2025
Andrea Bellucci, Giulio Jacucci, Kien Duong, Pritom K Das, Sergei Smirnov, Imtiaj Ahmed, Jean-Luc Lugrin,
Immersive Tailoring of Embodied Agents Using Large Language Models
, In
Proceedings of the The 32nd IEEE Conference on Virtual Reality and 3D User Interfaces
.
2025.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@inproceedings{bellucci2025immersive,
title = {Immersive Tailoring of Embodied Agents Using Large Language Models},
author = {Bellucci, Andrea and Jacucci, Giulio and Duong, Kien and K Das, Pritom and Smirnov, Sergei and Ahmed, Imtiaj and Lugrin, Jean-Luc},
booktitle = {Proceedings of the The 32nd IEEE Conference on Virtual Reality and 3D User Interfaces},
year = {2025},
url = {}
}
Abstract: LLM-based embodied agents are recently emerging in VR supporting various scenarios such as pedagogical assistants, virtual companions, and NPCs for games. While they have potential to enhance user interactions, they require careful design to cater unique
user needs and contexts. We present an architecture that leverages different LLM modules, and their engineering integration to enable conversational interactions with an embodied agent in multi-user VR. Our system’s primary goal is to facilitate immersive tailoring through conversational input, allowing users to dynamically adjust an agent’s behavior and properties (e.g., role, personality, and appearance), directly within the virtual space, rather than during development or via separate interfaces. We demonstrate this approach with a use case and provide performance measurements in terms of latency of ailoring.
Christian Merz, Lukas Schach, Marie Luisa Fiedler, Jean-Luc Lugrin, Carolin Wienrich, Marc Erich Latoschik,
Unobtrusive In-Situ Measurement of Behavior Change by Deep Metric Similarity Learning of Motion Patterns
.
2025.
[BibTeX]
[Download]
[BibSonomy]
@misc{merz2025unobtrusiveinsitumeasurementbehavior,
title = {Unobtrusive In-Situ Measurement of Behavior Change by Deep Metric Similarity Learning of Motion Patterns},
author = {Merz, Christian and Schach, Lukas and Fiedler, Marie Luisa and Lugrin, Jean-Luc and Wienrich, Carolin and Latoschik, Marc Erich},
year = {2025},
url = {https://arxiv.org/abs/2509.04174}
}
2024
Nina Döllinger, Jessica Topel, Mario Botsch, Carolin Wienrich, Marc Erich Latoschik, Jean-Luc Lugrin,
Exploring Agent-User Personality Similarity and Dissimilarity for Virtual Reality Psychotherapy
, In
2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)
.
2024.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@inproceedings{dollinger2024exploring,
title = {Exploring Agent-User Personality Similarity and Dissimilarity for Virtual Reality Psychotherapy},
author = {Döllinger, Nina and Topel, Jessica and Botsch, Mario and Wienrich, Carolin and Latoschik, Marc Erich and Lugrin, Jean-Luc},
booktitle = {2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
year = {2024},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2024-ieeevr-pandas-personality.pdf}
}
Abstract: Imaginary self-encounters are a common approach in psychotherapy. Recent virtual reality advancements enable innovative approaches to enhanced self-encounters using photorealistic personalized Doppelgangers (DG). Yet, next to appearance, similarity in body language could be a great driver of self-identification with a DG or a generic agent. One cost-efficient and time-saving approach could be personality-enhanced animations.
We present a pilot study evaluating the effects of personality-enhanced body language in DGs and generic agents.
Eleven participants evaluated a Photorealistic DG and a Generic Agent, animated in a seated position to simulate four personality types: Low and High Extraversion and Low and High Emotional Stability.
Participants rated the agents' personalities and their self-identification with them.
We found an overall positive relationship between a calculated personality similarity score, self-attribution, and perceived behavior-similarity. Perceived appearance-similarity was affected by personality similarity only in generic agents, indicating the potential of body language to provoke a feeling of similarity even in dissimilar-appearing agents.
Maximilian Landeck, Fabian Unruh, Jean-Luc Lugrin, Marc Erich Latoschik,
Object Motion Manipulation and time perception in virtual reality
, In
Frontiers in Virtual Reality
, Vol.
5
.
2024.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@article{10.3389/frvir.2024.1390703,
title = {Object Motion Manipulation and time perception in virtual reality},
author = {Landeck, Maximilian and Unruh, Fabian and Lugrin, Jean-Luc and Latoschik, Marc Erich},
journal = {Frontiers in Virtual Reality},
year = {2024},
volume = {5},
url = {https://www.frontiersin.org/journals/virtual-reality/articles/10.3389/frvir.2024.1390703},
doi = {10.3389/frvir.2024.1390703}
}
Abstract: This paper presents a novel approach to altering how time is perceived in Virtual Reality (VR). It involves manipulating the speed and pattern of motion in objects associated with timekeeping, both directly (such as clocks) and indirectly (like pendulums). Objects influencing our perception of time are called ‘zeitgebers‘; for instance, observing a clock or pendulum tends to affect how we perceive the passage of time. The speed of motion of their internal parts (clock hands or pendulum rings) is explicitly or implicitly related to the perception of time. However, the perceptual effects of accelerating or decelerating the speed of a virtual clock or pendulum in VR is still an open question. We hypothesize that the acceleration of their internal motion will accelerate the passage of time and that the irregularity of the orbit pendulum’s motion will amplify this effect. We anticipate that the irregular movements of the pendulum will lower boredom and heighten attention, thereby making time seem to pass more quickly. Therefore, we conducted an experiment with 32 participants, exposing them to two types of virtual zeitgebers exhibiting both regular and irregular motions. These were a virtual clock and an orbit pendulum, each operating at slow, normal, and fast speeds. Our results revealed that time passed by faster when participants observed virtual zeitgebers in the fast speed condition than in the slow speed condition. The orbit pendulum significantly accelerated the perceived passage of time compared to the clock. We believe that the irregular motion requires a higher degree of attention, which is confirmed by the significantly longer gaze fixations of the participants. These findings are crucial for time perception manipulation in VR, offering potential for innovative treatments for conditions like depression and improving wellbeing. Yet, further clinical research is needed to confirm these applications.
Fabian Unruh, Jean-Luc Lugrin, Marc Erich Latoschik,
Out-Of-Virtual-Body Experiences: Virtual Disembodiment Effects on Time Perception in VR
, In
Proceedings of the 30th ACM Symposium on Virtual Reality Software and Technology
Benjamin Weyers, Daniel Zielasko, Rob Lindeman, Stefania Serafin, Eike Langbehn, Victoria Interrante, Gerd Bruder, J. Edward Swan II, Christoph Borst, Carolin Wienrich, Rebecca Fribourg (Eds.),
(
20)
, pp. 20:1-20:11
.
New York, NY, USA
:
Association for Computing Machinery
, 2024.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{conf/vrst/UnruhLL24,
title = {Out-Of-Virtual-Body Experiences: Virtual Disembodiment Effects on Time Perception in VR},
author = {Unruh, Fabian and Lugrin, Jean-Luc and Latoschik, Marc Erich},
editor = {Weyers, Benjamin and Zielasko, Daniel and Lindeman, Rob and Serafin, Stefania and Langbehn, Eike and Interrante, Victoria and Bruder, Gerd and II, J. Edward Swan and Borst, Christoph and Wienrich, Carolin and Fribourg, Rebecca},
booktitle = {Proceedings of the 30th ACM Symposium on Virtual Reality Software and Technology},
year = {2024},
number = {20},
pages = {20:1-20:11},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3641825.3687717},
doi = {10.1145/3641825.3687717}
}
Abstract: This paper presents a novel experiment investigating the relationship between virtual disembodiment and time perception in Virtual Reality (VR). Recent work demonstrated that the absence of a virtual body in a VR application changes the perception of time. However, the effects of simulating an out-of-body experience (OBE) in VR on time perception are still unclear. We designed an experiment with two types of virtual disembodiment techniques based on viewpoint gradual transition: a virtual body’s behind view and facing view transitions. We investigated their effects on forty-four participants in an interactive scenario where a lamp was repeatedly activated and time intervals were estimated. Our results show that, while both techniques elicited a significant virtual disembodiment perception, time duration estimations in the minute range were only shorter in the facing view compared to the eye view condition. We believe that reducing agency in the facing view is a key factor in the time perception alteration. This provides first steps towards a novel approach to manipulating time perception in VR, with potential applications for mental health treatments such as schizophrenia or depression and for improving our understanding of the relation between body, virtual body, and time.
Christian Merz, Jonathan Tschanter, Florian Kern, Jean-Luc Lugrin, Carolin Wienrich, Marc Erich Latoschik,
Pipelining Processors for Decomposing Character Animation
, In
30th ACM Symposium on Virtual Reality Software and Technology
.
