Johann Habakuk Israel

Johann Habakuk Israel
Hochschule für Technik und Wirtschaft Berlin | HTW

Prof. Dr.-Ing.

About

74
Publications
37,771
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
1,042
Citations

Publications

Publications (74)
Conference Paper
Virtual paleontology studies digital fossils through data analysis and visualization systems. The discipline is growing in relevance for the evident advantages of non-destructive imaging techniques over traditional paleontological methods, and it has made significant advancements during the last few decades. However, virtual paleontology still face...
Article
Full-text available
Sketching is a natural and intuitive communication tool used for expressing concepts or ideas which are difficult to communicate through text or speech alone. Sketching is therefore used for a variety of purposes, from the expression of ideas on two-dimensional (2D) physical media, to object creation, manipulation, or deformation in three-dimension...
Article
Full-text available
Erschienen in "Forschung & Lehre" (Ausgabe 10/18, S. 878-879). ***** Die akademische Lehre wird immer wieder sowohl wissenschaftlich als auch im Lehrbetrieb viel und leidenschaftlich diskutiert. Eine aktuelle Studie ist der Frage nachgegangen, welche Eigenschaften und Verhaltensweisen Studierende deutschsprachiger Hochschulen von Professoren und Pr...
Data
Datensatz zur Fragestellung welche Attribute Studierenden bei Professor*innen wichtig sind (N = 3.403 Studierende) ****** s. auch: https://www.researchgate.net/project/Research-on-Excellent-Teaching-RET ****** Bitte zitieren als: Nachtwei, J., Lohse-Bossenz, H., Weinert, S., Kunert, S., Grundei, J., Beyer, L., Krins, C., Monett, D., Koob, C., Ian...
Conference Paper
Full-text available
This paper proposes a 2d sketching tool and an immersive 3d sketch library as an approach to easily create and access documents (i.e. sketches). The sketch library allows users to store, arrange and assemble their own sketches and others' in theoretically unlimited space. A user can get an idea about the general activities of all users since the sk...
Chapter
(Full text available from http://doi.org/10.1007/978-3-319-24439-6_2). The role of prototyping in today’s product development processes has been examined in numerous empirical studies and investigations. In various disciplines, prototyping is understood as a significant methodology for supporting clarification, conception, and design phases. Due to...
Conference Paper
Full-text available
Computer modelling of 2D drawings is becoming increasingly popular in modern design as can be witnessed in the shift of modern computer modelling applications from software requiring specialised training to ones targeted for the general consumer market. Despite this, traditional sketching is still prevalent in design, particularly so in the early d...
Conference Paper
This project was concerned with the development of physical sculptures from the motion of an Iaido sword. Iaido is a Japanese traditional martial art concerned with moving a sword and performing a cutting motion at the same time. It is practiced to prepare the swordsman for a surprise attack. All phases of the stroke have to be absolutely flawless...
Conference Paper
With the growing relevance of human interaction with infocommunications in general and augmented/virtual environments in particular, it is becoming increasingly important to provide users with a “virtual physics” capable of emulating the richness and subtle informativeness of multimodal feedback in the physical world. In this paper, we describe an...
Conference Paper
In theory, the potential to use virtual reality systems for creating visually rich and free-spirited models and prototypes is high. In contrast, immersive modelling is not relevant in today's design practice and design researchers are often sceptical if it will ever be possible to use virtual environments (i.e. virtual material) with the same fidel...
Chapter
Full-text available
Die von Mark Weiser 1988 ersonnene Vision eines allgegenwärtigen Computers wird zunehmend Wirklichkeit. Wenn Computer in Alltagsgegenständen verschwinden, wenn »intelligente« Objekte die Umwelt bevölkern, wenn der gesamte Körper und seine Bewegungen in der Interaktion mit Computerprogrammen eingesetzt werden, dann stellen sich neue Herausforderunge...
Conference Paper
Due to its immense visualization and interaction possibilities virtual reality (VR) is often regarded as the “ultimate” future technology for product development and engineering tasks. Although the majority of current industrial use cases for VR lie in fields of reviewing and validating, this article argues that VR has enormous potential to support...
