Now showing 1 - 4 of 4
  • Publication
    Ein Renderingsystem für immersive Anwendungen in Forschung und Lehre
    ( 2009)
    Neumann, J.
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    Beckmann-Dobrev, B.
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    Kulf, L.
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    Israel, J.H.
    ;
    Stark, R.
    Alternative stellen hier Aktiv-Stereo-Projektionslösungen dar. Zur Nutzung dieser Technologie sind jedoch zusätzliche Funktionalitäten bezüglich der Syn-chronisation der Renderer sowie des Multiplexens der Video-Signale bereitzustel-len. Gleichzeitig werden die genannten Probleme des passiven Stereo vermieden. Mit einem solchen System haben das Institut für Werkzeugmaschinen und Fab-rikbetrieb (IWF) der TU Berlin und das Fraunhofer IPK Berlin im Jahre 2001 ihre Forschungen auf dem Gebiet der VR begonnen. Seither gab es zahlreiche For-schungsaktivitäten z.B. in den Bereichen immersives Styling (Virtual Clay Mo-delling), interaktive Ein- und Ausbausimulation und immersives 3D-Skizzieren. Im Zuge einer Modernisierung entstand ein Visualisierungs-System auf Basis eines PC-Clusters, welches sic h durch die Nutzung einer Aktiv-Stereo-Projektionslösung auszeichnet und zusätzlich auch im Passiv-Stereo-Modus be-trieben werden kann. Die entwickelte Lösung kommt darüber hinaus mit der Hälf-te der bisherigen Anzahl an Renderern und drastisch verringertem Konfigurations- und Wartungsaufwand aus und bietet dabei eine moderne Grafikleistung. Im Kern der Entwicklung wurde unter dem Arbeitstitel RENDERit!2 eine flexible VR-Visualisierungssoftware auf Basis eines Open Source Szenegraphen realisiert, die für Aktiv- und Passiv-Stereo und an unterschiedlichsten Displaysystemen betrie-ben werden kann. Im Ergebnis entstand ein modernes und performantes VR-Visualisierungssystem, das für Forschung und Lehre an der TU Berlin und am Fraunhofer IPK erfolgreich eingesetzt wird. Die vorgestellte Arbeit s tellt zusätz-lich einen Praxisbericht dar und beschreibt die wichtigsten Aspekte des Aufbaus eines VR-Systems.
  • Publication
    Investigating user requirements and usability of immersive three-dimensional sketching for early conceptual design
    ( 2008)
    Israel, J.H.
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    Zöllner, C.
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    Mateescu, M.
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    Korkot, R.
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    Bittersmann, G.
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    Fischer, P.T.
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    Neumann, J.
    ;
    Stark, R.
    As immersive 3-d user interfaces reach broader acceptance, their use as sketching media is attracting both commercial and academic research. So far little is known about user requirements and cognitive aspects of immersive 3-d sketching. Also its integration into the workflow of virtual product development is far from being solved. In this paper we present results from two focus group expert discussions and a comparative user study on immersive 3-d sketching which we conducted among professional furniture designers. The results of the focus groups show a strong interest in using the three-dimensional space as a medium for conceptual design. Users expect it to provide new means for the sketching process, namely spatiality, one-to-one proportions, associations, and formability. Eight grou ps of functions required for 3-d sketching were generated during the discussions. The results from the user study show that both the sketching process and the resulting sketches differ in the 2-d and 3-d condition, namely in terms of the perceived fluency of sketch creation, of the perceived appropriateness for the task, of the perceived stimulation by the medium, movement speed, sketch sizes, details, functional aspects, and usage time. We argue that both 2-d and 3-d sketching are relevant for early conceptual design. As progress towards 3-d sketching, new tangible interactive tools are needed which account for the users perceptual and cognitive abilities.
  • Publication
    Usability of hybrid, physical and virtual objects for basic manipulation tasks in virtual environments
    ( 2007)
    Krause, F.-L.
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    Israel, J.H.
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    Neumann, J.
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    Feldmann-Wüstefeld, T.
    Integrating physical and virtual environments has been shown to improve usability of virtual reality (VR) applications. Objects within these mixed realities (MR (Milgram and Kishino, 1994)) can be hybrid physical/virtual objects that are physically manipulatable and have flexible shape and texture. We compare usability of hybrid objects for basic manipulation tasks (rotation, positioning) to physical and virtual objects. The results suggest that hybrid objects are manipulated faster than virtual objects, but not more accurately. Physical objects outperform both hybrid and virtual objects in terms of speed and accuracy. On the other hand, users felt most stimulated by the virtual objects, followed by the hybrid and physical objects. The study shows that hybrid objects "work" in virtual environments, but further investigations regarding the factors influencing their usability are needed.
  • Publication
    A 6-DOF user interface for grasping in VR-based computer aided styling and design
    ( 2005)
    Krause, F.-L.
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    Neumann, J.
    ;
    Israel, J.H.
    ;
    Beckmann-Dobrev, B.
    We describe a 6-DoF (degrees of freedom) force-feedback enabled user interface that supports grasp interaction in mixed or virtual reality environments. The graspable part of the device is interchangeable. It can hold physical grips, tubes, work pieces and tools which provide passive haptic feedback, up to tangible user interfaces. The device is prepared to be integrated into holobench environments for unifying input and output space so that users can apply their sensorimotor skills for efficient interaction and task solving. Current applications are in the field of VR-based Computer Aided Styling and Design.