@inproceedings{Bannwart1997, author = {Bannwart, E.}, title = {"CyberCity" - die Stadt im Kopf}, doi = {10.25643/bauhaus-universitaet.424}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20111215-4247}, year = {1997}, abstract = {>CyberCity< ist ein Konzept, das durch ein virtuelles Abbild der r{\"a}umlichen Realit{\"a}t einer Stadt (Berlin) eine uns bekannte Wahrnehmungsumgebung als Orientierungs- und Navigationserleichterung bereitstellt, um {\"u}ber diesen virtuellen Browser m{\"o}glichst schnell und anschaulich an eine gew{\"u}nschte Information zu kommen. Dieses Umgebungsmodell ist auch als Simulationsmodell f{\"u}r die Visualisierung stadtr{\"a}umlicher Beurteilungen neuer Projekte, verkehrstechnischer Massnahmen und {\"o}kologischer Belastungen geeignet. Insbesondere ist es als Orientierungsumgebung f{\"u}r die Telepr{\"a}senz {\"u}ber die Kommunikationsnetze gedacht, die {\"u}ber die virtuellen Repr{\"a}sentanten (Avatare) eine besondere gesellschaftliche Brisanz erh{\"a}lt.}, subject = {Stadtplanung}, language = {de} } @inproceedings{BargstaedtAilland2011, author = {Bargst{\"a}dt, Hans-Joachim and Ailland, Karin}, title = {CONVR 2011 : Proceedings of the 11th International Conference on Construction Applications of Virtual Reality}, isbn = {978-3-86068-458-0}, doi = {10.25643/bauhaus-universitaet.1468}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20111102-15603}, year = {2011}, abstract = {Proceedings of the 11th International Conference on Construction Applications of Virtual Reality}, subject = {Plant Simulation }, language = {en} } @article{BargstaedtBlickling2004, author = {Bargst{\"a}dt, Hans-Joachim and Blickling, Arno}, title = {Effective cost estimate and construction processes with 3D interactive technologies: Towards a virtual world of construction sites}, doi = {10.25643/bauhaus-universitaet.232}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20111215-2320}, year = {2004}, abstract = {The development of 3D technologies during the last decades in many different areas, leads us towards the complete 3D representation of planet earth on a high level of detail. On the lowest level we have geographical information systems (GIS) representing the outer layer of our planet as a 3D model. In the meantime these systems do not only give a geographical model but also present additional information like ownership, infrastructure and others that might be of interest for the construction business. In future these systems will serve as basis for virtual environments for planning and simulation of construction sites. In addition to this work is done on the integration of GIS systems with 3D city models in the area of urban planning and thus integration of different levels of detail. This article presents research work on the use of 3D models in construction on the next level of detail below the level of urban planning. The 3D city model is taken as basis for the 3D model of the construction site. In this virtual nD-world a contractor can organize and plan his resources, simulate different variants of construction processes and thus find out the most effective solution for the consideration of costs and time. On the basis of former researches the authors present a new approach for cost estimation and simulation using development technologies from game software.}, subject = {Produktmodell}, language = {en} } @article{BargstaedtBlickling2005, author = {Bargst{\"a}dt, Hans-Joachim and Blickling, Arno}, title = {Determination of process durations on virtual construction sites}, doi = {10.25643/bauhaus-universitaet.620}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20111215-6207}, year = {2005}, abstract = {The paper analyses the application of 3D gaming technologies in the simulation of processes associated with human resources and machinery on construction sites in order to determine process costs. It addresses the problem of detailing in process simulation. The authors outline special boundary conditions for the simulation of cost-relevant resource processes on virtual construction sites. The approach considers different needs for detailing in process simulation during the planning and building phase. For simulation of process costs on a construction site (contractors view) the level of detail has to be set to high. A prototype for determination of process durations (and hereby process costs) developed at the Bauhaus University Weimar is presented as a result of ongoing researches on detailing in process simulation. It shows the method of process cost determination on a high level of detail (game between excavator and truck) through interaction with the virtual environment of the site.}, subject = {Prozesssimulation}, language = {en} } @phdthesis{Beck, author = {Beck, Stephan}, title = {Immersive Telepresence Systems and Technologies}, doi = {10.25643/bauhaus-universitaet.3856}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20190218-38569}, school = {Bauhaus-Universit{\"a}t Weimar}, pages = {149}, abstract = {Modern immersive telepresence systems enable people at different locations to meet in virtual environments using realistic three-dimensional representations of their bodies. For the realization of such a three-dimensional version of a video conferencing system, each user is continuously recorded in 3D. These 3D recordings are exchanged over the network between remote sites. At each site, the remote recordings of the users, referred to as 3D video avatars, are seamlessly integrated into a shared virtual scenery and displayed in stereoscopic 3D for each user from his or her perspective. This thesis reports on algorithmic and technical contributions to modern immersive telepresence systems and presents the design, implementation and evaluation of the first immersive group-to-group telepresence system in which each user is represented as realistic life-size 3D video avatar. The system enabled two remote user groups to meet and collaborate in a consistent shared virtual environment. The system relied on novel methods for the precise calibration and registration of color- and depth- sensors (RGBD) into the coordinate system of the application as well as an advanced distributed processing pipeline that