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<channel>
	<title>valentin schwind</title>
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	<link>https://vali.de</link>
	<description>professor of computer graphics</description>
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		<title>A Research Summer at Oculus in Redmond</title>
		<link>https://vali.de/blog/2018/06/01/2199/</link>
		
		<dc:creator><![CDATA[valentin]]></dc:creator>
		<pubDate>Fri, 01 Jun 2018 06:36:32 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<guid isPermaLink="false">http://vali.de/?p=2199</guid>

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</style><style></style><div class="bd-tagstyles  additional-class-647695199 bd-page-width "><div class="bd-container-inner bd-content-element"><!--{content}-->In summer 2017, I was in a research intern at Facebook/Oculus in Redmond (USA). The internship happened at the very end of my Ph.D.&nbsp;and I was happy to have the opportunity to work in the industry yet. I worked in the perceptual science group at Oculus Research. I was very happy that my research was closely related to my thesis topic as well as to my research activities in the SFB-TRR 161 at the Institute for Visualization and Interactive Systems, University of Stuttgart (Germany). I was responsible for a psychophysical experiment, the experimental design, and the development of the study apparatus. I conducted a user study to investigate the effect of virtual body ownership on tactile perception.&nbsp;The experiment showed interesting effects of virtual hand appearances while&nbsp;integrating vision and haptic feedback in VR. Our paper "Touch with Foreign Hands: The Effect of Virtual Hand Appearance on Visual-Haptic Integration" is accepted and is now be published at SAP'18.

<span id="more-2199"></span>

The intern program and my time at Facebook/Oculus were just an amazing, a very intense, and fast experience. Orientation started in June '17 in the headquarter of Facebook in Menlo Park, California. Facebook has tons of exciting job opportunities available for university grads and other interns. I had the feeling to meet hundreds of people at the same time. The motto of Facebook was easy to learn: move fast and focus on impact. For me, it was a little bit too much “impact” after having a heavy (non-automated driving) car accident using Lyft somewhere in silicon valley. After orientation in Menlo Park, I found my new roommate somewhere at the airport in San Francisco and together we flew to Seattle and moved into our house (!) in Redmond for the next three months.

Then, working at Oculus in Redmond during the Summer '17 was just an amazing and great experience. Working there was like being in a wonderland – learning from the best in the industry together with real industry related projects with great colleagues and great equipment. Facebook/Oculus offers an incredible amount of possibilities and opportunities. I must confess that returning to Germany after my internship was very hard. Anyone who has ever enjoyed all these benefits cannot leave there easily. I absolutely enjoyed the time there and can highly recommend this kind of internship for everyone who is interested in AR, VR, as well as mixed reality technologies.

– Valentin

<div class="teachpress_pub_list"><form name="tppublistform" method="get"><a name="tppubs" id="tppubs"></a></form><div class="teachpress_publication_list"><div class="tp_publication tp_publication_inproceedings"><div class="tp_pub_image_left"><img decoding="async" name="Touch with Foreign Hands: The Effect of Virtual Hand Appearance on Visual-Haptic Integration" src="http://vali.de/wp-content/uploads/2018/06/touchindVR-128x128.jpg" width="0" alt="Touch with Foreign Hands: The Effect of Virtual Hand Appearance on Visual-Haptic Integration" /></div><div class="tp_pub_info"><p class="tp_pub_author"> Schwind, Valentin;  Lin, Lorraine;  Luca, Massimiliano Di;  Jörg, Sophie;  Hillis, James</p><p class="tp_pub_title"><a class="tp_title_link" onclick="teachpress_pub_showhide('26','tp_links')" style="cursor:pointer;">Touch with Foreign Hands: The Effect of Virtual Hand Appearance on Visual-Haptic Integration</a> <span class="tp_pub_type tp_  inproceedings">Proceedings Article</span> </p><p class="tp_pub_additional"><span class="tp_pub_additional_in">In: </span><span class="tp_pub_additional_booktitle">Proceedings of the ACM Symposium on Applied Perception (SAP '18), </span><span class="tp_pub_additional_publisher">ACM, </span><span class="tp_pub_additional_address">New York, NY, </span><span class="tp_pub_additional_year">2018</span>.</p><p class="tp_pub_menu"><span class="tp_abstract_link"><a id="tp_abstract_sh_26" class="tp_show" onclick="teachpress_pub_showhide('26','tp_abstract')" title="Show abstract" style="cursor:pointer;">Abstract</a></span> | <span class="tp_resource_link"><a id="tp_links_sh_26" class="tp_show" onclick="teachpress_pub_showhide('26','tp_links')" title="Show links and resources" style="cursor:pointer;">Links</a></span> | <span class="tp_bibtex_link"><a id="tp_bibtex_sh_26" class="tp_show" onclick="teachpress_pub_showhide('26','tp_bibtex')" title="Show BibTeX entry" style="cursor:pointer;">BibTeX</a></span></p><div class="tp_bibtex" id="tp_bibtex_26" style="display:none;"><div class="tp_bibtex_entry"><pre>@inproceedings{Schwind2018d,<br />
title = {Touch with Foreign Hands: The Effect of Virtual Hand Appearance on Visual-Haptic Integration},<br />
author = {Valentin Schwind and Lorraine Lin and Massimiliano {Di Luca} and Sophie J\"{o}rg and James Hillis},<br />
url = {https://doi.org/10.1145/3225153.3225158<br />
https://vali.de/wp-content/uploads/2018/06/2018-SAP-HapticIntegrationInVR.pdf},<br />
doi = {10.1145/3225153.3225158},<br />
year  = {2018},<br />
date = {2018-08-03},<br />
booktitle = {Proceedings of the ACM Symposium on Applied Perception (SAP '18)},<br />
publisher = {ACM},<br />
address = {New York, NY},<br />
abstract = {Hand tracking and haptics are gaining more importance as key technologies of virtual reality (VR) systems. For designing such systems, it is fundamental to understand how the appearance of the virtual hands influences user experience and how the human brain integrates vision and haptics. However, it is currently unknown whether multi-sensory integration of visual and haptic feedback can be influenced by the appearance of virtual hands in VR. We performed a user study in VR to gain insight into the effect of hand appearance on how the brain combines visual and haptic signals using a cue-conflict paradigm. In this paper, we show that the detection of surface irregularities (bumps and holes) sensed by eyes and hands is affected by the rendering of avatar hands. However, sensitivity changes do not correlate with the degree of perceived limb ownership. Qualitative feedback provides insights into potentially distracting cues in visual-haptic integration.},<br />
keywords = {},<br />
pubstate = {published},<br />
tppubtype = {inproceedings}<br />
}<br />
</pre></div><p class="tp_close_menu"><a class="tp_close" onclick="teachpress_pub_showhide('26','tp_bibtex')">Close</a></p></div><div class="tp_abstract" id="tp_abstract_26" style="display:none;"><div class="tp_abstract_entry">Hand tracking and haptics are gaining more importance as key technologies of virtual reality (VR) systems. For designing such systems, it is fundamental to understand how the appearance of the virtual hands influences user experience and how the human brain integrates vision and haptics. However, it is currently unknown whether multi-sensory integration of visual and haptic feedback can be influenced by the appearance of virtual hands in VR. We performed a user study in VR to gain insight into the effect of hand appearance on how the brain combines visual and haptic signals using a cue-conflict paradigm. In this paper, we show that the detection of surface irregularities (bumps and holes) sensed by eyes and hands is affected by the rendering of avatar hands. However, sensitivity changes do not correlate with the degree of perceived limb ownership. Qualitative feedback provides insights into potentially distracting cues in visual-haptic integration.</div><p class="tp_close_menu"><a class="tp_close" onclick="teachpress_pub_showhide('26','tp_abstract')">Close</a></p></div><div class="tp_links" id="tp_links_26" style="display:none;"><div class="tp_links_entry"><ul class="tp_pub_list"><li><i class="fas fa-globe"></i><a class="tp_pub_list" href="https://doi.org/10.1145/3225153.3225158" title="https://doi.org/10.1145/3225153.3225158" target="_blank">https://doi.org/10.1145/3225153.3225158</a></li><li><i class="fas fa-file-pdf"></i><a class="tp_pub_list" href="https://vali.de/wp-content/uploads/2018/06/2018-SAP-HapticIntegrationInVR.pdf" title="https://vali.de/wp-content/uploads/2018/06/2018-SAP-HapticIntegrationInVR.pdf" target="_blank">https://vali.de/wp-content/uploads/2018/06/2018-SAP-HapticIntegrationInVR.pdf</a></li><li><i class="ai ai-doi"></i><a class="tp_pub_list" href="https://dx.doi.org/10.1145/3225153.3225158" title="Follow DOI:10.1145/3225153.3225158" target="_blank">doi:10.1145/3225153.3225158</a></li></ul></div><p class="tp_close_menu"><a class="tp_close" onclick="teachpress_pub_showhide('26','tp_links')">Close</a></p></div></div></div></div></div><!--{/content}--></div></div><!--[/html]--><!--{/content}--><!--[/fluid]-->
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		<title>Is there an Uncanny Valley of Virtual Animals? A Quantitative and Qualitative Investigation</title>
		<link>https://vali.de/blog/2017/12/06/is-there-an-uncanny-valley-of-virtual-animals-a-quantitative-and-qualitative-investigation/</link>
		