New York, NY, USA
:
Association for Computing Machinery
, 2024.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{merz2024processor,
title = {Pipelining Processors for Decomposing Character Animation},
author = {Merz, Christian and Tschanter, Jonathan and Kern, Florian and Lugrin, Jean-Luc and Wienrich, Carolin and Latoschik, Marc Erich},
booktitle = {30th ACM Symposium on Virtual Reality Software and Technology},
year = {2024},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3641825.3689533},
doi = {10.1145/3641825.3689533}
}
Abstract: This paper presents an openly available implementation of a modular pipeline architecture for character animation. It effectively decomposes frequently necessary processing steps into dedicated character processors, such as copying data from various motion sources, applying inverse kinematics, or scaling the character. Processors can easily be parameterized, extended (e.g., with AI), and freely arranged or even duplicated in any order necessary, greatly reducing side effects and fostering fine-tuning, maintenance, and reusability of the complex interplay of real-time animation steps.
2023
Fabian Unruh, David H.V. Vogel, Maximilian Landeck, Jean-Luc Lugrin, Marc Erich Latoschik,
Body and Time: Virtual Embodiment and its effect on Time Perception
, In
IEEE Transactions on Visualization and Computer Graphics (TVCG)
, Vol.
29
(
5)
, pp. 2626-2636
.
2023.
IEEE VR Best Paper Nominee 🏆
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@article{unruh2023virtual,
title = {Body and Time: Virtual Embodiment and its effect on Time Perception},
author = {Unruh, Fabian and Vogel, David H.V. and Landeck, Maximilian and Lugrin, Jean-Luc and Latoschik, Marc Erich},
journal = {IEEE Transactions on Visualization and Computer Graphics (TVCG)},
year = {2023},
volume = {29},
number = {5},
pages = {2626 - 2636},
note = {IEEE VR Best Paper Nominee 🏆},
url = {https://ieeexplore.ieee.org/abstract/document/10049718},
doi = {10.1109/TVCG.2023.3247040}
}
Abstract: This article explores the effect of one’s body representation on time perception. Time Perception is modulated by a variety of factors including, e.g., the current situation or activity, it can display significant disturbances caused by psychological disorders, and it is influenced by emotional and interoceptive states, i.e., ”the sense of the physiological condition of the body”. We investigated this relation between one’s own body and the perception of time in a novel Virtual Reality (VR) experiment explicitly fostering user activity. 36 participants randomly experienced different degrees of embodiment: i) without an avatar (low), ii) with hands (medium), and iii) with a high quality avatar (high). Participants had to repeatedly activate a virtual lamp and estimate the duration of time intervals as well as judge the passage of time. Our results show a significant effect of embodiment on time perception: time passes slower in the low embodiment condition compared to the medium and high conditions. In contrast to prior work, the study provides missing evidence that this effect is independent of the level of activity of participants: In our task users were prompted to repeatedly perform body actions, thereby ruling-out a potential influence of the level of activity. Importantly, duration judgements in both the millisecond and minute ranges seemed unaffected by variations in embodiment. Taken together, these results lead to a better understanding of the relationship between the body and time.
Maximilian Landeck, Fabian Unruh, Jean-Luc Lugrin, Marc Erich Latoschik,
From Clocks to Pendulums: A Study on the Influence of External Moving Objects on Time Perception in Virtual Environments
, In
The 29th ACM Symposium on Virtual Reality Software and Technology (VRST)
, Vol.
29th
, p. 11
.
2023.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@article{noauthororeditor,
title = {From Clocks to Pendulums: A Study on the Influence of External Moving Objects on Time Perception in Virtual Environments},
author = {Landeck, Maximilian and Unruh, Fabian and Lugrin, Jean-Luc and Latoschik, Marc Erich},
journal = {The 29th ACM Symposium on Virtual Reality Software and Technology (VRST)},
year = {2023},
volume = {29th},
pages = {11},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2023_vrst_conference_influence_moving_objects_on_time_perception__preprint_version_1.pdf},
doi = {10.1145/3611659.3615703}
}
Abstract: This paper investigates the relationship between perceived object motion and the experience of time in virtual environments. We developed an application to measure how the motion properties of virtual objects and the degree of immersion and embodiment may affect the time experience. A first study (n = 145) was conducted remotely using an online video survey, while a second study (n = 60) was conducted under laboratory conditions in virtual reality (VR). Participants in both studies experienced seven different virtual objects in a randomized order and then answered questions about time experience. The VR study added an "embodiment" condition in which participants were either represented by a virtual full body or lacked any form of virtual body representation.
In both studies, time was judged to pass faster when viewing oscillating motion in immersive and non-immersive settings and independently of the presence or absence of a virtual body. This trend was strongest when virtual pendulums were displayed. Both studies also found a significant inverse correlation between the passage of time and boredom. Our results support the development of applications that manipulate the perception of time in virtual environments for therapeutic use, for instance, for disorders such as depression, autism, and schizophrenia. Disturbances in the perception of time are known to be associated with these disorders.
Maximilian Landeck, Federico Alvarez Igarzábal, Fabian Unruh, Hannah Habenicht, Shiva Khoshnoud, Marc Wittmann, Jean-Luc Lugrin, Marc Erich Latoschik,
Journey Through a Virtual Tunnel: Simulated Motion and its Effects on the Experience of Time
, In
Frontiers in Virtual Reality
, Vol.
3
, p. 195
.
Frontiers
, 2023.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@article{landeck3journey,
title = {Journey Through a Virtual Tunnel: Simulated Motion and its Effects on the Experience of Time},
author = {Landeck, Maximilian and Alvarez Igarzábal, Federico and Unruh, Fabian and Habenicht, Hannah and Khoshnoud, Shiva and Wittmann, Marc and Lugrin, Jean-Luc and Latoschik, Marc Erich},
journal = {Frontiers in Virtual Reality},
year = {2023},
volume = {3},
pages = {195},
publisher = {Frontiers},
url = {https://www.frontiersin.org/articles/10.3389/frvir.2022.1059971/full},
doi = {10.3389/frvir.2022.1059971}
}
Jean-Luc Lugrin, Jessica Topel, Yann Glémarec, Birgit Lugrin, Marc Erich Latoschik,
Posture Parameters for Personality-Enhanced Virtual Audiences
, In
Proceedings of the 23rd International Conference on Intelligent Virtual Agents (IVA)
.
2023.
[BibTeX]
[Download]
[BibSonomy]
@conference{lugrin2023posture,
title = {Posture Parameters for Personality-Enhanced Virtual Audiences},
author = {Lugrin, Jean-Luc and Topel, Jessica and Glémarec, Yann and Lugrin, Birgit and Latoschik, Marc Erich},
booktitle = {Proceedings of the 23rd International Conference on Intelligent Virtual Agents (IVA)},
year = {2023},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2023-iva-lugrin-posture-rarameters-for-personality-enhanced-virtual-audiences.pdf}
}
Maximilian Landeck, Fabian Unruh, Jean-Luc Lugrin, Marc Erich Latoschik,
Time Perception Research in Virtual Reality: Lessons Learned
, In
Mensch und Computer 2023
.
Veröffentlicht durch die Gesellschaft für Informatik e.V. in P. Fröhlich & V. Cobus (Hrsg.)
, 2023.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{landeck2023perception,
title = {Time Perception Research in Virtual Reality: Lessons Learned},
author = {Landeck, Maximilian and Unruh, Fabian and Lugrin, Jean-Luc and Latoschik, Marc Erich},
booktitle = {Mensch und Computer 2023},
year = {2023},
publisher = {Veröffentlicht durch die Gesellschaft für Informatik e.V. in P. Fröhlich & V. Cobus (Hrsg.)},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/virtual-times/publications/2023_MUC_Landeck_TimePerceptionInVR.pdf},
doi = {10.18420/muc2023-mci-ws05-442}
}
Abstract: In this article, we present a selection of recent studies from our research group that investigated the relationship between time perception and virtual reality (VR). We focus on the influence of avatar embodiment, visual fidelity, motion perception, and body representation. We summarize findings on the impact of these factors on time perception, discuss lessons learned, and implications for future applications.
In a waiting room experiment, the passage of time in VR with an avatar was perceived significantly faster than without an avatar. The passage of time in the real waiting room was not perceived as significantly different from the waiting room in VR with or without an avatar.
In an interactive scenario, the absence of a virtual avatar resulted in a significantly slower perceived passage of time compared to the partial and full-body avatar conditions. High and medium embodiment conditions are assumed to be more plausible and to less different from a real experience.
A virtual tunnel that induced the illusion of self-motion (vection) appeared to contribute to the perceived passage of time and experience of time. This effect was shown to increase with tunnel speed and the number of tunnel segments.
A framework was proposed for the use of virtual zeitgebers along three dimensions (speed, density, synchronicity) to systematically control the experience of time. The body itself, as well as external objects, seem to be addressed by this theory of virtual zeitgebers.
Finally, the standardization of the methodology and future research considerations are discussed.
