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- Virtuelle Realität (29) (remove)
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.
Virtual reality systems offer substantial potential in supporting decision processes based purely on computer-based representations and simulations. The automotive industry is a prime application domain for such technology, since almost all product parts are available as three-dimensional models. The consideration of ergonomic aspects during assembly tasks, the evaluation of humanmachine interfaces in the car interior, design decision meetings as well as customer presentations serve as but a few examples, wherein the benefit of virtual reality technology is obvious. All these tasks require the involvement of a group of people with different expertises. However, current stereoscopic display systems only provide correct 3D-images for a single user, while other users see a more or less distorted virtual model. This is a major reason why these systems still face limited acceptance in the automotive industry. They need to be operated by experts, who have an advanced understanding of the particular interaction techniques and are aware of the limitations and shortcomings of virtual reality technology. The central idea of this thesis is to investigate the utility of stereoscopic multi-user systems for various stages of the car development process. Such systems provide multiple users with individual and perspectively correct stereoscopic images, which are key features and serve as the premise for the appropriate support of collaborative group processes. The focus of the research is on questions related to various aspects of collaboration in multi-viewer systems such as verbal communication, deictic reference, embodiments and collaborative interaction techniques. The results of this endeavor provide scientific evidence that multi-viewer systems improve the usability of VR-applications for various automotive scenarios, wherein co-located group discussions are necessary. The thesis identifies and discusses the requirements for these scenarios as well as the limitations of applying multi-viewer technology in this context. A particularly important gesture in real-world group discussions is referencing an object by pointing with the hand and the accuracy which can be expected in VR is made evident. A novel two-user seating buck is introduced for the evaluation of ergonomics in a car interior and the requirements on avatar representations for users sitting in a car are identified. Collaborative assembly tasks require high precision. The novel concept of a two-user prop significantly increases the quality of such a simulation in a virtual environment and allows ergonomists to study the strain on workers during an assembly sequence. These findings contribute toward an increased acceptance of VR-technology for collaborative development meetings in the automotive industry and other domains.
Multi-Frame Rate Rendering
(2008)
Multi-frame rate rendering is a parallel rendering technique that renders interactive parts of a scene on one graphics card while the rest of the scene is rendered asynchronously on a second graphics card. The resulting color and depth images of both render processes are composited, by optical superposition or digital composition, and displayed. The results of a user study confirm that multi-frame rate rendering can significantly improve the interaction performance. Multi-frame rate rendering is naturally implemented on a graphics cluster. With the recent availability of multiple graphics cards in standalone systems the method can also be implemented on a single computer system where memory bandwidth is much higher compared to off-the-shelf networking technology. This decreases overall latency and further improves interactivity. Multi-frame rate rendering was also investigated on a single graphics processor by interleaving the rendering streams for the interactive elements and the rest of the scene. This approach enables the use of multi-frame rate rendering on low-end graphics systems such as laptops, mobile phones, and PDAs. Advanced multi-frame rate rendering techniques reduce the limitations of the basic approach. The interactive manipulation of light sources and their parameters affects the entire scene. A multi-GPU deferred shading method is presented that splits the rendering task into a rasterization and lighting pass and assigns the passes to the appropriate image generators such that light manipulations at high frame rates become possible. A parallel volume rendering technique allows the manipulation of objects inside a translucent volume at high frame rates. This approach is useful for example in medical applications, where small probes need to be positioned inside a computed-tomography image. Due to the asynchronous nature of multi-frame rate rendering artifacts may occur during migration of objects from the slow to the fast graphics card, and vice versa. Proper state management allows to almost completely avoid these artifacts. Multi-frame rate rendering significantly improves the interactive manipulation of objects and lighting effects. This leads to a considerable increase of the size for 3D scenes that can be manipulated compared to conventional methods.
Wissenschaftliches Kolloquium vom 24. bis 27. April 2003 in Weimar an der Bauhaus-Universität zum Thema: ‚MediumArchitektur - Zur Krise der Vermittlung'
Wissenschaftliches Kolloquium vom 24. bis 27. April 2003 in Weimar an der Bauhaus-Universität zum Thema: ‚MediumArchitektur - Zur Krise der Vermittlung'
Skinless architecture
(2003)
Wissenschaftliches Kolloquium vom 24. bis 27. April 2003 in Weimar an der Bauhaus-Universität zum Thema: ‚MediumArchitektur - Zur Krise der Vermittlung'
Wissenschaftliches Kolloquium vom 24. bis 27. April 2003 in Weimar an der Bauhaus-Universität zum Thema: ‚MediumArchitektur - Zur Krise der Vermittlung'
Wissenschaftliches Kolloquium vom 24. bis 27. April 2003 in Weimar an der Bauhaus-Universität zum Thema: ‚MediumArchitektur - Zur Krise der Vermittlung'