		<dc:creator><![CDATA[valentin]]></dc:creator>
		<pubDate>Wed, 06 Dec 2017 18:55:15 +0000</pubDate>
				<category><![CDATA[Science]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Animals]]></category>
		<category><![CDATA[Cats]]></category>
		<category><![CDATA[Uncanny Cats]]></category>
		<category><![CDATA[Uncanny Valley]]></category>
		<category><![CDATA[Virtual Animals]]></category>
		<guid isPermaLink="false">http://vali.de/?p=2154</guid>

					<description><![CDATA[Approaching a high degree of realism, android robots, and virtual humans may evoke uncomfortable feelings. Due to technologies that increase the realism of human replicas, this phenomenon, which is known as the uncanny valley, has been frequently highlighted in recent years by researchers from various fields. Although virtual animals play an important role in video [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Approaching a high degree of realism, android robots, and virtual humans may evoke uncomfortable feelings. Due to technologies that increase the realism of human replicas, this phenomenon, which is known as the uncanny valley, has been frequently highlighted in recent years by researchers from various fields. Although virtual animals play an important role in video games and entertainment, the question whether there is also an uncanny valley for virtual animals has been little investigated. This paper examines whether very realistic virtual pets tend to cause a similar aversion as humanlike characters.</p>
<p><span id="more-2154"></span></p>
<p>We conducted two empirical studies using cat renderings to investigate the effects of realism, stylization, and facial expressions of virtual cats on human perception. Through qualitative feedback, we gained deeper insight into the perception of realistic computer-generated animals. Our results indicate that depicting virtual animal-like characters at realism levels used in current video games causes negative reactions just as the uncanny valley predicts for humanlike characters. We conclude design implication to avoid that sensation and suggest that virtual animals should either be given a completely natural or a stylized appearance. We propose to further examine the uncanny valley by the inclusion of artificial animals.</p>
<p><strong>Read the paper <a href="https://www.sciencedirect.com/science/article/pii/S1071581917301593">here</a>. Photo in this paper by <a href="https://www.shutterstock.com/de/g/kubangirl">kuban_girl</a>/<a href="https://www.shutterstock.com">shutterstock.com</a>, cat rendering by <a href="http://katharinaleicht.de/">Katharina Leicht</a>, drawings by <a href="http://solveigh-jaeger.de/">Solveigh Jäger</a>.</strong></p>
<div class="teachpress_pub_list"><form name="tppublistform" method="get"><a name="tppubs" id="tppubs"></a></form><div class="teachpress_publication_list"><div class="tp_publication tp_publication_article"><div class="tp_pub_info"><p class="tp_pub_author"> Schwind, Valentin;  Leicht, Katharina;  Jäger, Solveigh;  Wolf, Katrin;  Henze, Niels</p><p class="tp_pub_title"><a class="tp_title_link" onclick="teachpress_pub_showhide('21','tp_links')" style="cursor:pointer;">Is there an Uncanny Valley of Virtual Animals? A Quantitative and Qualitative Investigation</a> <span class="tp_pub_type tp_  article">Journal Article</span> </p><p class="tp_pub_additional"><span class="tp_pub_additional_in">In: </span><span class="tp_pub_additional_journal">International Journal of Human-Computer Studies, </span><span class="tp_pub_additional_volume">vol. 111C, </span><span class="tp_pub_additional_pages">pp. 49–61, </span><span class="tp_pub_additional_year">2017</span>, <span class="tp_pub_additional_issn">ISSN: 10715819</span>.</p><p class="tp_pub_menu"><span class="tp_resource_link"><a id="tp_links_sh_21" class="tp_show" onclick="teachpress_pub_showhide('21','tp_links')" title="Show links and resources" style="cursor:pointer;">Links</a></span> | <span class="tp_bibtex_link"><a id="tp_bibtex_sh_21" class="tp_show" onclick="teachpress_pub_showhide('21','tp_bibtex')" title="Show BibTeX entry" style="cursor:pointer;">BibTeX</a></span></p><div class="tp_bibtex" id="tp_bibtex_21" style="display:none;"><div class="tp_bibtex_entry"><pre>@article{Schwind2017b,<br />
title = {Is there an Uncanny Valley of Virtual Animals? A Quantitative and Qualitative Investigation},<br />
author = {Valentin Schwind and Katharina Leicht and Solveigh J\"{a}ger and Katrin Wolf and Niels Henze},<br />
url = {https://www.sciencedirect.com/science/article/pii/S1071581917301593<br />
http://vali.de/wp-content/uploads/2018/04/Is-there-an-uncanny-valley-of-virtual-animals-A-quantitative-and-qualitative-investigation.pdf},<br />
doi = {10.1016/j.ijhcs.2017.11.003},<br />
issn = {10715819},<br />
year  = {2017},<br />
date = {2017-12-01},<br />
journal = {International Journal of Human-Computer Studies},<br />
volume = {111C},<br />
pages = {49--61},<br />
keywords = {},<br />
pubstate = {published},<br />
tppubtype = {article}<br />
}<br />
</pre></div><p class="tp_close_menu"><a class="tp_close" onclick="teachpress_pub_showhide('21','tp_bibtex')">Close</a></p></div><div class="tp_links" id="tp_links_21" style="display:none;"><div class="tp_links_entry"><ul class="tp_pub_list"><li><i class="fas fa-globe"></i><a class="tp_pub_list" href="https://www.sciencedirect.com/science/article/pii/S1071581917301593" title="https://www.sciencedirect.com/science/article/pii/S1071581917301593" target="_blank">https://www.sciencedirect.com/science/article/pii/S1071581917301593</a></li><li><i class="fas fa-file-pdf"></i><a class="tp_pub_list" href="http://vali.de/wp-content/uploads/2018/04/Is-there-an-uncanny-valley-of-virtual-animals-A-quantitative-and-qualitative-investigation.pdf" title="http://vali.de/wp-content/uploads/2018/04/Is-there-an-uncanny-valley-of-virtual-[...]" target="_blank">http://vali.de/wp-content/uploads/2018/04/Is-there-an-uncanny-valley-of-virtual-[...]</a></li><li><i class="ai ai-doi"></i><a class="tp_pub_list" href="https://dx.doi.org/10.1016/j.ijhcs.2017.11.003" title="Follow DOI:10.1016/j.ijhcs.2017.11.003" target="_blank">doi:10.1016/j.ijhcs.2017.11.003</a></li></ul></div><p class="tp_close_menu"><a class="tp_close" onclick="teachpress_pub_showhide('21','tp_links')">Close</a></p></div></div></div></div></div>
<p>&nbsp;</p>
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		<title>“Where’s Pinky?”: The Effects of a Reduced Number of Fingers in Virtual Reality</title>
		<link>https://vali.de/blog/2017/10/18/wheres-pinky-the-effects-of-a-reduced-number-of-fingers-in-virtual-reality/</link>
					<comments>https://vali.de/blog/2017/10/18/wheres-pinky-the-effects-of-a-reduced-number-of-fingers-in-virtual-reality/#respond</comments>
		