Yann Glémarec, Jean-Luc Lugrin, Amelie Hörmann, Anne-Gwenn Bosser, Cédric Buche, Marc Erich Latoschik, Norina Lauer,
Towards Virtual Audience Simulation For Speech Therapy
, In
Proceedings of the 23rd International Conference on Intelligent Virtual Agents (IVA)
.
2023.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{noauthororeditor2023towards,
title = {Towards Virtual Audience Simulation For Speech Therapy},
author = {Glémarec, Yann and Lugrin, Jean-Luc and Hörmann, Amelie and Bosser, Anne-Gwenn and Buche, Cédric and Latoschik, Marc Erich and Lauer, Norina},
booktitle = {Proceedings of the 23rd International Conference on Intelligent Virtual Agents (IVA)},
year = {2023},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2023-iva-towards-virtual-audience-simulation-for-speech-therapy-preprint.pdf}
}
2022
Christian Seufert, Sebastian Oberdörfer, Alice Roth, Silke Grafe, Jean-Luc Lugrin, Marc Erich Latoschik,
Classroom management competency enhancement for student teachers using a fully immersive virtual classroom
, In
Computers & Education
, Vol.
179
, p. 104410
.
2022.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@article{seufert:2022n,
title = {Classroom management competency enhancement for student teachers using a fully immersive virtual classroom},
author = {Seufert, Christian and Oberdörfer, Sebastian and Roth, Alice and Grafe, Silke and Lugrin, Jean-Luc and Latoschik, Marc Erich},
journal = {Computers & Education},
year = {2022},
volume = {179},
pages = {104410},
url = {https://www.sciencedirect.com/science/article/pii/S0360131521002876},
doi = {https://doi.org/10.1016/j.compedu.2021.104410}
}
Abstract: The purpose of this study is to examine whether pre-service teachers studying classroom management (CM) in a virtual reality (VR)-supported setting enhance their CM competencies more than students do in a setting using conventional methods. With this aim in mind and to address a lack of available situations of practicing and reflecting CM competencies besides simply gaining theoretical knowledge about CM in education, we integrated a novel fully immersive VR application in selected CM courses. We evaluated the development of self-assessed and instructor-rated CM competencies and the learning quality in the different learning conditions. Additionally, we evaluated the presence, social presence, believability and utility of the VR application and the VR-assisted and video-assisted course. Participants were pre-service teachers (n = 55) of the University of Würzburg who participated in a quasi-experimental pre-test/post-test intervention. The students were randomly assigned to one of two intervention groups: the test group used the virtual classroom Breaking Bad Behaviors (BBB) during the term (n = 39), and the comparison group's learning was video-assisted (n = 16). The instructor rating shows significant differences between the VR group and the video group, the two points of measurement and for the interaction between the condition and time of measurement. It demonstrates a highly significant improvement in CM competencies in the VR setting between the pre-test and post-test (p < 0.001, Cohen's d = 1.06) as compared to the video-based setting. The participants of the VR setting themselves rated their CM competencies in the post-test significantly higher than in the pre-test (p = 0.02, Cohen's d = 0.39). Interestingly, the video group also rated themselves better in the post-test (p = 0.02, Cohen's d = 0.67), which reveals that self-assessment and external assessment show different results. In addition, we observed that even if both groups gained similar theoretical knowledge, the CM competencies developed to a greater degree in the VR-based settings. The participants rated the CM training system a useful tool to evaluate and reflect on individual teacher actions. Its immersion contributes to a high presence and the simulation of realistic scenarios in a CM course. These findings suggest that VR-based settings can lead to a higher benefit in the enhancement of pre-service teachers' CM competencies.
Yann Glémarec, Jean-Luc Lugrin, Anne-Gwenn Bosser, Cedric Buche, Marc Erich Latoschik,
Controlling the STAGE: A High-Level Control System for Virtual Audiences In Virtual Reality
, In
Frontiers in Virtual Reality – Virtual Reality and Human Behaviour
, Vol.
3
, p. 2673–4192
.
2022.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@article{glemarec2022controlling,
title = {Controlling the STAGE: A High-Level Control System for Virtual Audiences In Virtual Reality},
author = {Glémarec, Yann and Lugrin, Jean-Luc and Bosser, Anne-Gwenn and Buche, Cedric and Latoschik, Marc Erich},
journal = {Frontiers in Virtual Reality – Virtual Reality and Human Behaviour},
year = {2022},
volume = {3},
pages = {2673–4192},
url = {https://www.frontiersin.org/articles/10.3389/frvir.2022.876433/abstract}
}
Abstract: This article presents a novel method for controlling a virtual audience system (VAS) in Virtual Reality (VR) application, called STAGE, which has been originally designed for supervised public speaking training in university seminars dedicated to the preparation and delivery of scientific talks.
We are interested in creating pedagogical narratives: narratives encompass affective phenomena and rather than organizing events changing the course of a training scenario, pedagogical plans using our system focus on organizing the affects it arouses for the trainees.
Efficiently controlling a virtual audience towards a specific training objective while evaluating the speaker's performance presents a challenge for a seminar instructor: the high level of cognitive and physical demands required to be able to control the virtual audience, whilst evaluating speaker's performance, adjusting and allowing it to quickly react to the user’s behaviors and interactions. It is indeed a critical limitation of a number of existing systems that they rely on a Wizard of Oz approach, where the tutor drives the audience in reaction to the user’s performance. We address this problem by integrating with a VAS a high-level control component for tutors, which allows using predefined audience behavior rules, defining custom ones, as well as intervening during run-time for finer control of the unfolding of the pedagogical plan. At its core, this component offers a tool to program, select, modify and monitor interactive training narratives using a high-level representation.
The STAGE offers the following features: i) a high-level API to program pedagogical narratives focusing on a specific public speaking situation and training objectives, ii) an interactive visualization interface iii) computation and visualization of user metrics, iv) a semi-autonomous virtual audience composed of virtual spectators with automatic reactions to the speaker and surrounding spectators while following the pedagogical plan V) and the possibility for the instructor to embody a virtual spectator to ask questions or guide the speaker from within the Virtual Environment. We present here the design, implementation of the tutoring system and its integration in STAGE, and discuss its reception by end-users.
Akimi Oyanagi, Takuji Narumi, Jean-Luc Lugrin, Kazuma Aoyama, Kenichiro Ito, Tomohiro Amemiya, Michitaka Hirose,
The Possibility of Inducing the Proteus Effect for Social VR Users
, In
International Conference on Human-Computer Interaction
, pp. 143-158
.
Cham
:
Springer Nature Switzerland
, 2022.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{10.1007/978-3-031-21707-4_11,
title = {The Possibility of Inducing the Proteus Effect for Social VR Users},
author = {Oyanagi, Akimi and Narumi, Takuji and Lugrin, Jean-Luc and Aoyama, Kazuma and Ito, Kenichiro and Amemiya, Tomohiro and Hirose, Michitaka},
booktitle = {International Conference on Human-Computer Interaction},
year = {2022},
pages = {143--158},
publisher = {Springer Nature Switzerland},
address = {Cham},
url = {https://link.springer.com/chapter/10.1007/978-3-031-21707-4_11},
doi = {https://doi.org/10.1007/978-3-031-21707-4_11}
}
Abstract: The Proteus effect in Virtual Reality (VR) happens when the user's behavior or attitude are affected by their avatar's appearance. The virtual body appearance is somehow affecting the emotional, behavioral and psychological state of its user. In recent years, manipulation of an avatar has become a more common situation because of social VR platforms. It is considered that the Proteus effect can be induced even for social VR users. However, there are possibilities to disrupt the Proteus effect by becoming accustomed to embodying an avatar or attachment to their avatar.
2021
Yann Glémarec, Jean-luc Lugrin, Anne-Gwenn Bosser, Cédric Buche, Marc Erich Latoschik,
Conference Talk Training With a Virtual Audience System
, In
ACM Symposium on Virtual Reality Software and Technology
.
2021.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@article{noauthororeditor,
title = {Conference Talk Training With a Virtual Audience System},
author = {Glémarec, Yann and Lugrin, Jean-luc and Bosser, Anne-Gwenn and Buche, Cédric and Latoschik, Marc Erich},
journal = {ACM Symposium on Virtual Reality Software and Technology},
year = {2021},
url = {https://dl.acm.org/doi/10.1145/3489849.3489939},
doi = {https://doi.org/10.1145/3489849.3489939}
}
Abstract: This paper presents the first prototype of a virtual audience sys-tem (VAS) specifically designed as a training tool for conferencetalks. This system has been tailored for university seminars dedi-cated to the preparation and delivery of scientific talks. We describethe required features which have been identified during the de-velopment process. We also summarize the preliminary feedbackreceived from lecturers and students during the first deployment ofthe system in seminars for bachelor and doctoral students. Finally,we discuss future work and research directions. We believe oursystem architecture and features are providing interesting insightson the development and integration of VR-based educational toolsinto university curriculum.