reconstructs realistic 3D video avatars in real-time. During the course of this thesis, the calibration of 3D capturing systems was greatly improved. While the first development focused on precisely calibrating individual RGBD-sensors, the second stage presents a new method for calibrating and registering multiple color and depth sensors at a very high precision throughout a large 3D capturing volume. This method was further refined by a novel automatic optimization process that significantly speeds up the manual operation and yields similarly high accuracy. A core benefit of the new calibration method is its high runtime efficiency by directly mapping from raw depth sensor measurements into an application coordinate system and to the coordinates of its associated color sensor. As a result, the calibration method is an efficient solution in terms of precision and applicability in virtual reality and immersive telepresence applications. In addition to the core contributions, the results of two case studies which address 3D reconstruction and data streaming lead to the final conclusion of this thesis and to directions of future work in the rapidly advancing field of immersive telepresence research.}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @incollection{Bimber2006, author = {Bimber, Oliver}, title = {Projector-Based Augmentation}, series = {Emerging Technologies of Augmented Reality: Interfaces \& Design}, booktitle = {Emerging Technologies of Augmented Reality: Interfaces \& Design}, doi = {10.25643/bauhaus-universitaet.735}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20111215-7353}, year = {2006}, abstract = {Projector-based augmentation approaches hold the potential of combining the advantages of well-establishes spatial virtual reality and spatial augmented reality. Immersive, semi-immersive and augmented visualizations can be realized in everyday environments - without the need for special projection screens and dedicated display configurations. Limitations of mobile devices, such as low resolution and small field of view, focus constrains, and ergonomic issues can be overcome in many cases by the utilization of projection technology. Thus, applications that do not require mobility can benefit from efficient spatial augmentations. Examples range from edutainment in museums (such as storytelling projections onto natural stone walls in historical buildings) to architectural visualizations (such as augmentations of complex illumination simulations or modified surface materials in real building structures). This chapter describes projector-camera methods and multi-projector techniques that aim at correcting geometric aberrations, compensating local and global radiometric effects, and improving focus properties of images projected onto everyday surfaces.}, subject = {Erweiterte Realit{\"a}t }, language = {en} } @phdthesis{Blickling2006, author = {Blickling, Arno}, title = {Spezifikation des Bau-Solls durch interaktive Modellierung auf virtuellen Baustellen}, doi = {10.25643/bauhaus-universitaet.790}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20061105-8311}, school = {Bauhaus-Universit{\"a}t Weimar}, year = {2006}, abstract = {Heutige Methoden zur Soll-Spezifikation von Bauleistungen (Kostenermittlung und zeitliche Ablaufplanung) gehen von einer abstrahierten und vereinfachten Betrachtung der Zusammenh{\"a}nge bei Bauprojekten aus. Leistungsverzeichnisse, Kostenermittlungen und Bauzeitpl{\"a}ne orientieren sich nur indirekt an der Geometrie des Bauwerks und der Baustelle. Die dabei verwendeten Medien wie Papier, 2D-Dateien, digitale Leistungsbeschreibungen oder 3D-Darstellungen lassen die Suche nach Informationen auf der Baustelle zu einem zeitaufw{\"a}ndigen und in Anbetracht existierender Medientechnologien ineffizienten Prozess werden. Interaktive virtuelle Umgebungen erlauben die Aufl{\"o}sung starrer Zusammenh{\"a}nge durch interaktive Eingriffe des Anwenders und visualisieren komplexe bauproduktionstechnische Vorg{\"a}nge. Das Konzept der visuellen interaktiven Simulation der Bauproduktion sieht vor, die Soll-Spezifikation anhand eines interaktiven 3D-Modells zu entwickeln, um r{\"a}umliche Ver{\"a}nderungen und parallele Prozesse auf der virtuellen Baustelle im Rahmen der Entscheidungsfindung zum Bauablauf besser ber{\"u}cksichtigen zu k{\"o}nnen. Verlangt man einen hohen Grad an Interaktivit{\"a}t mit dem 3D-Modell, dann bieten sich Computerspieltechnologien sehr gut zu Verifikationszwecken an. Die visuelle interaktive Simulation der Bauproduktion ist damit als eine 3D-modellbasierte Methode der Prozessmodellierung zu verstehen, die Entscheidungen als Input ben{\"o}tigt und die Kostenermittlung sowie die zeitliche Ablaufplanung als Output liefert.}, subject = {Virtuelle Realit{\"a}t}, language = {de} } @article{Colomina2003, author = {Colomina, Beatriz}, title = {Skinless architecture}, doi = {10.25643/bauhaus-universitaet.1254}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20080304-13222}, year = {2003}, abstract = {Wissenschaftliches Kolloquium vom 24. bis 27. April 2003 in Weimar an der Bauhaus-Universit{\"a}t zum Thema: ‚MediumArchitektur - Zur Krise der Vermittlung'}, subject = {Architektur}, language = {en} } @article{Donath1997, author = {Donath, Dirk}, title = {Virtuelle Architektur als reale Architektur : ... Techniken und Umfeld der Entwurfsunterst{\"u}tzung mittels VR}, doi = {10.25643/bauhaus-universitaet.1175}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20111215-11756}, year = {1997}, abstract = {Wissenschaftliches Kolloquium vom 27. bis 30. Juni 1996 in Weimar an der Bauhaus-Universit{\"a}t zum Thema: ‚Techno-Fiction. Zur Kritik der technologischen Utopien'}, subject = {Architektur}, language = {de} } @article{Goodbun2003, author = {Goodbun, Jon}, title = {Interspace - a proposal for a communicative prosthetic space}, doi = {10.25643/bauhaus-universitaet.1272}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20080304-13406}, year = {2003}, abstract = {Wissenschaftliches Kolloquium vom 24. bis 27. April 2003 in Weimar an der Bauhaus-Universit{\"a}t zum Thema: ‚MediumArchitektur - Zur Krise der Vermittlung'}, subject = {Virtuelle Realit{\"a}t}, language = {en} }