		<dc:creator><![CDATA[valentin]]></dc:creator>
		<pubDate>Wed, 18 Oct 2017 12:25:20 +0000</pubDate>
				<category><![CDATA[Science]]></category>
		<category><![CDATA[Avatars]]></category>
		<category><![CDATA[Hands]]></category>
		<category><![CDATA[Hands in VR]]></category>
		<category><![CDATA[Less Fingers]]></category>
		<category><![CDATA[Less Fingers in VR]]></category>
		<category><![CDATA[Missing Limbs in VR]]></category>
		<category><![CDATA[Uncanny Valley]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<guid isPermaLink="false">http://vali.de/?p=2140</guid>

					<description><![CDATA[The hands of one’s avatar are possibly the most visible aspect when interacting in virtual reality (VR). As video games in VR proliferate, it is important to understand how the appearance of avatar hands influence the user experience. Designers of video games often stylize hands and reduce the number of fingers of game characters. Previous [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>The hands of one’s avatar are possibly the most visible aspect when interacting in virtual reality (VR). As video games in VR proliferate, it is important to understand how the appearance of avatar hands influence the user experience. Designers of video games often stylize hands and reduce the number of fingers of game characters. Previous work shows that the appearance of avatar hands has significant effects on the user’s presence—the feeling of ‘being’ and ‘acting’ in VR. However, little is known about the effects of missing fingers of an avatar in VR. In this paper, we present a study (N = 24) that investigated the effect of hand representations by parametrically varying the number of fingers of abstract and realistically rendered hands.</p>
<p><span id="more-2140"></span></p>
<p>We show that decreasing the number of fingers of realistic hands leads to significantly lower levels of presence, which is not the case for abstract hands. Qualitative feedback collected through think-aloud and video revealed potential reasons for the different assessment of realistic and abstract hands with fewer fingers in VR. We contribute design implications and recommend considering the human-likeness when a reduction of the number of fingers of avatar hands is desired.</p>
<p><strong>Read the paper <a href="http://vali.de/wp-content/uploads/2017/08/CHIPLAY17-Schwind-WhereIsPinky.pdf">here</a>.</strong></p>
<p><strong>Visit the github repository <a href="https://github.com/valentin-schwind/lessfingers">here</a>.</strong></p>
<div class="teachpress_pub_list"><form name="tppublistform" method="get"><a name="tppubs" id="tppubs"></a></form><div class="teachpress_publication_list"><h3 class="tp_h3" id="tp_h3_2017">2017</h3><div class="tp_publication tp_publication_inproceedings"><div class="tp_pub_info"><p class="tp_pub_author"> Schwind, Valentin;  Knierim, Pascal;  Chuang, Lews;  Henze, Niels</p><p class="tp_pub_title"><a class="tp_title_link" onclick="teachpress_pub_showhide('19','tp_links')" style="cursor:pointer;">“Where's Pinky?”: The Effects of a Reduced Number of Fingers in Virtual Reality</a> <span class="tp_pub_type tp_  inproceedings">Proceedings Article</span> </p><p class="tp_pub_additional"><span class="tp_pub_additional_in">In: </span><span class="tp_pub_additional_booktitle">Proceedings of the 2017 CHI Conference on Computer-Human Interaction in Play (CHI PLAY), </span><span class="tp_pub_additional_publisher">ACM, </span><span class="tp_pub_additional_address">Amsterdam, Netherlands, </span><span class="tp_pub_additional_year">2017</span>, <span class="tp_pub_additional_isbn">ISBN: 978-1-4503-4898-0</span>.</p><p class="tp_pub_menu"><span class="tp_resource_link"><a id="tp_links_sh_19" class="tp_show" onclick="teachpress_pub_showhide('19','tp_links')" title="Show links and resources" style="cursor:pointer;">Links</a></span> | <span class="tp_bibtex_link"><a id="tp_bibtex_sh_19" class="tp_show" onclick="teachpress_pub_showhide('19','tp_bibtex')" title="Show BibTeX entry" style="cursor:pointer;">BibTeX</a></span></p><div class="tp_bibtex" id="tp_bibtex_19" style="display:none;"><div class="tp_bibtex_entry"><pre>@inproceedings{Schwind2017bb,<br />
title = {“Where's Pinky?”: The Effects of a Reduced Number of Fingers in Virtual Reality},<br />
author = { Valentin Schwind and Pascal Knierim and Lews Chuang and Niels Henze},<br />
url = {http://vali.de/wp-content/uploads/2017/08/CHIPLAY17-Schwind-WhereIsPinky.pdf<br />
https://doi.org/10.1145/3116595.3116596},<br />
doi = {10.1145/3116595.3116596},<br />
isbn = {978-1-4503-4898-0},<br />
year  = {2017},<br />
date = {2017-01-01},<br />
booktitle = {Proceedings of the 2017 CHI Conference on Computer-Human Interaction in Play (CHI PLAY)},<br />
publisher = {ACM},<br />
address = {Amsterdam, Netherlands},<br />
series = {CHI PLAY'17},<br />
keywords = {},<br />
pubstate = {published},<br />
tppubtype = {inproceedings}<br />
}<br />
</pre></div><p class="tp_close_menu"><a class="tp_close" onclick="teachpress_pub_showhide('19','tp_bibtex')">Close</a></p></div><div class="tp_links" id="tp_links_19" style="display:none;"><div class="tp_links_entry"><ul class="tp_pub_list"><li><i class="fas fa-file-pdf"></i><a class="tp_pub_list" href="http://vali.de/wp-content/uploads/2017/08/CHIPLAY17-Schwind-WhereIsPinky.pdf" title="http://vali.de/wp-content/uploads/2017/08/CHIPLAY17-Schwind-WhereIsPinky.pdf" target="_blank">http://vali.de/wp-content/uploads/2017/08/CHIPLAY17-Schwind-WhereIsPinky.pdf</a></li><li><i class="fas fa-globe"></i><a class="tp_pub_list" href="https://doi.org/10.1145/3116595.3116596" title="https://doi.org/10.1145/3116595.3116596" target="_blank">https://doi.org/10.1145/3116595.3116596</a></li><li><i class="ai ai-doi"></i><a class="tp_pub_list" href="https://dx.doi.org/10.1145/3116595.3116596" title="Follow DOI:10.1145/3116595.3116596" target="_blank">doi:10.1145/3116595.3116596</a></li></ul></div><p class="tp_close_menu"><a class="tp_close" onclick="teachpress_pub_showhide('19','tp_links')">Close</a></p></div></div></div></div></div>
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		<title>“These are not my hands!”: Effect of Gender on the Perception of Avatar Hands in Virtual Reality</title>
		<link>https://vali.de/blog/2017/02/22/these-are-not-my-hands-effect-of-gender-on-the-perception-of-avatar-hands-in-virtual-reality/</link>
					<comments>https://vali.de/blog/2017/02/22/these-are-not-my-hands-effect-of-gender-on-the-perception-of-avatar-hands-in-virtual-reality/#respond</comments>
		
