD color images. This compositing shows interaction with augmented objects for verification. The additional depth information results in changing the size of objects next to the hands when the actor moves around.
In this paper we introduce a system for tracking persons walking or standing on a large planar surface and for using the acquired data to easily configure position based interactions for virtual studio productions. The tracking component of the system, radarTRACK, is based on a laser scanner device capable of delivering interaction points on a large configurable plane. By using the device on the floor it is possible to use the delivered data to detect feet positions and derive the position and orientation of one or more users in real time. The second component of the system, named OscCalibrator, allows for the easy creation of multidimensional linear mappings between input and output parameters and the routing of OSC messages within a single modular design environment. We demonstrate the use of our system to flexibly create position-based interactions in a virtual studio environment.
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.
This paper presents an approach to integrate non-visual user feedback in today's virtual tv studio productions. Since recent studies showed that systems providing vibro-tactile feedback are not sufficient for replacing the common visual feedback, we developed an audio-based solution using an in ear headphone system, enabling a talent to move, avoid and point to virtual objects in a blue or green box. The system consists of an optical head tracking system, a wireless in ear monitor system and a workstation, which performs all application and audio processing. Using head related transfer functions, the talent gets directional and distance cues. Past research showed, that generating reflections of the sounds and simulating the acoustics of the virtual room helps the listener to conceive the acoustical feedback, we included this technique as well. In a user study with 15 participants the performance of the system was evaluated.
Virtual (tv) studios gain much more acceptance through improvements in computer graphics and camera tracking. Still commercial studios cannot have full interaction between actors and virtual scene because actors data are not completely digital available as well as the feedback for actors is still not sufficient. Markerless full body tracking might revolutionize virtual studio technology as it allows better interaction between real and virtual world. This article reports about using a markerless actor tracking in a virtual studio with a tracking volume of nearly 40 cubic meter enabling up to three actors within the green box. The tracking is used for resolving the occlusion between virtual objects and actors so that the Tenderer can output automatically a mask for virtual objects in the foreground in case the actor is behind. It is also used for triggering functions scripted within the Tenderer engine, which are attached to virtual objects, starting any kind of action (e.g., animation). Last but not least the system is used for controlling avatars within the virtual set. All tracking and rendering is done within a studio frame rate of 50 Hz with about 3 frames delay. The markerless actor tracking within virtual studios is evaluated by experts using an interview approach. The statistical evaluation is based on a questionnaire.
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.
In this paper we propose an integrated immersive augmented reality solution for a software tool supporting spacecraft design and verification. The spacecraft design process relies on expertise in many domains, such as thermal and structural engineering. The various subsystems of a spacecraft are highly interdependent and have differing requirements and constraints. In this context, interactive visualizations play an important role in making expert knowledge accessible. Recent immersive display technologies offer new ways of presenting and interacting with computer-generated content. Possibilities and challenges for spacecraft configuration employing these technologies are explored and discussed. A user interface design for an application using the Microsoft HoloLens is proposed. To this end, techniques for selecting a spacecraft component and manipulating its position and orientation in 3D space are developed and evaluated. Thus, advantages and limitations of this approach to spacecraft configuration are revealed and discussed.
Mixed reality telepresence is becoming an increasingly popular form of interaction in social and collaborative applications. We are interested in how created virtual spaces can be archived, mapped, shared, and reused among different applications. Therefore, we propose a decentralized blockchain-based peer-to-peer model of distribution, with virtual spaces represented as blocks. We demonstrate the integration of our system in a collaborative mixed reality application and discuss the benefits and limitations of our approach.
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.
In order to improve the interactivity between users and computers, recent technologies focus on incorporating gesture recognition into interactive systems. The aim of this article is to evaluate the effectiveness of using a Myo control armband and the Kinect 2 for recognition of gestures in order to interact with virtual objects in a weather report scenario. The Myo armband has an inertial measurement unit and is able to read electrical activity produced by skeletal muscles, which can be recognized as gestures, which are trained by machine learning. A Kinect sensor was used to build up a dataset which contains motion recordings of 8 different gestures and was also build up by a gesture training machine learning algorithm. Both input methods, the Kinect 2 and the Myo armband, were evaluated with the same interaction patterns in a user study, which allows a direct comparison and reveals benefits and limits of each technique.
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.
Four Metamorphosis States in a Distributed Virtual (TV) Studio: Human, Cyborg, Avatar, and Bot
(2013)
The major challenge in virtual studio technology is the interaction between the actor and virtual objects. Within a distributed live production, two locally separated markerless tracking systems where used simultaneously alongside a virtual studio. The production was based on a fully tracked actor, cyborg (half actor, half graphics), avatar, and a bot. All participants could interact and throw a virtual disc. This setup is compared and mapped to Milgram’s continuum and technical challenges are described.
Augmented reality for supporting manual non-destructive ultrasonic testing of metal pipes and plates
(2018)
We describe an application of augmented reality technology for non-destructive testing of products in the metal-industry. The prototype is created with hard- and software, that is usually employed in the gaming industry, and delivers positions for creating ultra- sonic material scans (C-scans). Using a stereo camera in combination with an hmd enables realtime visualisation of the probes path, as well as the setting of virtual markers on the specimen. As a part of the implementation the downhill simplex optimization algorithm is implemented to fit the specimen to a cloud of recorded surface points. The accuracy is statistically tested and evaluated with the result, that the tracking system is accurate up to ca. 1-2 millimeters in well set-up conditions. This paper is of interest not only for research institutes of the metal-industry, but also for any areas of work, in which the enhancement with augmented reality is possible and a precise tracking is necessary.
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.
Acquiring human motion data from video images plays an important role in the field of computer vision. Ground truth tracking systems require markers to create high quality motion data. But in many applications it is desired to work without markers. In recent years affordable hardware for markerless tracking systems was made available at a consumer level. Efficient depth camera systems based on Time-of-Flight sensors and structured light systems have made it possible to record motion data in real time. However, the gap between the quality of marker-based and markerless systems is high. The error sources of a markerless motion tracking pipeline are discussed and a model-based filter is proposed, which adapts depending on spatial location. The proposed method is then proven to be more robust and accurate than the unfiltered data stream and can be used to visually enhance the presence of an actor within a virtual environment in live broadcast productions.