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<title>i-com Band 21 (2022) Heft 1</title>
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<pubDate>Tue, 21 Jul 2026 13:28:41 GMT</pubDate>
<dc:date>2026-07-21T13:28:41Z</dc:date>
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<title>Preserving Memories of Contemporary Witnesses Using Volumetric Video</title>
<link>http://dl.gi.de/handle/20.500.12116/38581</link>
<description>Preserving Memories of Contemporary Witnesses Using Volumetric Video
Schreer, Oliver; Worchel, Markus; Diaz, Rodrigo; Renault, Sylvain; Morgenstern, Wieland; Feldmann, Ingo; Zepp, Marcus; Hilsmann, Anna; Eisert, Peter
Volumetric Video is a novel technology that enables the creation of dynamic 3D models of persons, which can then be integrated in any 3D environment. In contrast to classical character animation, volumetric video is authentic and much more realistic and therefore ideal for the transfer of emotions, facial expressions and gestures, which is highly relevant in the context of preservation of contemporary witnesses and survivors of the Holocaust. Fraunhofer Heinrich-Hertz-Institute (HHI) is working on two projects in this cultural heritage context. In a recent project between UFA and Fraunhofer HHI, a VR documentary about the last German survivor of the Holocaust Ernst Grube has been produced. A second project started in collaboration with the University Munich, faculty of languages and literature and Geschwister-Scholl-institute for political science, creating a concept for a VR experience together with Dr. Eva Umlauf, the youngest Jewish survivor in the concentration camp in Auschwitz. This paper presents key aspects of volumetric video and details about both projects including a discussion about the user perspective in such a VR experience.
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<pubDate>Sat, 01 Jan 2022 00:00:00 GMT</pubDate>
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<dc:date>2022-01-01T00:00:00Z</dc:date>
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<title>QuarantivityVR: Supporting Self-Embodiment for Non-HMD Users in Asymmetric Social VR Games</title>
<link>http://dl.gi.de/handle/20.500.12116/38580</link>
<description>QuarantivityVR: Supporting Self-Embodiment for Non-HMD Users in Asymmetric Social VR Games
Yassien, Amal; Soliman, Mohamed Ahmed; Abdennadher, Slim
The prevalence of immersive head-mounted display (HMD) social virtual reality (VR) applications introduced asymmetric interaction among users within the virtual environment (VE). Therefore, researchers opted for (1) exploring the asymmetric social VR interaction dynamics in only co-located setups, (2) assigning interdependent roles to both HMD and non-HMD users, and (3) representing non-HMD users as abstract avatars in the VE. Therefore, we investigate the feasibility of supporting Self-Embodiment in an asymmetric VR interaction mode in a remote setup. To this end, we designed an asymmetric social VR game, QuarantivityVR, to (1) support sense of self-embodiment for non-HMD users in a remote setting by representing them as realistic full-body avatars within the VE, (2) augment visual-motor synchrony for the non-HMD users to increase their sense of agency and presence by detecting their motion through Kinect sensor and laptop’s webcam. During the game, each player performs three activities in succession, namely movie-guessing, spelling-bee, and answering mathematical questions. We believe that our work will act as a step towards the inclusion of a wide spectrum of users that can not afford full immersion and will aid researchers in creating enjoyable interactions for both users in the physical and virtual spaces.
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<pubDate>Sat, 01 Jan 2022 00:00:00 GMT</pubDate>
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<dc:date>2022-01-01T00:00:00Z</dc:date>
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<title>Auralization of Concert Halls for Touristic Purposes</title>
<link>http://dl.gi.de/handle/20.500.12116/38583</link>
<description>Auralization of Concert Halls for Touristic Purposes
Schauer, Sophie; Bertocci, Stefano; Cioli, Federico; Sieck, Jürgen; Shakhovska, Natalya; Vovk, Olena
This paper presents the progress implemented during the AURA project, funded by the Creative-Europe program with project partners from Germany, Italy, and Ukraine. The project aims to create auralized applications for three music venues in each of the project countries, namely the Konzerthaus Berlin, the Teatro del Maggio in Florence, and the Opera House Lviv. Each will be digitally recreated and auralized before they are then used to conduct case studies. This paper gives insights into current digitalization and auralization techniques. The results of a digital survey will be laid out and the conception and implementation of a first auralized prototype using a hand-modeled 3D object from the Great Hall of the Konzerthaus Berlin will be demonstrated. Furthermore, the usage of auralization for touristic purposes will be investigated using artificial intelligence for an audience preference analysis. A conclusion will be drawn and a short outlook into the ongoing course of the AURA project will be given.
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<pubDate>Sat, 01 Jan 2022 00:00:00 GMT</pubDate>
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<dc:date>2022-01-01T00:00:00Z</dc:date>
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<title>Image Garden - Curating Collections and Designing Smart Exhibitions with AI-Based Tools</title>
<link>http://dl.gi.de/handle/20.500.12116/38582</link>
<description>Image Garden - Curating Collections and Designing Smart Exhibitions with AI-Based Tools
Sinatti, Eugenia; Weckert, Simon; Dobrzalski, Ewelina
Image Garden is an AI-based toolbox for curating collections and designing smart exhibitions that was developed by ART+COM Studios [ART+COM Studios. 2021. ART+COM. https://artcom.de/en/] in the research project QURATOR [QURATOR Bündnis. 2021. Qurator. https://qurator.ai]. This paper describes the application scenarios underlying the development of Image Garden. It also presents the technologies integrated in its processing pipeline, and sketches Show Cases that were implemented to demonstrate and evaluate functionality and usability.
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<pubDate>Sat, 01 Jan 2022 00:00:00 GMT</pubDate>
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<dc:date>2022-01-01T00:00:00Z</dc:date>
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