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- Virtuelle Realität (29) (remove)
Wissenschaftliches Kolloquium vom 24. bis 27. April 2003 in Weimar an der Bauhaus-Universität zum Thema: ‚MediumArchitektur - Zur Krise der Vermittlung'
The paper presents a general map-based approach to prototyping of products in virtual reality environments. Virtual prototyping of products is considered as a consistent simulation and visualization process mapping the source product model into its target visual representations. The approach enables to interrelate formally the product and visual information models with each other by defining mapping rules, to specify a prototyping scenario as a composition of map instances, and then to explore particular product models in virtual reality environments by interpreting the composed scenario. Having been realized, the proposed approach provides for the strongly formalized method and the common software framework to build virtual prototyping applications. As a result, the applications gain in expressiveness, reusability and reliability, as well as take on additional runtime flexibility...
Schwerpunkt der Arbeit ist die Auseinandersetzung mit den Möglichkeiten und Grenzen der Desktop-VR als neue Generation der Benutzerschnittstellen. Besondere Bedeutung bei dieser Art des Interface-Designs kommt den Metaphern zu. Ein großer Teil der Arbeit beschäftigt sich mit der Klassifikation, der Auswahl und dem Einsatz passender Metaphern unter Berücksichtigung der in der Applikation darzustellenden Informationsinhalte. Aus der Kombination dieser beiden Merkmale (Art der Metapher, Informationsinhalt) ergeben sich vier verschiedene virtuelle Umgebungen, deren Eigenschaften und Besonderheiten konkretisiert und an Beispielen aus dem Anwendungsgebiet der Stadtinformationssysteme vorgestellt werden. Als praktischer Untersuchungsgegenstand dient das Anwendungsgebiet der Stadtinformationssysteme. Die theoretisch basierten Erkenntnisse und Schlußfolgerungen werden durch statistische Untersuchungen, in Form von Fragebögen zu Stadtinformationssystemen, überprüft und konkretisiert.
Wissenschaftliches Kolloquium vom 24. bis 27. April 2003 in Weimar an der Bauhaus-Universität zum Thema: ‚MediumArchitektur - Zur Krise der Vermittlung'
Heutige Methoden zur Soll-Spezifikation von Bauleistungen (Kostenermittlung und zeitliche Ablaufplanung) gehen von einer abstrahierten und vereinfachten Betrachtung der Zusammenhänge bei Bauprojekten aus. Leistungsverzeichnisse, Kostenermittlungen und Bauzeitpläne 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 zeitaufwändigen und in Anbetracht existierender Medientechnologien ineffizienten Prozess werden. Interaktive virtuelle Umgebungen erlauben die Auflösung starrer Zusammenhänge durch interaktive Eingriffe des Anwenders und visualisieren komplexe bauproduktionstechnische Vorgänge. Das Konzept der visuellen interaktiven Simulation der Bauproduktion sieht vor, die Soll-Spezifikation anhand eines interaktiven 3D-Modells zu entwickeln, um räumliche Veränderungen und parallele Prozesse auf der virtuellen Baustelle im Rahmen der Entscheidungsfindung zum Bauablauf besser berücksichtigen zu können. Verlangt man einen hohen Grad an Interaktivität 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 benötigt und die Kostenermittlung sowie die zeitliche Ablaufplanung als Output liefert.
Skinless architecture
(2003)
Wissenschaftliches Kolloquium vom 24. bis 27. April 2003 in Weimar an der Bauhaus-Universität zum Thema: ‚MediumArchitektur - Zur Krise der Vermittlung'
The automotive industry requires realistic virtual reality applications more than other domains to increase the efficiency of product development. Currently, the visual quality of virtual invironments resembles reality, but interaction within these environments is usually far from what is known in everyday life. Several realistic research approaches exist, however they are still not all-encompassing enough to be usable in industrial processes. This thesis realizes lifelike direct multi-hand and multi-finger interaction with arbitrary objects, and proposes algorithmic and technical improvements that also approach lifelike usability. In addition, the thesis proposes methods to measure the effectiveness and usability of such interaction techniques as well as discusses different types of grasping feedback that support the user during interaction. Realistic and reliable interaction is reached through the combination of robust grasping heuristics and plausible pseudophysical object reactions. The easy-to-compute grasping rules use the objects’ surface normals, and mimic human grasping behavior. The novel concept of Normal Proxies increases grasping stability and diminishes challenges induced by adverse normals. The intricate act of picking-up thin and tiny objects remains challenging for some users. These cases are further supported by the consideration of finger pinches, which are measured with a specialized finger tracking device. With regard to typical object constraints, realistic object motion is geometrically calculated as a plausible reaction on user input. The resulting direct finger-based
interaction technique enables realistic and intuitive manipulation of arbitrary objects. The thesis proposes two methods that prove and compare effectiveness and usability. An expert review indicates that experienced users quickly familiarize themselves with the technique. A quantitative and qualitative user study shows that direct finger-based interaction is preferred over indirect interaction in the context of functional car assessments. While controller-based interaction is more robust, the direct finger-based interaction provides greater realism, and becomes nearly as reliable when the pinch-sensitive mechanism is used. At present, the haptic channel is not used in industrial virtual reality applications. That is why it can be used for grasping feedback which improves the users’ understanding of the grasping situation. This thesis realizes a novel pressure-based tactile feedback at the fingertips. As an alternative, vibro-tactile feedback at the same location is realized as well as visual feedback by the coloring of grasp-involved finger segments. The feedback approaches are also compared within the user study, which reveals that grasping feedback is a requirement to judge grasp status and that tactile feedback improves interaction independent of the used display system. The considerably stronger vibrational tactile feedback can quickly become annoying during interaction. The interaction improvements and hardware enhancements make it possible to interact with virtual objects in a realistic and reliable manner. By addressing realism and reliability, this thesis paves the way for the virtual evaluation of human-object interaction, which is necessary for a broader application of virtual environments in the automotive industry and other domains.
We present StarWatch, our application for real-time analysis of radio astronomical data in Virtual Environment. Serving as an interface to radio astronomical databases or being applied to live data from the radio telescopes, the application supports various data filters measuring signal-to-noise ratio (SNR), Doppler's drift, degree of signal localization on celestial sphere and other useful tools for signal extraction and classification. Originally designed for the database of narrow band signals from SETI Institute (setilive.org), the application has been recently extended for the detection of wide band periodic signals, necessary for the search of pulsars. We will also address the detection of week signals possessing arbitrary waveforms and present several data filters suitable for this purpose.
Projector-Based Augmentation
(2006)
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.