Yann Glémarec, Jean-Luc Lugrin, Anne-Gwenn Bosser, Aryana Collins Jackson, Cédric Buche, Marc Erich Latoschik,
Indifferent or Enthusiastic? Virtual Audiences Animation and Perception in Virtual Reality
, In
Frontiers in Virtual Reality
, Vol.
2
, p. 72
.
2021.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@article{10.3389/frvir.2021.666232,
title = {Indifferent or Enthusiastic? Virtual Audiences Animation and Perception in Virtual Reality},
author = {Glémarec, Yann and Lugrin, Jean-Luc and Bosser, Anne-Gwenn and Collins Jackson, Aryana and Buche, Cédric and Latoschik, Marc Erich},
journal = {Frontiers in Virtual Reality},
year = {2021},
volume = {2},
pages = {72},
url = {https://www.frontiersin.org/article/10.3389/frvir.2021.666232},
doi = {10.3389/frvir.2021.666232}
}
Abstract: In this paper, we present a virtual audience simulation system for Virtual Reality (VR). The system implements an audience perception model controlling the nonverbal behaviors of virtual spectators, such as facial expressions or postures. Groups of virtual spectators are animated by a set of nonverbal behavior rules representing a particular audience attitude (e.g., indifferent or enthusiastic). Each rule specifies a nonverbal behavior category: posture, head movement, facial expression and gaze direction as well as three parameters: type, frequency and proportion. In a first user-study, we asked participants to pretend to be a speaker in VR and then create sets of nonverbal behaviour parameters to simulate different attitudes. Participants manipulated the nonverbal behaviours of single virtual spectator to match a specific levels of engagement and opinion toward them. In a second user-study, we used these parameters to design different types of virtual audiences with our nonverbal behavior rules and evaluated their perceptions. Our results demonstrate our system’s ability to create virtual audiences with three types of different perceived attitudes: indifferent, critical, enthusiastic. The analysis of the results also lead to a set of recommendations and guidelines regarding attitudes and expressions for future design of audiences for VR therapy and training applications.
David Obremski, Jean-Luc Lugrin, Philipp Schaper, Birgit Lugrin,
Non-native speaker perception of Intelligent Virtual Agents in two languages: the impact of amount and type of grammatical mistakes
, In
Journal on Multimodal User Interfaces
.
2021.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@article{Obremski2021,
title = {Non-native speaker perception of Intelligent Virtual Agents in two languages: the impact of amount and type of grammatical mistakes},
author = {Obremski, David and Lugrin, Jean-Luc and Schaper, Philipp and Lugrin, Birgit},
journal = {Journal on Multimodal User Interfaces},
year = {2021},
url = {https://doi.org/10.1007/s12193-021-00369-9},
doi = {10.1007/s12193-021-00369-9}
}
Abstract: Having a mixed-cultural membership becomes increasingly common in our modern society. It is thus beneficial in several ways to create Intelligent Virtual Agents (IVAs) that reflect a mixed-cultural background as well, e.g., for educational settings. For research with such IVAs, it is essential that they are classified as non-native by members of a target culture. In this paper, we focus on variations of IVAs' speech to create the impression of non-native speakers that are identified as such by speakers of two different mother tongues. In particular, we investigate grammatical mistakes and identify thresholds beyond which the agents is clearly categorised as a non-native speaker. Therefore, we conducted two experiments: one for native speakers of German, and one for native speakers of English. Results of the German study indicate that beyond 10\% of word order mistakes and 25\% of infinitive mistakes German-speaking IVAs are perceived as non-native speakers. Results of the English study indicate that beyond 50\% of omission mistakes and 50\% of infinitive mistakes English-speaking IVAs are perceived as non-native speakers. We believe these thresholds constitute helpful guidelines for computational approaches of non-native speaker generation, simplifying research with IVAs in mixed-cultural settings.
Fabian Unruh, Maximilian Landeck, Sebastian Oberdörfer, Jean-Luc Lugrin, Marc Erich Latoschik,
The Influence of Avatar Embodiment on Time Perception - Towards VR for Time-Based Therapy
, In
Frontiers in Virtual Reality
, Vol.
2
, p. 71
.
2021.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@article{10.3389/frvir.2021.658509,
title = {The Influence of Avatar Embodiment on Time Perception - Towards VR for Time-Based Therapy},
author = {Unruh, Fabian and Landeck, Maximilian and Oberdörfer, Sebastian and Lugrin, Jean-Luc and Latoschik, Marc Erich},
journal = {Frontiers in Virtual Reality},
year = {2021},
volume = {2},
pages = {71},
url = {https://www.frontiersin.org/article/10.3389/frvir.2021.658509},
doi = {10.3389/frvir.2021.658509}
}
Abstract: Psycho-pathological conditions, such as depression or schizophrenia, are often accompanied by a distorted perception of time. People suffering from this conditions often report that the passage of time slows down considerably and that they are ``stuck in time.'' Virtual Reality (VR) could potentially help to diagnose and maybe treat such mental conditions. However, the conditions in which a VR simulation could correctly diagnose a time perception deviation are still unknown. In this paper, we present an experiment investigating the difference in time experience with and without a virtual body in VR, also known as avatar. The process of substituting a person's body with a virtual body is called avatar embodiment. Numerous studies demonstrated interesting perceptual, emotional, behavioral, and psychological effects caused by avatar embodiment. However, the relations between time perception and avatar embodiment are still unclear. Whether or not the presence or absence of an avatar is already influencing time perception is still open to question. Therefore, we conducted a between-subjects design with and without avatar embodiment as well as a real condition (avatar vs. no-avatar vs. real). A group of 105 healthy subjects had to wait for seven and a half minutes in a room without any distractors (e.g., no window, magazine, people, decoration) or time indicators (e.g., clocks, sunlight). The virtual environment replicates the real physical environment. Participants were unaware that they will be asked to estimate their waiting time duration as well as describing their experience of the passage of time at a later stage. Our main finding shows that the presence of an avatar is leading to a significantly faster perceived passage of time. It seems to be promising to integrate avatar embodiment in future VR time-based therapy applications as they potentially could modulate a user's perception of the passage of time. We also found no significant difference in time perception between the real and the VR conditions (avatar, no-avatar), but further research is needed to better understand this outcome.
2020
Chris Zimmerer, Ronja Heinrich, Martin Fischbach, Jean-Luc Lugrin, Marc Erich Latoschik,
Computing Object Selection Difficulty in VR Using Run-Time Contextual Analysis
, In
26th ACM Symposium on Virtual Reality Software and Technology
.
New York, NY, USA
:
Association for Computing Machinery
, 2020.
Best Poster Award 🏆
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{10.1145/3385956.3422089,
title = {Computing Object Selection Difficulty in VR Using Run-Time Contextual Analysis},
author = {Zimmerer, Chris and Heinrich, Ronja and Fischbach, Martin and Lugrin, Jean-Luc and Latoschik, Marc Erich},
booktitle = {26th ACM Symposium on Virtual Reality Software and Technology},
year = {2020},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
note = {Best Poster Award 🏆},
url = {https://doi.org/10.1145/3385956.3422089},
doi = {10.1145/3385956.3422089}
}
Abstract: This paper introduces a method for computing the difficulty of selection tasks in virtual environments using pointing metaphors by operationalizing an established human motor behavior model. In contrast to previous work, the difficulty is calculated automatically at run-time for arbitrary environments. We present and provide the implementation of our method within Unity 3D. The difficulty is computed based on a contextual analysis of spatial boundary conditions, i.e., target object size and shape, distance to the user, and occlusion. We believe our method will enable developers to build adaptive systems that automatically equip the user with the most appropriate selection technique according to the context. Further, it provides a standard metric to better evaluate and compare different selection techniques.
Chris Zimmerer, Erik Wolf, Sara Wolf, Martin Fischbach, Jean-Luc Lugrin, Marc Erich Latoschik,
Finally on Par?! Multimodal and Unimodal Interaction for Open Creative Design Tasks in Virtual Reality
, In
2020 International Conference on Multimodal Interaction
, p. 222–231
.
2020.
Best Paper Nominee 🏆
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{10.1145/3382507.3418850,
title = {Finally on Par?! Multimodal and Unimodal Interaction for Open Creative Design Tasks in Virtual Reality},
author = {Zimmerer, Chris and Wolf, Erik and Wolf, Sara and Fischbach, Martin and Lugrin, Jean-Luc and Latoschik, Marc Erich},
booktitle = {2020 International Conference on Multimodal Interaction},
year = {2020},
pages = {222–231},
note = {Best Paper Nominee 🏆},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2020-icmi-1169-preprint.pdf},
doi = {10.1145/3382507.3418850}
}
Abstract: Multimodal Interfaces (MMIs) have been considered to provide promising interaction paradigms for Virtual Reality (VR) for some time. However, they are still far less common than unimodal interfaces (UMIs). This paper presents a summative user study comparing an MMI to a typical UMI for a design task in VR. We developed an application targeting creative 3D object manipulations, i.e., creating 3D objects and modifying typical object properties such as color or size. The associated open user task is based on the Torrence Tests of Creative Thinking. We compared a synergistic multimodal interface using speech-accompanied pointing/grabbing gestures with a more typical unimodal interface using a hierarchical radial menu to trigger actions on selected objects. Independent judges rated the creativity of the resulting products using the Consensual Assessment Technique. Additionally, we measured the creativity-promoting factors flow, usability, and presence. Our results show that the MMI performs on par with the UMI in all measurements despite its limited flexibility and reliability. These promising results demonstrate the technological maturity of MMIs and their potential to extend traditional interaction techniques in VR efficiently.