		<dc:creator><![CDATA[valentin]]></dc:creator>
		<pubDate>Wed, 22 Feb 2017 16:15:16 +0000</pubDate>
				<category><![CDATA[Science]]></category>
		<category><![CDATA[Science Vis]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Avatars]]></category>
		<category><![CDATA[Leap Motion]]></category>
		<category><![CDATA[Oculus Rift]]></category>
		<category><![CDATA[Uncanny Valley]]></category>
		<category><![CDATA[Virtual Hands]]></category>
		<category><![CDATA[Virtual Reality]]></category>
		<guid isPermaLink="false">http://vali.de/?p=2040</guid>

					<description><![CDATA[Rendering the user’s body in virtual reality increases immersion and presence – the illusion of ‘being there’. Recent technology enables determining the pose and position of the hands to render them accordingly while interacting within the virtual environment. Virtual reality applications often use realistic male or female hands, mimic robotic hands, or cartoon hands. However, [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Rendering the user’s body in virtual reality increases immersion and presence – the illusion of ‘being there’. Recent technology enables determining the pose and position of the hands to render them accordingly while interacting within the virtual environment. Virtual reality applications often use realistic male or female hands, mimic robotic hands, or cartoon hands. However, it is unclear how users perceive different hand styles. We conducted a study with 14 male and 14 female participants in virtual reality to investigate the effect of gender on the perception of six different hands. <span id="more-2040"></span> Quantitative and qualitative results show that women perceive lower levels of presence while using male avatar hands and male perceive lower levels of presence using non-human avatar hands. While women dislike male hands, men accept and feel presence with avatar hands of both genders. Our results highlight the importance of considering the users’ diversity when designing virtual reality experiences.</p>
<p>Our paper received an <strong>Honorable Mention Award</strong> and will be presented at <a href="http://chi2017.acm.org/" target="_blank">CHI&#8217;2017 in Denver, CO</a></p>
<p><strong>Read the paper <a href="http://vali.de/wp-content/uploads/2017/02/2017-CHI-These-are-not-my-hands.pdf">here</a>.</strong></p>
<div class="teachpress_pub_list"><form name="tppublistform" method="get"><a name="tppubs" id="tppubs"></a></form><div class="teachpress_publication_list"><h3 class="tp_h3" id="tp_h3_2017">2017</h3><div class="tp_publication tp_publication_inproceedings"><div class="tp_pub_info"><p class="tp_pub_author"> Schwind, Valentin;  Knierim, Pascal;  Tasci, Cagri;  Franczak, Patrick;  Haas, Nico;  Henze, Niels</p><p class="tp_pub_title"><a class="tp_title_link" onclick="teachpress_pub_showhide('15','tp_links')" style="cursor:pointer;">“These are not my hands!”: Effect of Gender on the Perception of Avatar Hands in Virtual Reality</a> <span class="tp_pub_label_award" title="Honorable Mention"><i class="fas fa-award"></i> Honorable Mention</span> <span class="tp_pub_type tp_  inproceedings">Proceedings Article</span> </p><p class="tp_pub_additional"><span class="tp_pub_additional_in">In: </span><span class="tp_pub_additional_booktitle">Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, </span><span class="tp_pub_additional_publisher">ACM, </span><span class="tp_pub_additional_address">New York, NY, USA, </span><span class="tp_pub_additional_year">2017</span><span class="tp_pub_additional_note">, (Honorable Mention Award)</span>.</p><p class="tp_pub_menu"><span class="tp_resource_link"><a id="tp_links_sh_15" class="tp_show" onclick="teachpress_pub_showhide('15','tp_links')" title="Show links and resources" style="cursor:pointer;">Links</a></span> | <span class="tp_bibtex_link"><a id="tp_bibtex_sh_15" class="tp_show" onclick="teachpress_pub_showhide('15','tp_bibtex')" title="Show BibTeX entry" style="cursor:pointer;">BibTeX</a></span></p><div class="tp_bibtex" id="tp_bibtex_15" style="display:none;"><div class="tp_bibtex_entry"><pre>@inproceedings{Schwind2017,<br />
title = {“These are not my hands!”: Effect of Gender on the Perception of Avatar Hands in Virtual Reality},<br />
author = {Valentin Schwind and Pascal Knierim and Cagri Tasci and Patrick Franczak and Nico Haas and Niels Henze},<br />
url = {http://vali.de/wp-content/uploads/2017/02/2017-CHI-These-are-not-my-hands.pdf},<br />
doi = {10.1145/3025453.3025602},<br />
year  = {2017},<br />
date = {2017-01-01},<br />
urldate = {2017-01-01},<br />
booktitle = {Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems},<br />
publisher = {ACM},<br />
address = {New York, NY, USA},<br />
note = {Honorable Mention Award},<br />
keywords = {},<br />
pubstate = {published},<br />
tppubtype = {inproceedings}<br />
}<br />
</pre></div><p class="tp_close_menu"><a class="tp_close" onclick="teachpress_pub_showhide('15','tp_bibtex')">Close</a></p></div><div class="tp_links" id="tp_links_15" style="display:none;"><div class="tp_links_entry"><ul class="tp_pub_list"><li><i class="fas fa-file-pdf"></i><a class="tp_pub_list" href="http://vali.de/wp-content/uploads/2017/02/2017-CHI-These-are-not-my-hands.pdf" title="http://vali.de/wp-content/uploads/2017/02/2017-CHI-These-are-not-my-hands.pdf" target="_blank">http://vali.de/wp-content/uploads/2017/02/2017-CHI-These-are-not-my-hands.pdf</a></li><li><i class="ai ai-doi"></i><a class="tp_pub_list" href="https://dx.doi.org/10.1145/3025453.3025602" title="Follow DOI:10.1145/3025453.3025602" target="_blank">doi:10.1145/3025453.3025602</a></li></ul></div><p class="tp_close_menu"><a class="tp_close" onclick="teachpress_pub_showhide('15','tp_links')">Close</a></p></div></div></div></div></div>
<p>&nbsp;</p>
<p><strong>Watch our video here:</strong></p>
<p><iframe title="&quot;These are not my hands!&quot;: Effect of Gender on the Perception of Avatar Hands in Virtual Reality" width="500" height="281" src="https://www.youtube.com/embed/YyOmFtJJC7k?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
]]></content:encoded>
					