Conference Paper
Full-text available
It is industrial practice to conduct Design Reviews of product models by means of Virtual Reality (VR) systems. Especially in the car industry CAVEs are mandatory tools to visualize the current state of product models (digital prototypes). However such systems usually display only the geometric product structure as it is imported from CAD systems....
Conference Paper
The spatial and semantic integration of tangible user interfaces (TUI) into virtual environments is a promising approach to enhance mixed reality-applications with dynamic three-dimensional graphics and graspable controls. Although various software frameworks for virtual reality periphery and tangible interaction exist, a novel framework which prov...
Article
Futur. Mitteilungen aus dem Produktionstechnischen Zentrum Berlin
Article
Full-text available
Immersive virtual environments are a important technology within the overall toolset of virtual product creation [1]. Immersive modelling systems which allow for creating product models receive interest from both academic research and industry [2], [3] and [4]. This paper describes three empirical studies on immersive modelling techniques conduct...
Conference Paper
Immersive modeling systems which allow for sketching and constructing three-dimensional product models receive growing interest from both academic research and industry [DBWB*00; FASM02; IWMS09; KAMD*08; KAML*01]. The potential of such systems is estimated in the possibility to create models in a one-to-one scale, to interact with product models an...
Conference Paper
Full-text available
In this paper we address the question whether automatic shape creation using sketched strokes as input in an immersive 3D environment supports the sketching process in early phases of product design. To investigate this question, model creation and deformation algorithms of the desktop sketch-based modeling tool FiberMesh [NISA07] were transferred...
Article
Full-text available
So far, studies on general judgments of products mainly focused on usability. Only recently, product aesthetics is considered as well. In this context, both information on the visual aesthetics of products and product prototypes are important issues. Several scales exist which measure visual aesthetics of products. However, no scale on the aestheti...
Thesis
Full-text available
Mit der wachsenden Verbreitung dreidimensionaler Benutzungsschnittstellen wächst auch das Interesse, diese für kreative, konzeptionelle Entwurfstätigkeiten einzusetzen. Benutzeranforderungen und kognitive Aspekte des immersiven Designs, insbesondere des Skizzierens und Modellierens, sind bisher jedoch kaum bekannt. Eine technische Integration in di...
Article
As immersive 3D user interfaces reach broader acceptance, their use as sketching media is attracting both commercial and academic interests. So far, little is known about user requirements and cognitive aspects of immersive 3D sketching. Also the latter's integration into the workflow of virtual product development is far from being solved. We pres...
Article
Full-text available
"Intuitive to use" is so often assigned to tangible user interfaces (TUIs) and physical interaction, for example, in conference lectures, informal communication and in scientific publications, that it seems obvious that physicality evokes intuitive use. However, on closer inspection the topic becomes less obvious. It appears that the use of the ter...
Conference Paper
"Intuitive Use" is increasingly mentioned as being a requirement for product design. However, it has not been established as a scientific term in the HCI community so far. Even though this disparity exists, practitioners need to know how intuitive use can be defined, how it can be measured, and how it can be designed. In usability engineering, seve...
Article
Full-text available
Bei derzeitig verfügbaren Lösungen für die physikbasierte Handhabungssimulation fle-xibler Bauteile in der VR stellt die intuitive Interaktion mit haptischen Force-Feedback-Geräten immer noch ein großes Problem dar. Die Berücksichtigung der Verformungsei-genschaften flexibler Objekte in der Simulation ist für eine Vielzahl von Anwendungen von Vorte...
Article
Full-text available
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 Ins...
Article
Mit der wachsenden Verbreitung dreidimensionaler Benutzungsschnittstellen wächst auch das Interesse, diese für kreative, konzeptionelle Entwurfstätigkeiten einzusetzen. Benutzeranforderungen und kognitive Aspekte des immersiven Designs, insbesondere des Skizzierens und Modellierens, sind bisher jedoch kaum bekannt. Eine technische Integration in di...