Jan-Philipp Stauffert, Florian Niebling, Jean-Luc Lugrin, Marc Erich Latoschik,
Guided Sine Fitting for Latency Estimation in Virtual Reality
, In
2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)
, pp. 707-708
.
2020.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{stauffert2020guided,
title = {Guided Sine Fitting for Latency Estimation in Virtual Reality},
author = {Stauffert, Jan-Philipp and Niebling, Florian and Lugrin, Jean-Luc and Latoschik, Marc Erich},
booktitle = {2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
year = {2020},
pages = {707--708},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2020-ieeevr-poster-auto-sine-preprint.pdf}
}
Maximilian Landeck, Fabian Unruh, Jean-Luc Lugrin, Marc Erich Latoschik,
Metachron: A framework for time perception research in VR
, In
Proceedings of the 26th ACM Conference on Virtual Reality Software and Technology
.
2020.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{Landeck2020Metachron,
title = {Metachron: A framework for time perception research in VR},
author = {Landeck, Maximilian and Unruh, Fabian and Lugrin, Jean-Luc and Latoschik, Marc Erich},
booktitle = {Proceedings of the 26th ACM Conference on Virtual Reality Software and Technology},
year = {2020},
url = {http://downloads.hci.informatik.uni-wuerzburg.de/2020-vrst-metachron-preprint.pdf}
}
Yann Glémarec, Jean-Luc Lugrin, Anne-Gwenn Bosser, Paul Cagniat, Cédric Buche, Marc Erich Latoschik,
Pushing Out the Classroom Walls: A Scalability Benchmark for a Virtual Audience Behaviour Model in Virtual Reality
.
Gesellschaft für Informatik e.V.
, 2020.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@article{https://doi.org/10.18420/muc2020-ws134-337,
title = {Pushing Out the Classroom Walls: A Scalability Benchmark for a Virtual Audience Behaviour Model in Virtual Reality},
author = {Glémarec, Yann and Lugrin, Jean-Luc and Bosser, Anne-Gwenn and Cagniat, Paul and Buche, Cédric and Latoschik, Marc Erich},
year = {2020},
publisher = {Gesellschaft für Informatik e.V.},
url = {http://dl.gi.de/handle/20.500.12116/33554},
doi = {10.18420/MUC2020-WS134-337}
}
Akimi Oyanagi, Takuji Narumi, Jean-Luc Lugrin, Hideyuki Ando, Ren Ohmura,
Reducing the Fear of Height by Inducing Proteus Effect of a Dragon Avatar
, In
Transactions of the Virtual Reality Society of Japan
, Vol.
25
(
1)
.
2020.
Best Paper Award 🏆
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@inproceedings{oyanagi,
title = {Reducing the Fear of Height by Inducing Proteus Effect of a Dragon Avatar},
author = {Oyanagi, Akimi and Narumi, Takuji and Lugrin, Jean-Luc and Ando, Hideyuki and Ohmura, Ren},
journal = {Transactions of the Virtual Reality Society of Japan},
year = {2020},
volume = {25},
number = {1},
note = {Best Paper Award 🏆},
url = {/brokenurl#2020-Journal-VR-Japan-Reducing-the-Fear-of-Height-by-Inducing-Proteus-Effect-of-a-Dragon-Avatar-preprint-english.pdf}
}
Abstract: Existing studies have reported that the Full Body Ownership Illusion let users perceive a virtual body as our own body. It has also revealed the Proteus Effect that avatars' appearance could affect user's behavior, attitude and mental condition by inducing the Full Body Ownership Illusion. While many studies have focused on a humanoid avatar and its psychological effects, a previous study has reported that the Full Body Ownership Transfer can be induced even in the case of an animal avatar. In case of inducing the Full Body Ownership Transfer on an animal avatar, it can be expected to induce the psychological effect different from the one by a human avatar. Hence, this study examines a dragon avatar, which has impression of strong body and flight ability, can reduce the fear of height as the Proteus Effect by the Full Body Ownership Transfer. We carried out an experiment with some scenarios where a subject transformed into a dragon and flied into a height, comparing with operating a human avatar. The results showed that transforming into the dragon avatar can improve subjective score and physiological reaction for the fear of height
2019
Erik Wolf, Sara Klüber, Chris Zimmerer, Jean-Luc Lugrin, Marc Erich Latoschik,
"Paint that object yellow": Multimodal Interaction to Enhance Creativity During Design Tasks in VR
, In
2019 International Conference on Multimodal Interaction
, pp. 195-204
.
2019.
Best Paper Runner-Up 🏆
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{wolf2019paint,
title = {"Paint that object yellow": Multimodal Interaction to Enhance Creativity During Design Tasks in VR},
author = {Wolf, Erik and Klüber, Sara and Zimmerer, Chris and Lugrin, Jean-Luc and Latoschik, Marc Erich},
booktitle = {2019 International Conference on Multimodal Interaction},
year = {2019},
pages = {195-204},
note = {Best Paper Runner-Up 🏆},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2019-icmi-creativity-in-vr.pdf},
doi = {10.1145/3340555.3353724}
}
Abstract: Virtual reality (VR) has always been considered a promising medium to support designers with alternative work environments. Still, graphical user interfaces are prone to induce attention shifts between the user interface and the manipulated target objects which hampers the creative process. This work proposes a speech-and-gesture-based interaction paradigm for creative tasks in VR. We developed a multimodal toolbox (MTB) for VR-based design applications and compared it to a typical unimodal menu-based toolbox (UTB). The comparison uses a design-oriented use-case and mea-sures flow, usability, and presence as relevant characteristicsfor a VR-based design process. The multimodal approach (1) led to a lower perceived task duration and a higher reported feeling of flow. It (2) provided a higher intuitive use and a lower mental workload while not being slower than an UTB. Finally, it (3) generated a higher feeling of presence. Overall, our results confirm significant advantages of the proposed multimodal interaction paradigm and the developed MTB for important characteristics of design processes in VR.
Jean-Luc Lugrin, Florian Kern, Constantin Kleinbeck, Daniel Roth, Christian Daxery, Tobias Feigl, Christopher Mutschler, Marc Erich Latoschik,
A Framework for Location-Based VR Applications
, In
Proceedings of the GI VR/AR - Workshop
.
Shaker Verlag
, 2019.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{LugrinHolopark2019,
title = {A Framework for Location-Based VR Applications},
author = {Lugrin, Jean-Luc and Kern, Florian and Kleinbeck, Constantin and Roth, Daniel and Daxery, Christian and Feigl, Tobias and Mutschler, Christopher and Latoschik, Marc Erich},
booktitle = {Proceedings of the GI VR/AR - Workshop},
year = {2019},
publisher = {Shaker Verlag},
url = {http://downloads.hci.informatik.uni-wuerzburg.de/2019-gi-vr-ar-framework-for-location-based-vr-applications.pdf},
doi = {http://dx.doi.org/10.2370/9783844068870}
}
Abstract: This paper presents a framework to develop and investigate location-based Virtual Reality (VR) applications. We demonstrate our framework by introducing a novel type of VR museum, designed to support a large number of simultaneous co-located users. These visitors are walking in a hangar-scale tracking zone (600 m2), while sharing a ten times bigger virtual space (7000 m2). Co-located VR applications like this one are opening novel VR perspectives. However, sharing a limitless virtual world using a large, but limited, tracking space is also raising numerous challenges: from financial considerations and technical implementation to interactions and evaluations (e.g., user’s representation, navigation, health & safety, monitoring). How to design, develop and evaluate such a VR system is still an open question. Here, we describe a fully implemented framework with its specific features and performance optimizations. We also illustrate our framework’s viability with a first VR application and discuss its potential benefits for education and future evaluation.
Yann Glémarec, Anne-Gwenn Bosser, Jean-Luc Lugrin, Mathieu Chollet, Cédric Buche, Maximilian Landeck, Marc Erich Latoschik,
A Scalability Benchmark for a Virtual Audience
Perception Model in Virtual Reality
, In
Proceedings of the 25th ACM Conference on Virtual Reality Software and Technology
, Vol.
VRST'19
.