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		<title>Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator</title>
		<link>https://vali.de/blog/2015/09/29/determining-the-characteristics-of-preferred-virtual-faces-using-an-avatar-generator/</link>
		
		<dc:creator><![CDATA[valentin]]></dc:creator>
		<pubDate>Tue, 29 Sep 2015 00:11:21 +0000</pubDate>
				<category><![CDATA[Science]]></category>
		<guid isPermaLink="false">http://vali.de/?p=1974</guid>

					<description><![CDATA[Video game developers continuously increase the degree of details and realism in games to create more human-like characters. But increasing the human-likeness becomes a problem in regard to the Uncanny Valley phenomenon that predicts negative feelings of people towards artificial entities. We developed an avatar creation system to examine preferences towards parametrized faces and explore [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Video game developers continuously increase the degree of details and realism in games to create more human-like characters. But increasing the human-likeness becomes a problem in regard to the Uncanny Valley phenomenon that predicts negative feelings of people towards artificial entities.</p>
<p><span id="more-1974"></span></p>
<p>We developed an avatar creation system to examine preferences towards parametrized faces and explore in regard to the Uncanny Valley phenomenon how people design faces that they like or reject. Based on the 3D model of the Caucasian average face, 420 participants generate 1341 faces of positively and negatively associated concepts of both gender.</p>
<p>The results show that some characteristics associated with the Uncanny Valley are used to create villains or repulsive faces. Heroic faces get attractive features but are rarely and little stylized. A voluntarily designed face is very similar to the heroine. This indicates that there is a tendency of users to design feminine and attractive but still credible faces.</p>
<p><strong>The online avatar generator <a href="http://facemaker.uvrg.org">faceMaker</a>.</strong></p>
<p><strong>Read the paper <a href="http://vali.de/wp-content/uploads/2015/09/2015-CHIPLAY-AvatarGeneration_CameraReady.pdf">here</a>.</strong></p>
<div class="teachpress_pub_list"><form name="tppublistform" method="get"><a name="tppubs" id="tppubs"></a></form><div class="teachpress_publication_list"><h3 class="tp_h3" id="tp_h3_2015">2015</h3><div class="tp_publication tp_publication_inproceedings"><div class="tp_pub_info"><p class="tp_pub_author"> Schwind, Valentin;  Wolf, Katrin;  Henze, Niels;  Korn, Oliver</p><p class="tp_pub_title"><a class="tp_title_link" onclick="teachpress_pub_showhide('2','tp_links')" style="cursor:pointer;">Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator</a> <span class="tp_pub_type tp_  inproceedings">Proceedings Article</span> </p><p class="tp_pub_additional"><span class="tp_pub_additional_in">In: </span><span class="tp_pub_additional_booktitle">Proceedings of the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), </span><span class="tp_pub_additional_year">2015</span>, <span class="tp_pub_additional_isbn">ISBN: 978-1-4503-3466-2</span>.</p><p class="tp_pub_menu"><span class="tp_resource_link"><a id="tp_links_sh_2" class="tp_show" onclick="teachpress_pub_showhide('2','tp_links')" title="Show links and resources" style="cursor:pointer;">Links</a></span> | <span class="tp_bibtex_link"><a id="tp_bibtex_sh_2" class="tp_show" onclick="teachpress_pub_showhide('2','tp_bibtex')" title="Show BibTeX entry" style="cursor:pointer;">BibTeX</a></span></p><div class="tp_bibtex" id="tp_bibtex_2" style="display:none;"><div class="tp_bibtex_entry"><pre>@inproceedings{Schwind2015a,<br />
title = {Determining the Characteristics of Preferred Virtual Faces Using an Avatar Generator},<br />
author = {Valentin Schwind and Katrin Wolf and Niels Henze and Oliver Korn},<br />
url = {http://dl.acm.org/citation.cfm?id=2793116\&CFID=551380884\&CFTOKEN=54644610},<br />
doi = {10.1145/2793107.2793116},<br />
isbn = {978-1-4503-3466-2},<br />
year  = {2015},<br />
date = {2015-10-08},<br />
booktitle = {Proceedings of the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY)},<br />
volume = {2},<br />
keywords = {},<br />
pubstate = {published},<br />
tppubtype = {inproceedings}<br />
}<br />
</pre></div><p class="tp_close_menu"><a class="tp_close" onclick="teachpress_pub_showhide('2','tp_bibtex')">Close</a></p></div><div class="tp_links" id="tp_links_2" style="display:none;"><div class="tp_links_entry"><ul class="tp_pub_list"><li><i class="fas fa-globe"></i><a class="tp_pub_list" href="http://dl.acm.org/citation.cfm?id=2793116&amp;CFID=551380884&amp;CFTOKEN=54644610" title="http://dl.acm.org/citation.cfm?id=2793116&amp;CFID=551380884&amp;CFTOKEN=5464461[...]" target="_blank">http://dl.acm.org/citation.cfm?id=2793116&amp;CFID=551380884&amp;CFTOKEN=5464461[...]</a></li><li><i class="ai ai-doi"></i><a class="tp_pub_list" href="https://dx.doi.org/10.1145/2793107.2793116" title="Follow DOI:10.1145/2793107.2793116" target="_blank">doi:10.1145/2793107.2793116</a></li></ul></div><p class="tp_close_menu"><a class="tp_close" onclick="teachpress_pub_showhide('2','tp_links')">Close</a></p></div></div></div></div></div>
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		<item>
		<title>Historical, Cultural, and Aesthetic Aspects of the Uncanny Valley</title>
		<link>https://vali.de/blog/2015/08/28/historical-cultural-and-aesthetic-aspects-of-the-uncanny-valley/</link>
		
