Prof. Dr. André Hinkenjann
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H-BRS Bibliography
- yes (5)
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- Institute of Visual Computing (IVC) (5) (remove)
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- Conference Object (3)
- Article (2)
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- 2020 (5) (remove)
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- English (5)
Keywords
- 2D Level Design (1)
- 3D interfaces (1)
- Co-located Collaboration (1)
- Computer-supported Cooperative Work (1)
- Group Behavior (1)
- Groupware (1)
- User Roles (1)
- multi-layer display (1)
- stereoscopic vision (1)
Evaluation of a Multi-Layer 2.5D display in comparison to conventional 3D stereoscopic glasses
(2020)
In this paper we propose and evaluate a custom-build projection-based multilayer 2.5D display, consisting of three layers of images, and compare performance to a stereoscopic 3D display. Stereoscopic vision can increase the involvement and enhance game experience, however may induce possible side effects, e.g. motion sickness and simulator sickness. To overcome the disadvantage of multiple discrete depths, in our system perspective rendering and head-tracking is used. A study was performed to evaluate this display with 20 participants playing custom-designed games. The results indicated that the multi-layer display caused fewer side effects than the stereoscopic display and provided good usability. The participants also stated a better or equal spatial perception, while the cognitive load stayed the same.
This paper presents groupware to study group behavior while conducting a creative task on large, high-resolution displays. Moreover, we present the results of a between-subjects study. In the study, 12 groups with two participants each prototyped a 2D level on a 7m x 2.5m large, high-resolution display using tablet-PCs for interaction. Six groups underwent a condition where group members had equal roles and interaction possibilities. Another six groups worked in a condition where group members had different roles: level designer and 2D artist. The results revealed that in the different roles condition, the participants worked significantly more tightly and created more assets. We could also detect some shortcomings for that configuration. We discuss the gained insights regarding system configuration, groupware interfaces, and groups behavior.
Modern Monte-Carlo-based rendering systems still suffer from the computational complexity involved in the generation of noise-free images, making it challenging to synthesize interactive previews. We present a framework suited for rendering such previews of static scenes using a caching technique that builds upon a linkless octree. Our approach allows for memory-efficient storage and constant-time lookup to cache diffuse illumination at multiple hitpoints along the traced paths. Non-diffuse surfaces are dealt with in a hybrid way in order to reconstruct view-dependent illumination while maintaining interactive frame rates. By evaluating the visual fidelity against ground truth sequences and by benchmarking, we show that our approach compares well to low-noise path-traced results, but with a greatly reduced computational complexity, allowing for interactive frame rates. This way, our caching technique provides a useful tool for global illumination previews and multi-view rendering.