Article
After a short introduction to our concept of intuitive use of user interfaces we would like to invite the interdisci-plinary CHI community to discuss at least two impor-tant issues, namely: How does intuitive use and aes-thetics relate? And, does physicality enable intuitive use? In the following, we present some provoking the-ses to trigger the di...
Conference Paper
Tangible interaction research has opened up new ways to interact with computers and extended our imagination of what is possible with digital systems. However, research on tangible user interfaces (TUI) seems to have lost sight of the everyday situation of the majority of people who still work with standard computer systems. This paper investigates...
Conference Paper
Full-text available
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...
Conference Paper
Full-text available
After a short introduction to our concept of intuitive use of user interfaces we would like to invite the interdisci- plinary CHI community to discuss at least two impor- tant issues, namely: How does intuitive use and aes- thetics relate? And, does physicality enable intuitive use? In the following, we present some provoking the- ses to trigger th...
Conference Paper
One of the goals of tangible interaction is to build more intuitive interfaces. This paper gives a definition of intuitivity and presents a continuum of knowledge serving as a classification for intuitive interaction. Against the background of the continuum recent taxonomies for tangible interaction are reviewed. A new approach for classifying tang...
Conference Paper
Full-text available
In this paper we present a general definition of the concept 'intuitive use of user interfaces' on the basis of our current interdisciplinary work. 'Intuitive use' is regarded as a characteristic of human -machine systems. It refers to a special kind of interaction process between users and technical systems that use the users' intuition. The main...
Article
Intuitive Benutzung technischer Systeme ist ein bislang noch sehr vages und wissenschaftlich und methodisch schwer greifbares Konzept. Dennoch scheint ein Design, „das intuitive Benutzung erlaubt“, ein überzeugendes Verkaufsargument zu sein. Da derzeit keine Kriterien spezifiziert sind, die angeben, wie intuitiv benutzbare Interfaces gestaltet werd...
Article
Editorial by the guest editors of MMI-Interaktiv Journal, Nr. 12, Human-Machine Interaction in Virtual Environments – Recent Developments and Industrial Applications
Article
Full-text available
Die jährliche IEEE Virtual Reality Konferenz ist ein wichtiger Treffpunkt für Forscher und Firmen. Die 2007er VR Konferenz fand in Charlotte, North Carolina, statt und deckte den gesamten Bereich VR bezogener Themen ab. Das Spektrum reichte von Fragen der Wahrnehmung in virtuellen Umgebungen, Human Factors, technischen Fragen und Interaktionsforsch...
Article
Nicht immer wird einem das Gluck zuteil, den „Best Session“ Publikumspreis auf der Mensch und Computer UPA Konferenz zu gewinnen und nicht immer hat man danach noch einmal die Chance, das Gesagte zu prazisieren, zu uberarbeiten und zu erganzen. Dieser Artikel beschaftigt sich mit dem Thema „Intuitivitat von Interfaces“, schlagt eine Definition des...
Conference Paper
Full-text available
Integrating Tangible User Interfaces(TUIs) in Virtual Environments is a promising approach to overcome the rigidity of Tangible User Interfaces (TUI) and to ease Virtual Reality (VR) interaction techniques. Advantages and problems of the integration are being described,e specially occlusion, focal displacement and shifting.
Article
Full-text available
Methoden der Virtual Reality (VR) Technologie haben Einzug in die Produktentwicklung gefunden und werden dort vorrangig in den frühen Phasen eingesetzt. Uns interessiert hier die Frage, inwieweit VR für das Usability-Testing genutzt werden kann. Ziel des Artikels ist es, für diese Nutzung Potentiale, Probleme und Alternativen aufzuzeigen. Wir gehen...
Conference Paper
Full-text available
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 pr...
Article
Full-text available
Bisher wurde vom Menschen verlangt, daß er seine Probleme, so er sie mit dem Computer lösen wollte, in computerverständliche Teilprobleme und Aussagen zerlegen mußte. Das Bedienen und Kommandieren des Computers bedeutete für den Menschen nicht nur eine große Last, sondern führte auch zu einer Verschiebung der Wahrnehmung und Verkennung von Probleme...

Network

Cited By