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Für die prototypische Erstellung von Virtual Reality (VR) Szenen auf Grundlage realer Umgebungen bieten sich Daten aus aktuellen Panorama-Kameras an. Diese Daten eignen sich jedoch nicht unmittelbar für die Integration in eine Game Engine. Wir stellen daher ein projektionsbasiertes Verfahren vor, mit dem Bilder und Videos im Fischaugenformat, wie sie z.B. die 360 Kamera Ricoh Theta erstellt, ohne Konvertierung in Echtzeit mit Hilfe der Unity Game Engine visualisiert werden können. Es wird weiterhin gezeigt, dass ein Panoramabild mit diesem Verfahren leicht manuell um grobe Tiefeninformation erweitert werden kann, sodass bei einer Darstellung in VR ein grober räumlicher Eindruck der Szene für einfach prototypische Umsetzungen ermöglicht wird.
The work at hand outlines a recording setup for capturing hand and finger movements of musicians. The focus is on a series of baseline experiments on the detectability of coloured markers under different lighting conditions. With the goal of capturing and recording hand and finger movements of musicians in mind, requirements for such a system and existing approaches are analysed and compared. The results of the experiments and the analysis of related work show that the envisioned setup is suited for the expected scenario.
When navigating larger virtual environments and computer games, natural walking is often unfeasible. Here, we investigate how alternatives such as joystick- or leaning-based locomotion interfaces ("human joystick") can be enhanced by adding walking-related cues following a sensory substitution approach. Using a custom-designed foot haptics system and evaluating it in a multi-part study, we show that adding walking related auditory cues (footstep sounds), visual cues (simulating bobbing head-motions from walking), and vibrotactile cues (via vibrotactile transducers and bass-shakers under participants' feet) could all enhance participants' sensation of self-motion (vection) and involement/presence. These benefits occurred similarly for seated joystick and standing leaning locomotion. Footstep sounds and vibrotactile cues also enhanced participants' self-reported ability to judge self-motion velocities and distances traveled. Compared to seated joystick control, standing leaning enhanced self-motion sensations. Combining standing leaning with a minimal walking-in-place procedure showed no benefits and reduced usability, though. Together, results highlight the potential of incorporating walking-related auditory, visual, and vibrotactile cues for improving user experience and self-motion perception in applications such as virtual reality, gaming, and tele-presence.