		<dc:creator><![CDATA[valentin]]></dc:creator>
		<pubDate>Fri, 28 Aug 2015 23:52:41 +0000</pubDate>
				<category><![CDATA[Science]]></category>
		<guid isPermaLink="false">http://vali.de/?p=1975</guid>

					<description><![CDATA[This article explores the hitherto little-discussed historical emergence and contemporary impact of the Uncanny Valley and shows that it is strongly connected to intentions, aesthetics, and cultural aspects of artificial figures. Examples from the history of art, engineering, and literature demonstrate that the Uncanny Valley is an essential human feature that affects our behavior and [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>This article explores the hitherto little-discussed historical emergence and contemporary impact of the Uncanny Valley and shows that it is strongly connected to intentions, aesthetics, and cultural aspects of artificial figures.</p>
<p><span id="more-1975"></span></p>
<p>Examples from the history of art, engineering, and literature demonstrate that the Uncanny Valley is an essential human feature that affects our behavior and our decisions. Here we consider the Uncanny Valley from a new perspective, which turns it from a hypothetical, marginal issue to a relevant aspect of our culture and history with a not negligible impact on the socio-cultural development of mankind.</p>
<p>It is herein assumed that Mori’s hypothesis relates to human-like representations in general, not only to physical entities in the shape of robots or prosthetics, but also to visual arts and written narratives that have to be envisioned in front of the mind’s eye. By incorporating these narratives, we will see and understand why today the image of artifi cial fi gures is negatively affected, especially in western parts of the world. The first section will take a look at hints and stories from our past where artifi cial humans are specially linked to eeriness or attention. This journey begins with one of the earliest extant works of literary poetry: the Epic of Gilgamesh.</p>
<p>Published in <a href="http://link.springer.com/book/10.1007%2F978-3-319-15515-9">Collective Agency and Cooperation in Natural and Artificial Systems, Explanation, Implementation and Simulation</a> (Ed. Catrin Misselhorn),<br />
Philosophical Studies Series, Volume 122 (2015), ISBN: 978-3-319-15514-2 (Print) 978-3-319-15515-9 (Online)</p>
<p>Single Chapter: <a href="http://link.springer.com/chapter/10.1007/978-3-319-15515-9_5">Historical, Cultural, and Aesthetic Aspects of the Uncanny Valley</a></p>
<p>Title Image: Pygmalion and Galatea / Wikipedia.org / by dmadeo (licensed by CC-SA 2.5)</p>
<p>&nbsp;</p>
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		<title>Science Visualizations for ACM SIGCHI</title>
		<link>https://vali.de/blog/2014/03/14/science-visualisations-chi2014/</link>
					<comments>https://vali.de/blog/2014/03/14/science-visualisations-chi2014/#respond</comments>
		
		<dc:creator><![CDATA[valentin]]></dc:creator>
		<pubDate>Fri, 14 Mar 2014 16:00:47 +0000</pubDate>
				<category><![CDATA[Animations]]></category>
		<category><![CDATA[Science]]></category>
		<category><![CDATA[Science Vis]]></category>
		<guid isPermaLink="false">http://www.vali.de/?p=1709</guid>

					<description><![CDATA[We (Solveigh Jäger and me) cut, edited and partly recorded* some nice research videos for the CHI2014 in Toronto, Canada. The most important video is the CHI2014 promotional trailer for the human-computer interaction conference itself: CHI2014 Promo Video [embedyt]https://www.youtube.com/watch?v=iN1wLizrsKY&#038;width=880&#038;height=500[/embedyt] CHI2014 &#8220;I can wait a minute&#8221; * [embedyt]https://www.youtube.com/watch?v=65kS84PpPJg&#038;width=880&#038;height=500[/embedyt] CHI2014 &#8220;FrameBox and MirrorBox&#8221; [embedyt]https://www.youtube.com/watch?v=hRZXoKcacsM&#038;width=880&#038;height=500[/embedyt] CHI2014 &#8220;Large-Scale Assessment [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>We (<a title="Solveigh Jäger" href="http://www.solveigh-jaeger.de">Solveigh Jäger </a>and <a title="Valentin Schwind" href="vali.de/about">me</a>) cut, edited and partly recorded* some nice research videos for the <a title="CHI2014" href="http://chi2014.acm.org/">CHI2014</a> in Toronto, Canada. The most important video is the CHI2014 promotional trailer for the human-computer interaction conference <a href="https://plus.google.com/u/0/108476641471533365731/posts">itself</a>:</p>
<p><span id="more-1709"></span></p>
<h1>CHI2014 Promo Video</h1>
<div id="EmbedCodeBottom1_boxGetCode">
[embedyt]https://www.youtube.com/watch?v=iN1wLizrsKY&#038;width=880&#038;height=500[/embedyt]</p>
<h1>CHI2014 &#8220;I can wait a minute&#8221; *</h1>
<p>[embedyt]https://www.youtube.com/watch?v=65kS84PpPJg&#038;width=880&#038;height=500[/embedyt]</p>
<h1>CHI2014 &#8220;FrameBox and MirrorBox&#8221;</h1>
<p>[embedyt]https://www.youtube.com/watch?v=hRZXoKcacsM&#038;width=880&#038;height=500[/embedyt]</p>
<h1>CHI2014 &#8220;Large-Scale Assessment of Mobile Notifications&#8221; *</h1>
<p>[embedyt]https://www.youtube.com/watch?v=ETqMeIQXz4s&#038;width=880&#038;height=500[/embedyt]</p>
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		<title>Starting the exploration of the Uncanny Valley</title>
		<link>https://vali.de/blog/2013/02/11/beginning-doctoral-studies/</link>
		
		<dc:creator><![CDATA[valentin]]></dc:creator>
		<pubDate>Mon, 11 Feb 2013 00:03:36 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Science]]></category>
		<category><![CDATA[Doctoral Studies]]></category>
		<category><![CDATA[Human Percpetion]]></category>
		<category><![CDATA[Robotic]]></category>
		<category><![CDATA[Uncanny Valley]]></category>
		<guid isPermaLink="false">http://www.vali.de/?p=1553</guid>