2019.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{glemarec2019scalability,
title = {A Scalability Benchmark for a Virtual Audience
Perception Model in Virtual Reality},
author = {Glémarec, Yann and Bosser, Anne-Gwenn and Lugrin, Jean-Luc and Chollet, Mathieu and Buche, Cédric and Landeck, Maximilian and Latoschik, Marc Erich},
booktitle = {Proceedings of the 25th ACM Conference on Virtual Reality Software and Technology},
year = {2019},
volume = {VRST'19},
url = {http://downloads.hci.informatik.uni-wuerzburg.de/2019-vrst-atmo-benchmarking-preprint.pdf}
}
Jean-Luc Lugrin, Andreas Juchno, Philipp Schaper, Maximilian Landeck, Marc Erich Latoschik,
Drone-Steering: A Novel VR Traveling Technique
, In
Proceedings of the 25th ACM Conference on Virtual Reality Software and Technology
Proceedings of the 25th ACM Conference on Virtual Reality Software, Technology (Eds.),
, Vol.
VRST'19
.
2019.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2019dronesteering,
title = {Drone-Steering: A Novel VR Traveling Technique},
author = {Lugrin, Jean-Luc and Juchno, Andreas and Schaper, Philipp and Landeck, Maximilian and Latoschik, Marc Erich},
editor = {of the 25th ACM Conference on Virtual Reality Software, Proceedings and Technology, },
booktitle = {Proceedings of the 25th ACM Conference on Virtual Reality Software and Technology},
year = {2019},
volume = {VRST'19},
url = {http://downloads.hci.informatik.uni-wuerzburg.de/2019-vrst-drone-steering-preprint.pdf}
}
Jean-Luc Lugrin, Fabian Unruh, Maximilian Landeck, Yoan Lamour, Marc Erich Latoschik, Kai Vogeley, Marc Wittmann,
Experiencing Waiting Time in Virtual Reality
, In
Proceedings of the 25th ACM Conference on Virtual Reality Software and Technology
.
2019.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2019experiencing,
title = {Experiencing Waiting Time in Virtual Reality},
author = {Lugrin, Jean-Luc and Unruh, Fabian and Landeck, Maximilian and Lamour, Yoan and Latoschik, Marc Erich and Vogeley, Kai and Wittmann, Marc},
booktitle = {Proceedings of the 25th ACM Conference on Virtual Reality Software and Technology},
year = {2019},
url = {http://downloads.hci.informatik.uni-wuerzburg.de/2019-vrst-experiencing-waiting-time-preprint.pdf}
}
Johann Schmitt, Jean-Luc Lugrin, and Wienrich Carolin, Marc Erich Latoschik,
Investigating Gesture-based Commands for First-Person Shooter Games in Virtual Reality
, In
Proceedings of User-embodied Interaction in Virtual Reality, Mensch und Computer 2019
.
2019.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{LugrinGesture2019,
title = {Investigating Gesture-based Commands for First-Person Shooter Games in Virtual Reality},
author = {Schmitt, Johann and Lugrin, Jean-Luc and and Wienrich Carolin, and Latoschik, Marc Erich},
booktitle = {Proceedings of User-embodied Interaction in Virtual Reality, Mensch und Computer 2019},
year = {2019},
url = {http://downloads.hci.informatik.uni-wuerzburg.de/2019-muc-uivr-workshop-Investigating-gesture-based-commands-for-first-person-shooter-games-in-vr.pdf}
}
David Obremski, Jean-Luc Lugrin, Philipp Schaper, Birgit Lugrin,
Non-Native Speaker Generation and Perception for Mixed-Cultural Settings
, In
ACM International Conference on Intelligent Virtual Agents 2019
.
ACM
, 2019.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@article{obremski2019nonnative,
title = {Non-Native Speaker Generation and Perception for Mixed-Cultural Settings},
author = {Obremski, David and Lugrin, Jean-Luc and Schaper, Philipp and Lugrin, Birgit},
journal = {ACM International Conference on Intelligent Virtual Agents 2019},
year = {2019},
publisher = {ACM},
url = {},
doi = {https://doi.org/10.1145/3308532.3329427}
}
Abstract: This paper presents an experiment evaluating the effects of virtual agents' language proficiency on whether they are perceived as a native speakers or not. Our first results indicate that beyond 10% word order mistakes and 25% infinitive mistakes, virtual agents are perceived as non-native speakers, even though their appearance and non-verbal behaviour were not altered. We believe these thresholds constitute interesting guidelines possibly simplifying the design of non-native speaker simulations.
Marc Erich Latoschik, Florian Kern, Jan-Philipp Stauffert, Andrea Bartl, Mario Botsch, Jean-Luc Lugrin,
Not Alone Here?! Scalability and User Experience of Embodied Ambient Crowds in Distributed Social Virtual Reality
, In
IEEE Transactions on Visualization and Computer Graphics (TVCG)
, Vol.
25
(
5)
, pp. 2134-2144
.
2019.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@article{latoschik2019alone,
title = {Not Alone Here?! Scalability and User Experience of Embodied Ambient Crowds in Distributed Social Virtual Reality},
author = {Latoschik, Marc Erich and Kern, Florian and Stauffert, Jan-Philipp and Bartl, Andrea and Botsch, Mario and Lugrin, Jean-Luc},
journal = {IEEE Transactions on Visualization and Computer Graphics (TVCG)},
year = {2019},
volume = {25},
number = {5},
pages = {2134-2144},
url = {https://ieeexplore.ieee.org/document/8643417},
doi = {10.1109/TVCG.2019.2899250}
}
Abstract: This article investigates performance and user experience in Social Virtual Reality (SVR) targeting distributed, embodied, and immersive, face-to-face encounters. We demonstrate the close relationship between scalability, reproduction accuracy, and the resulting performance characteristics, as well as the impact of these characteristics on users co-located with larger groups of embodied virtual others. System scalability provides a variable number of co-located avatars and AI-controlled agents with a variety of different appearances, including realistic-looking virtual humans generated from photogrammetry scans. The article reports on how to meet the requirements of embodied SVR with today\u0027s technical off-the-shelf solutions and what to expect regarding features, performance, and potential limitations. Special care has been taken to achieve low latencies and sufficient frame rates necessary for reliable communication of embodied social signals. We propose a hybrid evaluation approach which coherently relates results from technical benchmarks to subjective ratings and which confirms required performance characteristics for the target scenario of larger distributed groups. A user-study reveals positive effects of an increasing number of co-located social companions on the quality of experience of virtual worlds, i.e., on presence, possibility of interaction, and co-presence. It also shows that variety in avatar/agent appearance might increase eeriness but might also stimulate an increased interest of participants about the environment.
Jean-Luc Lugrin, Maximilian Landeck, Marc Erich Latoschik,
Simulated Reference Frame Effects on Steering, Jumping and Sliding
, In
Proceedings of the 26th IEEE Virtual Reality (VR) conference
, pp. 1062-1063
.
2019.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2019simulated,
title = {Simulated Reference Frame Effects on Steering, Jumping and Sliding},
author = {Lugrin, Jean-Luc and Landeck, Maximilian and Latoschik, Marc Erich},
booktitle = {Proceedings of the 26th IEEE Virtual Reality (VR) conference},
year = {2019},
pages = {1062-1063},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2019-ieeevr-simulated-frame-effect-vr-preprint.pdf}
}
Jean-Luc Lugrin, Marc Erich Latoschik, Yann Glémarec, Anne-Gween Bosser, Mathieu Chollet, Birgit Lugrin,
Towards Narrative-Driven Atmosphere for Virtual Classroom
, In
Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
, pp. 1-6
.
2019.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2019towards,
title = {Towards Narrative-Driven Atmosphere for Virtual Classroom},
author = {Lugrin, Jean-Luc and Latoschik, Marc Erich and Glémarec, Yann and Bosser, Anne-Gween and Chollet, Mathieu and Lugrin, Birgit},
booktitle = {Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems},
year = {2019},
pages = {1-6},
url = {http://downloads.hci.informatik.uni-wuerzburg.de/2019-chi-lbw-narrative-driven-atmosphere-preprint.pdf}
}
2018
Jean-Luc Lugrin, Florian Kern, Ruben Schmidt, Constantin Kleinbeck, Daniel Roth, Christian Daxer, Tobias Feigl, Christopher Mutschler, Marc Erich Latoschik,
A Location-Based VR Museum
, In
Proceedings of the 10th IEEE International Conference on Virtual Worlds for Serious Applications (VS-Games)
IEEE (Ed.),
, pp. 1-2
.
IEEE
, 2018.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{lugrin2018locationbased,
title = {A Location-Based VR Museum},
author = {Lugrin, Jean-Luc and Kern, Florian and Schmidt, Ruben and Kleinbeck, Constantin and Roth, Daniel and Daxer, Christian and Feigl, Tobias and Mutschler, Christopher and Latoschik, Marc Erich},
editor = {IEEE, },
booktitle = {Proceedings of the 10th IEEE International Conference on Virtual Worlds for Serious Applications (VS-Games)},
year = {2018},
pages = {1-2},
publisher = {IEEE},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2018-lugrin-vrmuseum-vsgames.pdf},
doi = {10.1109/VS-Games.2018.8493404}
}
Abstract: This poster presents a novel type of Virtual Reality (VR) application for education and culture: a location-based VR Museum, which is a large-room scale multi-user multi-zone virtual museum. This VR museum was designed to support over 100 simultaneous users, walking in a large tracking system (600 m2) and sharing a ten times bigger virtual space (7000 m2) containing indoor and outdoor dinosaur exhibitions. This poster is giving an overview of the system and its main features as well as discussing its potential benefits and future evaluation.
