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Along with the success of the digitally revived stereoscopic cinema, other events beyond 3D movies become attractive for movie theater operators, i.e. interactive 3D games. In this paper, we present a case that explores possible challenges and solutions for interactive 3D games to be played by a movie theater audience. We analyze the setting and showcase current issues related to lighting and interaction. Our second focus is to provide gameplay mechanics that make special use of stereoscopy, especially depth-based game design. Based on these results, we present YouDash3D, a game prototype that explores public stereoscopic gameplay in a reduced kiosk setup. It features live 3D HD video stream of a professional stereo camera rig rendered in a real-time game scene. We use the effect to place the stereoscopic effigies of players into the digital game. The game showcases how stereoscopic vision can provide for a novel depth-based game mechanic. Projected trigger zones and distributed clusters of the audience video allow for easy adaptation to larger audiences and 3D movie theater gaming.
Gas chromatography with simultaneous flame-ionization detection (FID) and a nitrogen-phosphorus detection (NPD) as well as gas chromatography-mass spectrometry (GC/MS) has been used to characterize some long-chain primary alkyl amines and alkyl diamines after derivatization with trifluoroacetic anhydride (TFAA).
Mikroökonomie: Grundlagen der Wissenschaft von Märkten und Institutionen wirtschaftlichen Handelns
(2012)
Die Mikroökonomie gehört zu den Kernfächern in wirtschaftswissenschaftlichen Bachelor- und Masterprogrammen. Das vorliegende Buch bietet mit vielen Beispielen und Aufgaben, beispielsweise aus den Gebieten Arbeits-, Kapital-, Versicherungs-, Güter-, und Gesundheitsmarkt, die Möglichkeit, die Theorie anzuwenden und nachzuvollziehen.
Jede Führungskraft hat ein bestimmtes Menschenbild, das ihre Arbeit und den Umgang mit den Mitarbeitern prägt. Diese Menschenbilder sind auch einem historischen Wandel unterworfen. Denn im Lauf der Jahrzehnte haben sich unsere Vorstellungen vom Menschen als Mitarbeiter grundlegend gewandelt. Welche Konsequenzen dieser Wandel für die Mitarbeiterführung hat, untersucht der folgende Artikel.
The relative contributions of radial and laminar optic flow to the perception of linear self-motion
(2012)
When illusory self-motion is induced in a stationary observer by optic flow, the perceived distance traveled is generally overestimated relative to the distance of a remembered target (Redlick, Harris, & Jenkin, 2001): subjects feel they have gone further than the simulated distance and indicate that they have arrived at a target's previously seen location too early. In this article we assess how the radial and laminar components of translational optic flow contribute to the perceived distance traveled. Subjects monocularly viewed a target presented in a virtual hallway wallpapered with stripes that periodically changed color to prevent tracking. The target was then extinguished and the visible area of the hallway shrunk to an oval region 40° (h) × 24° (v). Subjects either continued to look centrally or shifted their gaze eccentrically, thus varying the relative amounts of radial and laminar flow visible. They were then presented with visual motion compatible with moving down the hallway toward the target and pressed a button when they perceived that they had reached the target's remembered position. Data were modeled by the output of a leaky spatial integrator (Lappe, Jenkin, & Harris, 2007). The sensory gain varied systematically with viewing eccentricity while the leak constant was independent of viewing eccentricity. Results were modeled as the linear sum of separate mechanisms sensitive to radial and laminar optic flow. Results are compatible with independent channels for processing the radial and laminar flow components of optic flow that add linearly to produce large but predictable errors in perceived distance traveled.
Interactive Distributed Rendering of 3D Scenes on Multiple Xbox 360 Systems and Personal Computers
(2012)
This paper compares the memory allocation of two Java virtual machines, namely Oracle Java HotSpot VM 32-bit (OJVM) and Jamaica JamaicaVM (JJVM). The basic difference of the architectures in both machines is that the JamaicaVM uses fixed-size blocks for allocating objects on the heap. The basic difference of the architectures is that the JJVM uses fixed size block allocation on the heap. This means that objects have to be split into several connected blocks if they are bigger than the specified block-size. On the other hand, for small objects a full block must be allocated. The paper contains both theoretical and experimental analysis on the memory-overhead. The theoretical analysis is based on specifications of the two virtual machines. The experimental analysis is done with a modified JVMTI Agent together with the SPECjvm2008 Benchmark.