					<description><![CDATA[After the last half year full of trouble and many events, I’m beginning with my doctoral studies at the University of Stuttgart. It is a great honor for me to be in the research group of doctoral students in the collegue “Digital Media” and be part of a scholarship for three years. Subject of my [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>After the last half year full of trouble and many events, I’m beginning with my doctoral studies at the <a href="http://www.uni-stuttgart.de" target="_blank">University of Stuttgart</a>. It is a great honor for me to be in the research group of doctoral students in the collegue “Digital Media” and be part of a scholarship for three years. Subject of my research is the <a href="http://en.wikipedia.org/wiki/Uncanny_valley" target="_blank">Uncanny Valley</a> and writing a thesis in the next 3-5 years. Unfortunately, I must reduce my freelance work and academic employment at the <a href="http://www.hdm-stuttgart.de" target="_blank">Stuttgart Media University</a> of course.</p>
<p><span id="more-1553"></span></p>
<h3>Subject</h3>
<p>Content of my thesis is the famous theory from <a href="http://en.wikipedia.org/wiki/Masahiro_Mori" target="_blank">Masahiro Mori</a>, a Japanese roboticist. The term describes the eerie feeling by observing figures (android robots, dolls and computer animated characters) that looks familiar until a special point of realism or antropomophism is reached where some imperfections of appearance and motions make them look <a href="http://en.wikipedia.org/wiki/Das_Unheimliche">uncanny</a>. Until today there are no secured scientific explantions or empirical evidences for its existence, some have failed at all. I will analyze this interdisciplinary problem from the point of view of a computer graphic artist.</p>
<div style="width: 460px" class="wp-caption aligncenter"><img fetchpriority="high" decoding="async" title="The Uncanny Valley" src="http://www.vali.de/wp-content/uploads/450px-Mori_Uncanny_Valley.svg_.png" alt="" width="450" height="351" /><p class="wp-caption-text">Figure 1: Unpleasant feelings evoked by more realism</p></div>
<h3>Goals</h3>
<p>The exploration of the uncanny valley phenomenon is an interdisciplinary research where information technology encountered on human perception and psychology on computer generated images, dolls and robotics. The relations between human likeness and perceived familiarity, appearance and behaviour are the questions which I attend to myself. Some core goals of my research:</p>
<ul>
<li>Definition, Evaluation, Occurence</li>
<li>Significance of
<ul>
<li>Human faces, body and emotions</li>
<li>Movements and interactions</li>
<li>Gestures and postures</li>
<li>Behaviour and AI</li>
</ul>
</li>
<li>Explaning feelings and thoughts of observers</li>
<li>Medical explanations</li>
<li>The U.V. in Computer Generated Images</li>
<li>The U.V. in Robotics / Dolls</li>
<li>Prediction with mathematical term</li>
<li>Ways out of the valley by design, psychology and techniques</li>
</ul>
<p>Another unanswered question is the role of the <a href="http://en.wikipedia.org/wiki/Mirror_neurons">mirror neurons</a> and their emotional islands, which have a significant impact on our emotional participation and are often associated with <a href="http://en.wikipedia.org/wiki/Autism">autism </a>and <a href="http://en.wikipedia.org/wiki/Asperger_syndrome">Asperger syndrome</a>. I think this will be a very exciting research and I hope to enjoy to write more about this and to work together with amazing people.</p>
<p>Photo Screenshot from: <a href="http://www.cubo.cc/creepygirl/">http://www.cubo.cc/creepygirl/</a></p>
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		<title>The Common Computer Animation Project</title>
		<link>https://vali.de/blog/2012/10/10/common-animation-project/</link>
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		<dc:creator><![CDATA[valentin]]></dc:creator>
		<pubDate>Wed, 10 Oct 2012 23:04:14 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<guid isPermaLink="false">http://www.vali.de/?p=1479</guid>

					<description><![CDATA[This semester the computer science departement of the Stuttgart Media University starts a common computer animation under the working title &#8220;Ascension&#8221; &#8211; a short movie about a little girl waking up on a flying crystal. 5 bachelor and 2 master students, 1 alumni, 3 external students and 2 acedemic assistants work on this common computer [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>This semester the computer science departement of the Stuttgart Media University starts a common computer animation under the working title &#8220;Ascension&#8221; &#8211; a short movie about a little girl waking up on a flying crystal. 5 bachelor and 2 master students, 1 alumni, 3 external students and 2 acedemic assistants work on this common computer animation project. More about this short: <a href="https://blog.hdm-stuttgart.de/cg/category/ca/ascension/">https://blog.hdm-stuttgart.de/cg/category/ca/ascension/</a></p>
<p><span id="more-1479"></span></p>
<p>[embedyt]http://www.youtube.com/watch?v=TOi_BzjAzqY[/embedyt]</p>
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		<title>A Photorealistic Earth</title>
		<link>https://vali.de/blog/2012/07/21/photorealistic-earth/</link>
					<comments>https://vali.de/blog/2012/07/21/photorealistic-earth/#respond</comments>
		
		<dc:creator><![CDATA[valentin]]></dc:creator>
		<pubDate>Sat, 21 Jul 2012 13:14:18 +0000</pubDate>
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		<guid isPermaLink="false">http://www.vali.de/?p=1302</guid>