Jean-Luc Lugrin, Maximilian Ertl, Philipp Krop, Richard Klüpfel, Sebastian Stierstorfer, Bianka Weisz, Maximilian Rück, Johann Schmitt, Nina Schmidt, Marc Erich Latoschik,
Any ”Body” There? - Avatar Visibility Effects in a Virtual Reality Game
, In
2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
, pp. 17-24
.
2018.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2018there,
title = {Any ”Body” There? - Avatar Visibility Effects in a Virtual Reality Game},
author = {Lugrin, Jean-Luc and Ertl, Maximilian and Krop, Philipp and Klüpfel, Richard and Stierstorfer, Sebastian and Weisz, Bianka and Rück, Maximilian and Schmitt, Johann and Schmidt, Nina and Latoschik, Marc Erich},
booktitle = {2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)},
year = {2018},
pages = {17-24},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2018-ieeevr-lugrin-igod-preprint.pdf}
}
Jean-Luc Lugrin, Fred Charles, Michael Habel, Henrik Dudaczy, Sebastian Oberdörfer, Jamie Matthews, Julie Porteous, Alice Wittmann, Christian Seufert, Silke Grafe, Marc Erich Latoschik,
Benchmark Framework for Virtual Students’ Behaviours
, In
Proceedings of the 17th Conference on Autonomous Agents and MultiAgent Systems
Proc. of the 17th International Conference on Autonomous Agents, Multiagent Systems (AAMAS 2018) (Eds.),
, p. 2236–2238
.
ACM
, 2018.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2018benchmark,
title = {Benchmark Framework for Virtual Students’ Behaviours},
author = {Lugrin, Jean-Luc and Charles, Fred and Habel, Michael and Dudaczy, Henrik and Oberdörfer, Sebastian and Matthews, Jamie and Porteous, Julie and Wittmann, Alice and Seufert, Christian and Grafe, Silke and Latoschik, Marc Erich},
editor = {of the 17th International Conference on Autonomous Agents, Proc. and 2018), Multiagent Systems (AAMAS},
booktitle = {Proceedings of the 17th Conference on Autonomous Agents and MultiAgent Systems},
year = {2018},
pages = {2236–2238},
publisher = {ACM},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2018-acm-aamas-lugrin-preprint.pdf}
}
Martin Fischbach, Michael Brandt, Chris Zimmerer, Jean-Luc Lugrin, Marc Erich Latoschik, Birgit Lugrin,
Follow the White Robot - A Role-Playing Game with a Robot Game Master
, In
17th International Conference on Autonomous Agents and MultiAgent Systems (AAMAS 2018)
, pp. 1812-1814
.
ACM
, 2018.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@inproceedings{fischbach:2018ab,
title = {Follow the White Robot - A Role-Playing Game with a Robot Game Master},
author = {Fischbach, Martin and Brandt, Michael and Zimmerer, Chris and Lugrin, Jean-Luc and Latoschik, Marc Erich and Lugrin, Birgit},
booktitle = {17th International Conference on Autonomous Agents and MultiAgent Systems (AAMAS 2018)},
year = {2018},
pages = {1812-1814},
publisher = {ACM},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2018-aamas-demo-white-robot-camera-ready-v2-preprint.pdf}
}
Abstract: We describe a social robot acting as a game master in an interactive tabletop role-playing game. The Robot Game Master (RGM) takes on the role of different characters, which the human players meet during the adventure, as well as of the narrator. The demonstration presents a novel software and hardware platform that allows the robot to (1) proactively lead through the storyline and to (2) react to changes in the ongoing game in real-time, while (3) fostering players\u0027 collaborations.
Jean-Luc Lugrin, Henrik Dudaczy, Marc Erich Latoschik,
Low-Frequency Stress Elicitation for VR Training
, In
Proceedings of the 10th IEEE International Conference on Virtual Worlds for Serious Applications (VS-Games)
10th IEEE International Conference on Virtual Worlds, for Serious Applications (VS-Games) (Eds.),
, pp. 1-2
.
IEEE
, 2018.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2018lowfrequency,
title = {Low-Frequency Stress Elicitation for VR Training},
author = {Lugrin, Jean-Luc and Dudaczy, Henrik and Latoschik, Marc Erich},
editor = {10th IEEE International Conference on Virtual Worlds, and for Serious Applications (VS-Games), },
booktitle = {Proceedings of the 10th IEEE International Conference on Virtual Worlds for Serious Applications (VS-Games)},
year = {2018},
pages = {1-2},
publisher = {IEEE},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2018-vsgame-lugrin-low-freqency-preprint.pdf}
}
Jean-Luc Lugrin, Sebastian Oberdorfer, Marc Erich Latoschik, Alice Wittmann, Christian Seufert, Silke Grafe,
VR-Assisted vs Video-Assisted Teacher Training
, In
Proceedings of the 25th IEEE Virtual Reality (VR) conference
, pp. 625-626
.
2018.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2018vrassisted,
title = {VR-Assisted vs Video-Assisted Teacher Training},
author = {Lugrin, Jean-Luc and Oberdorfer, Sebastian and Latoschik, Marc Erich and Wittmann, Alice and Seufert, Christian and Grafe, Silke},
booktitle = {Proceedings of the 25th IEEE Virtual Reality (VR) conference},
year = {2018},
pages = {625-626},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2018-ieeevr-lugrin-vr-teacher-training-poster-preprint.pdf}
}
2017
Daniel Roth, Jean-Luc Lugrin, Marc Erich Latoschik, Stephan Huber,
Alpha IVBO - Construction of a Scale
to Measure the Illusion of Virtual Body
Ownership
, In
Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems
, pp. 2875-2883
.
2017.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@inproceedings{roth2017alpha,
title = {Alpha IVBO - Construction of a Scale
to Measure the Illusion of Virtual Body
Ownership},
author = {Roth, Daniel and Lugrin, Jean-Luc and Latoschik, Marc Erich and Huber, Stephan},
booktitle = {Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems},
year = {2017},
pages = {2875-2883},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2017-chi-alpha-ivbo.pdf}
}
Abstract: In this paper, we present a scale construction and its initial test as a step towards a standardized measure of the illusion of virtual body ownership (IVBO) in virtual simulations. The IVBO describes the effect of users partly or fully perceiving a virtual body as their own. We analyzed components for a scale we call \u0027Alpha IVBO\u0027 by using data from a fake mirror scenario study. Users saw their movements mapped in real-time to a virtual avatar rendered on 3D display placed in front of them. The principal component analysis of our sample data resulted in three factors: \u0027acceptance\u0027, \u0027control\u0027 and \u0027change\u0027.
Daniel Roth, Jean-Luc Lugrin, Sebastian von Mammen, Marc Erich Latoschik,
Controllers & Inputs: Masters of Puppets
Jaime Banks (Ed.),
, Vol.
Avatar, Assembled -- The Social and Technical Anatomy of Digital Bodies, 106
, pp. 281-290
.
Peter Lang
, 2017.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@inbook{Roth:2017aa,
title = {Controllers & Inputs: Masters of Puppets},
author = {Roth, Daniel and Lugrin, Jean-Luc and von Mammen, Sebastian and Latoschik, Marc Erich},
editor = {Banks, Jaime},
year = {2017},
volume = {Avatar, Assembled -- The Social and Technical Anatomy of Digital Bodies, 106},
pages = {281-290},
publisher = {Peter Lang},
url = {}
}
Abstract: Avatar, Assembled is a curated volume that unpacks videogame and virtual world avatars---not as a monolithic phenomenon (as they are usually framed) but as sociotechnical assemblages, pieced together from social (human-like) features like voice and gesture to technical (machine-like) features like graphics and glitches. Each chapter accounts for the empirical, theoretical, technical, and popular understandings of these avatar ``compo- nents''---60 in total---altogether offering a nuanced explication of avatars-as-assemblages as they matter in contemporary soci- ety and in individual experience. The volume is a ``crossover'' piece in that, while it delves into complex ideas, it is written in a way that will be accessible and interesting to students, researchers, designers, and practitioners alike.
2016
Daniel Roth, Jean-Luc Lugrin, Julia Büser, Gary Bente, Arnulph Fuhrmann, Marc Erich Latoschik,
A Simplified Inverse Kinematic Approach for Embodied VR Applications
, In
in Proceedings of the 23rd IEEE Virtual Reality (VR) conference
, pp. 275-276
.
2016.
