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Imagine a person navigating on the trackball of a mouse - it would need full body control. In this article we describe the Virtual Balance, an input device for a responsive virtual environment. This device is driven by weight shift on a small platform and does neither require special training nor wearing uncomfortable equipment. The Virtual Balance aims at intuitive navigation through complex 3D space. It can be used to skate or fly like on a magic carpet through a virtual world. With shifts of body posture the navigator controls speed and direction of his/her movement in the model world, which is calculated from the changing pressure on three weight cells under the platform. Different fields of application are presented, showing scenarios already realized as well as a variety of possibilities for future use.
GL-Wrapper for Stereoscopic Rendering of Standard Applications for a PC-based Immersive Environment
(2007)
The objective of the FIVIS project is to develop a bicycle simulator which is able to simulate real life bicycle ride situations as a virtual scenario within an immersive environment. A sample test bicycle is mounted on a motion platform to enable a close to reality simulation of turns and balance situations. The visual field of the bike rider is enveloped within a multi-screen visualisation environment which provides visual data relative to the motion and activity of the test bicycle. That means the bike rider has to pedal and steer the bicycle as a usual bicycle, while the motion is recorded and processed to control the simulation. Furthermore, the platform is fed with real forces and accelerations that have been logged by a mobile data acquisition system during real bicycle test drives. Thus, using a feedback system makes the movements of the platform match to the virtual environment and the reaction of the driver (e.g. steering angle, step rate).
"Visual Computing" (VC) fasst als hochgradig aktuelles Forschungsgebiet verschiedene Bereiche der Informatik zusammen, denen gemeinsam ist, dass sie sich mit der Erzeugung und Auswertung visueller Signale befassen. Im Fachbereich Informatik der FH Bonn-Rhein-Sieg nimmt dieser Aspekt eine zentrale Rolle in Lehre und Forschung innerhalb des Studienschwerpunktes Medieninformatik ein. Drei wesentliche Bereiche des VC werden besonders in diversen Lehreinheiten und verschiedenen Projekten vermittelt: Computergrafik, Bildverarbeitung und Hypermedia-Anwendungen. Die Aktivitäten in diesen drei Bereichen fließen zusammen im Kontext immersiver virtueller Visualisierungsumgebungen.
In this paper, we describe an approach to academic teaching in computer science using storytelling as a means to investigate to hypermedia and virtual reality topics. Indications are shown that narrative activity within the context of a Hypermedia Novel related to educational content can enhance motivation for self-conducted learning and in parallel lead to an edutainment system of its own. In contrast to existing approaches the Hypermedia Novel environment allows an iterative approach to the narrative content, thereby integrating story authoring and story reception not only in the beginning but at any time. The narrative practice and background research as well as the resulting product can supplement lecture material with comparable success to traditional academic teaching approaches. On top of this there is the added value of soft skill training and a gain of expert knowledge in areas of personal background research.
In this paper, we describe an approach to use storytelling in academic teaching as a means for background research to hypermedia and virtual reality topics in computer science. Interactivity within this context means selective authoring rather than immersive interaction. In contrast to existing approaches a Hypermedia Novel environment allows an iterative approach to the narrative content, thereby integrating story authoring and story reception at any time. The narrative practice and background research as well as the resulting product can supplement lecture material with comparable success to traditional academic teaching approaches. In addition there is the added value of soft skill training and a gain of expert knowledge in areas of personal background research.
Applications being designed for disabled people so far are showing three main issues: specific target user group, specialized user interface (UI) and interdependence problem. In addition, three essential criteria do also affect the application’s usability, namely time, efficiency and costs. In order to overcome these problems, we propose a different perspective of User-Centered Design (UCD) by dividing and analyzing the UI architecture design process over three interdependent spaces: User, Need and application. Finally we provide the reader with an algorithmic guideline towards minimizing the interdependence issue between interaction modalities.
The Atmosphaeres project aims to reduce sufferers’ stress and pain levels by using 360° video environments that are presented in a highly immersive Head-Mounted Display (HMD). Here we report first insights of our prototype combination of the 360° video environments and the Oculus Rift, the HMD used for our project. We find that our ‘Atmosphaeres’ are capable of truly transporting the user to another, virtually created location, however, there were a number of restrictions with the first system, including image quality and nausea which we hope to eliminate with the system we present in this paper. There are also a number of research questions that need to be considered for the use of the Atmosphaeres in stress and pain management or for general relaxation purposes. These questions include whether 360° video environments are capable of reducing stress and experienced pain and whether changes to the Oculus Rift DK2 do in fact reduce the nausea that was often caused by the DK1. Sound is another important yet often under-considered factor in many Virtual Reality applications and questions we seek to answer revolve around how the quality and type of audio contribute to users’ feeling of presence and ultimately their stress and pain levels.
ATM virtual studio services
(1996)
The term "virtual studio" refers to real-time 3D graphics systems used to render a virtual set in sync with live camera motion. As the camera pans and zooms, the virtual set is redrawn from the correct perspective. Using blue room techniques, actors in front of the real camera are then “placed in” the virtual set. Current virtual studio systems are centralized – the blue room, cameras, renderers etc. are located at a single site. However distributed configurations offer significant economies such as the sharing of expensive rendering equipment among many sites. This paper describes early expe- riences of the DVP1 project in the realization of a distributed virtual studio. In particular we de- scribe the first video production using a distributed virtual studio over ATM and make observations concerning network QOS requirements.
In this paper we present a new storytelling approach, called Hypermedia Novel (HYMN), that extends the classical narration concept of a story. We develop an underlying modular concept – the narration module – that facilitates a new manner of reception as well as creation of a story. The HYMN focuses on the recipient and his role of consuming a story and a heterogeneous group of creative authors by providing narration modules and their interfaces without defining the granularity of the modules. Using several kinds ofmultimedia elements and a hyperlink structure, we present a first demonstrator that implements this new concept. We also discuss improvements, e.g. MPEG-4/7, that support both reception by the audience, and the process of creating the story by a dispersed team of authors.
The Virtual Memory Palace
(2006)
The intention of the Virtual Memory Palace is to help people memorize information by addressing their visual memory. The concept is based on the “Memory Palace” as an ancient Greek memorization technique, where symbols are placed in a certain way within an imaginative building in order to remember the original information whenever the mind goes through the vision of this building again. The goal of this work was to create such a Memory Palace in a virtual environment, so it requires less creative effort of the contemporary learner than was necessary in ancient Greece. The Virtual Memory Palace offers the possibility to freely explore a virtual 3d architectural model and to place icons at various locations within this model. Specific behaviors were assigned to these locations to make them more memorable. To test the benefit of this concept, an experiment with 15 subjects was conducted. The results show a higher remembrance rate of items learned in the Virtual Memory Palace compared to a wordlist. The observations made during the test showed that most of the subjects enjoyed the memorization environment and were astonished how well the Virtual Memory Palace worked for them.