					<description><![CDATA[One of the most complicated shader types in cg are the earth shaders. Although there are only a few 3d spheres with textured surfaces and one sunlight you have to choose unlimited opportunities to design a performant, realistic and detailed scene of the earth, the moon and the sun. There are many different techniques and [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>One of the most complicated shader types in cg are the earth shaders. Although there are only a few 3d spheres with textured surfaces and one sunlight you have to choose unlimited opportunities to design a performant, realistic and detailed scene of the earth, the moon and the sun. There are many different techniques and material properties to design an earth surface model &#8211; realistic or abstract. I&#8217;ve created a photorealistic earth &amp; moon shader for V-Ray Renderer based on the <a title="NASA Visible Earth" href="http://visibleearth.nasa.gov/view_cat.php?categoryID=1484" target="_blank">NASA Blue Marble Earth Maps</a>. You can download this models <a title="Photorealistic Earth" href="http://www.turbosquid.com/3d-models/planet-earth-photorealistic-3d-max/683041">here</a>.</p>
<p><span id="more-1302"></span></p>
<p>I was working over for a half a year for an earth shader model that let you make good close up renderings in low orbit. For better handling and some performance issues I&#8217;ve decided to split the surface shader into three main shaders (ocean, lands and nightlights) and three objects (earth surface, clouds and atmosphere) with different sub shaders, map and dependencies.</p>
<p style="text-align: center;"><img decoding="async" title="Earth_Africa" src="http://www.vali.de/wp-content/uploads/Earth_Africa.jpg" alt="" width="880" height="500" /></p>
<p style="text-align: center;">Figure 1 &#8211; Complete earth shader (rendered with 3ds may and V-Ray)</p>
<h3>The Oceans</h3>
<p>The base of my shader is an ocean material. It is very hard to determite the correct color of water. The distinctive blue of the water caused by the reflection of the sky. A combination of other blue and green tones produced by algae, salinity and water depth. I have developed a shader that modifies the colors according to water depth and perspective. Reflections are traced by the sun, clouds and atmosphere. The blur of the reflected water depends on the perspective and the strength of wind because it disturbs the surface of water and create different shapes of waves.</p>
<p style="text-align: center;"><img loading="lazy" decoding="async" title="Earth_Pacific" src="http://www.vali.de/wp-content/uploads/Earth_Pacific.jpg" alt="" width="880" height="500" /></p>
<p style="text-align: center;">Figure 2 &#8211; The pacific ocean (rendered with 3ds may and V-Ray)</p>
<h3>The Lands</h3>
<p>Much more complex as the ocean shader are the land surfaces. The earth surface dramatically changes its color in the morning or evening sunlight into red and orange. The height of the solid surface of the earth is controlled by a V-Ray displacement without any bump texture. A very important value is the correct displacement amount and the huge map resolution. I used the &#8220;Blue Marble&#8221; color textures of the NASA Visible Earth Website and scaled down the extremely high resolution (500 m) maps down to 1 km, so a computer with 16GB of RAM could render the scene without swapping onto hard drive. My coastline mask that separates the ocean shader from the land surface was kept in 500m resolution with an 8-bit gray-scaling, so that a more powerful PCs could load and render the 500m-textures of MODIS again. So the &#8220;Blue Marble&#8221; textures of the different seasons are available for download and ready to use in my shader.</p>
<p style="text-align: center;"><img loading="lazy" decoding="async" title="Europe from space" src="http://www.vali.de/wp-content/uploads/Earth_Europe.jpg" alt="" width="880" height="500" /></p>
<p style="text-align: center;">Figure 3 &#8211; Europe from space (rendered with 3ds may and V-Ray)</p>
<h3>The Clouds</h3>
<p>In addition to the land mass and the oceans the white clouds are a characteristic feature of our planet&#8217;s face. Huge high and low pressure areas surrounding the northern and southern hemisphere are generating clouds in different forms and heights. I&#8217;ve used the MODIS cloud maps with 42k (2 x 21k) resolution and repainted many artefacts, map borders and clear areas by hand. The city lights at the nightside of the earth lighten the the back surface of the clouds and glow a little bit. So the cloud shader consists of some V-Ray-Light-Materials and the cloud material itself. Unfortunately there is no way to render volumetric clouds, so all earth shaders depends on the quality and resolution of the displacement and opacity map.</p>
<p style="text-align: center;"><img loading="lazy" decoding="async" title="Clouds over Indonesia" src="http://www.vali.de/wp-content/uploads/Earth_Indonesia.jpg" alt="" width="880" height="500" /></p>
<p style="text-align: center;">Figure 4 &#8211; Clouds over Indonesia (rendered with 3ds may and V-Ray)</p>
<h3>The Terminator</h3>
<p>The terminator is a moving line that separates the illuminate day side and the dark night side of the earth. On it&#8217;s way through the atmosphere, light is refracted and scattered, making it a result of refraction by about a half a degree then recread a wider area of the earth&#8217;s surface and occure because of the scatting besides the twilight zone. So the terminator on the night side is smaller and blurred than on the day side. A small part of the light is reflected from the illuminated surface known as diffuse reflection and depends on the surface conditions and the angle of incidence. In my earth scene the terminator is a sun orientated separate object which pierces the earth body, because there is no exact light/shadow falloff shader type in V-Ray. In its area there is a gradient color mask for dusk and dawn.</p>
<p style="text-align: center;"><img loading="lazy" decoding="async" title="Terminator over gulf of mexico" src="http://www.vali.de/wp-content/uploads/Earth_Terminator.jpg" alt="" width="880" height="450" /></p>
<p style="text-align: center;">Figure 5 &#8211; Terminator over gulf of mexico (rendered with 3ds may and V-Ray, Auto-Contrast in Photoshop)</p>
<h3>The Earth in 3D</h3>
<p>My scene uses 1km resolution maps for a ultra photoreal model of planet earth for 3ds max (2013, 2012, 2011, 2010) and V-Ray 2.0. It includes a complete earth, cloud and atmosphere shader model and a ready-to-use V-Ray rendering setup.</p>
<ul>
<li>A dynamic shader for any earth rotation, lighting and camera angle</li>
<li>Realistic model scalings</li>
<li>Realistic light settings</li>
<li>Ready-to-render setup (V-Ray only)</li>
<li>Linear Workflow (LWF)</li>
<li>Suitable for low orbits in HD</li>
<li>Ultra high definition textures (42k with 4 x 10,8k maps)</li>
<li>Compatible to the 500m resolution maps from Visible Earth (32GB RAM recommended)</li>
<li>No other plugins (exempt V-Ray)</li>
</ul>
<p>This scene contains following objects, shaders and render effects:</p>
<ul>
<li>A textured preview model for the viewport</li>
<li>Photorealistic earth model + V-Ray surface shader (diffuse, reflection, displacement and city nightlights)</li>
<li>42k in a 4&#215;2 map grid with 10,8k² pixel diffuse &amp; 84k specular textures</li>
<li>21k displacement maps</li>
<li>42k cloud &amp; 16k city nightlight map</li>
<li>Cloud model and shader (diffuse, refraction, displacement and city nightlights)</li>
<li>Example V-Ray Physical Cameras</li>
<li>Model and shading of the Moon with 21k resolution (diffuse and displacement map)</li>
<li>optional V-Ray Fog for volumetric atmosphere (large render times)</li>
<li>A complete realistic model and shader of Moon with 21k maps</li>
</ul>
<p>Notes:</p>
<ul>
<li>Recommended memory size for uncomplicated workflow: 16GB or more</li>
<li>Use V-Ray Physical Camera</li>
<li>Use V-Ray VFB and enabled sRGB for still renderings</li>
<li>Use 32-Bit (EXR) for animated renderings</li>
<li>This scene contains linear color mapping (linear workflow)</li>
<li>Use Slider to control earth rotation and moon orbit</li>
<li>Relative Paths (for network rendering use absolute paths)</li>
<li>More suitable texture materials for more seasons at http://visibleearth.nasa.gov/</li>
<li>Use volumetric V-Ray-Fog atmosphere only without the atmosphere V-Ray-Sphere model</li>
<li>For better raytracing there&#8217;s are separate V-Ray Light for moon</li>
<li>Use prepared V-Ray color curve correction for better contrast and day-side renderings</li>
</ul>
<p>Credits:</p>
<ul>
<li>NASA Goddard Space Flight Center Image by Reto Stöckli (land surface, shallow water, clouds)</li>
<li>Defense Meteorological Satellite Program (city lights)</li>
<li>MODIS Science Data Support Team</li>
<li>MODIS Atmosphere Group</li>
<li>MODIS Ocean Group Additional data: USGS EROS Data Center (topography)</li>
<li>Data and technical support: MODIS Land Group; MODIS Science Data Support Team</li>
<li>Check out more collections at: http://visibleearth.nasa.gov/</li>
<li>The Blue Marble NASA imagery is free of licensing fees.</li>
</ul>
<p style="text-align: center;"><img loading="lazy" decoding="async" title="Terminator over gulf of mexico" src="http://www.vali.de/wp-content/uploads/Earth_moon.jpg" alt="" width="880" height="500" /></p>
<p style="text-align: center;">Figure 6 &#8211; Moon (rendered with 3ds may and V-Ray, Auto-Contrast in Photoshop)</p>
<p style="text-align: left;">You can buy and download this models <a title="Photorealistic Earth" href="http://www.turbosquid.com/3d-models/planet-earth-photorealistic-3d-max/683041">here</a>.</p>
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