Best Poster Award 🏆
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{roth2016simplified,
title = {A Simplified Inverse Kinematic Approach for Embodied VR Applications},
author = {Roth, Daniel and Lugrin, Jean-Luc and Büser, Julia and Bente, Gary and Fuhrmann, Arnulph and Latoschik, Marc Erich},
booktitle = {in Proceedings of the 23rd IEEE Virtual Reality (VR) conference},
year = {2016},
pages = {275-276},
note = {Best Poster Award 🏆},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2016-ieee-vr-simplified-ik.pdf},
doi = {10.1109/VR.2016.7504760}
}
Abstract: In this paper, we compare a full body marker set with a reduced
rigid body marker set supported by inverse kinematics. We measured
system latency, illusion of virtual body ownership, and task
load in an applied scenario for inducing acrophobia. While not
showing a significant change in body ownership or task performance,
results do show that latency and task load are reduced when
using the rigid body inverse kinematics solution. The approach
therefore has the potential to improve virtual reality experiences.
Sascha Link, Berit Barkschat, Chris Zimmerer, Martin Fischbach, Dennis Wiebusch, Jean-Luc Lugrin, Marc Erich Latoschik,
An Intelligent Multimodal Mixed Reality Real-Time Strategy Game
, In
Proceedings of the 23rd IEEE Virtual Reality (IEEE VR) conference
, pp. 223-224
.
2016.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@inproceedings{2016:linkaa,
title = {An Intelligent Multimodal Mixed Reality Real-Time Strategy Game},
author = {Link, Sascha and Barkschat, Berit and Zimmerer, Chris and Fischbach, Martin and Wiebusch, Dennis and Lugrin, Jean-Luc and Latoschik, Marc Erich},
booktitle = {Proceedings of the 23rd IEEE Virtual Reality (IEEE VR) conference},
year = {2016},
pages = {223-224},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2016-ieee-vr-poster-xroads-manuscript-reduced-file-size.pdf}
}
Abstract: This paper presents a mixed reality tabletop role-playing game with a novel combination of interaction styles and gameplay mechanics. Our contribution extends previous approaches by abandoning the traditional turn-based gameplay in favor of simultaneous real-time interaction. The increased cognitive and physical load during the simultaneous control of multiple game characters is counteracted by two features: First, certain game characters are equipped with AI-driven capabilities to become semi-autonomous virtual agents. Second, (groups of) these agents can be instructed by high-level commands via a multimodal—speech and gesture—interface.
Jean-Luc Lugrin, David Obremski, Daniel Roth, Marc Erich Latoschik,
Audio Feedback and Illusion of Virtual Body Ownership in Mixed Reality
, In
Proceedings of the 22Nd ACM Conference on Virtual Reality Software and Technology
, pp. 309-310
.
New York, NY, USA
:
ACM
, 2016.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{Lugrin:2016:AFI:2993369.2996319,
title = {Audio Feedback and Illusion of Virtual Body Ownership in Mixed Reality},
author = {Lugrin, Jean-Luc and Obremski, David and Roth, Daniel and Latoschik, Marc Erich},
booktitle = {Proceedings of the 22Nd ACM Conference on Virtual Reality Software and Technology},
year = {2016},
pages = {309-310},
publisher = {ACM},
address = {New York, NY, USA},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2016-vrst-audiofeedback-and-ivbo.pdf},
doi = {10.1145/2993369.2996319}
}
Jean-Luc Lugrin, Ivan Polyschev, Daniel Roth, Marc Erich Latoschik,
Avatar Anthropomorphism and Acrophobia
, In
Proceedings of the 22Nd ACM Conference on Virtual Reality Software and Technology
, pp. 315-316
.
New York, NY, USA
:
ACM
, 2016.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{Lugrin:2016:AAA:2993369.2996313,
title = {Avatar Anthropomorphism and Acrophobia},
author = {Lugrin, Jean-Luc and Polyschev, Ivan and Roth, Daniel and Latoschik, Marc Erich},
booktitle = {Proceedings of the 22Nd ACM Conference on Virtual Reality Software and Technology},
year = {2016},
pages = {315--316},
publisher = {ACM},
address = {New York, NY, USA},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2016-vrst-Avatar-antro-and-fear-of-heights.pdf},
doi = {10.1145/2993369.2996313}
}
Daniel Roth, Jean-Luc Lugrin, Dmitri Galakhov, Arvid Hofmann, Gary Bente, Marc Erich Latoschik, Arnulph Fuhrmann,
Avatar Realism and Social Interaction Quality in Virtual Reality
, In
Proceedings of the 23rd IEEE Virtual Reality (IEEE VR) conference
, pp. 277-278
.
2016.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{roth2016avatar,
title = {Avatar Realism and Social Interaction Quality in Virtual Reality},
author = {Roth, Daniel and Lugrin, Jean-Luc and Galakhov, Dmitri and Hofmann, Arvid and Bente, Gary and Latoschik, Marc Erich and Fuhrmann, Arnulph},
booktitle = {Proceedings of the 23rd IEEE Virtual Reality (IEEE VR) conference},
year = {2016},
pages = {277-278},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2016-ieee-vr-poster-interaction-qualilty.pdf},
doi = {10.1109/VR.2016.7504761}
}
Abstract: In this paper, we describe an experimental method to investigate the effects of reduced social information and behavioral channels in immersive virtual environments with full-body avatar embodiment. We compared physical-based and verbal-based social interactions in real world (RW) and virtual reality (VR). Participants were represented by abstract avatars that did not display gaze, facial expressions or social cues from appearance. Our results show significant differences in terms of presence and physical performance. However, differences in effectiveness in the verbal task were not present. Participants appear to efficiently compensate for missing social and behavioral cues by shifting their attentions to other behavioral channels.
Marc Erich Latoschik, Jean-Luc Lugrin, Michael Habel, Daniel Roth, Christian Seufert, Silke Grafe,
Breaking Bad Behavior: Immersive Training of Class Room Management
, In
Proceedings of the 22Nd ACM Conference on Virtual Reality Software and Technology
, pp. 317-318
.
New York, NY, USA
:
ACM
, 2016.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@inproceedings{Latoschik:2016:BBB:2993369.2996308,
title = {Breaking Bad Behavior: Immersive Training of Class Room Management},
author = {Latoschik, Marc Erich and Lugrin, Jean-Luc and Habel, Michael and Roth, Daniel and Seufert, Christian and Grafe, Silke},
booktitle = {Proceedings of the 22Nd ACM Conference on Virtual Reality Software and Technology},
year = {2016},
pages = {317--318},
publisher = {ACM},
address = {New York, NY, USA},
url = {http://dl.acm.org/authorize?N40662},
doi = {10.1145/2993369.2996308}
}
Abstract: This article presents an immersive virtual reality (VR) system for training classroom management skills, with a specific focus on learning to manage disruptive student behavior in face-to-face, one-to-many teaching scenarios. The core of the system is a real-time 3D virtual simulation of a classroom populated by twenty-four semi-autonomous virtual students. The system has been designed as a companion tool for classroom management seminars in a syllabus for primary and secondary school teachers. This will allow lecturers to link theory with practice using the medium of VR. The system is therefore designed for two users: a trainee teacher and an instructor supervising the training session. The teacher is immersed in a real-time 3D simulation of a classroom by means of a head-mounted display and headphone. The instructor operates a graphical desktop console, which renders a view of the class and the teacher whose avatar movements are captured by a marker less tracking system. This console includes a 2D graphics menu with convenient behavior and feedback control mechanisms to provide human-guided training sessions. The system is built using low-cost consumer hardware and software. Its architecture and technical design are described in detail. A first evaluation confirms its conformance to critical usability requirements (i.e., safety and comfort, believability, simplicity, acceptability, extensibility, affordability, and mobility). Our initial results are promising and constitute the necessary first step toward a possible investigation of the efficiency and effectiveness of such a system in terms of learning outcomes and experience.
Jean-Luc Lugrin, Marc Erich Latoschik, Michael Habel, Daniel Roth, Christian Seufert, Silke Grafe,
Breaking Bad Behaviors: A New Tool for Learning Classroom Management using Virtual Reality
, In
Frontiers in ICT
, Vol.
3
, p. 26
.
2016.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@article{10.3389/fict.2016.00026,
title = {Breaking Bad Behaviors: A New Tool for Learning Classroom Management using Virtual Reality},
author = {Lugrin, Jean-Luc and Latoschik, Marc Erich and Habel, Michael and Roth, Daniel and Seufert, Christian and Grafe, Silke},
journal = {Frontiers in ICT},
year = {2016},
volume = {3},
pages = {26},
url = {http://journal.frontiersin.org/article/10.3389/fict.2016.00026},
doi = {10.3389/fict.2016.00026}
}
Abstract: This article presents an immersive Virtual Reality (VR) system for training classroom
management skills, with a specific focus on learning to manage disruptive student behaviour
in face-to-face, one-to-many teaching scenarios. The core of the system is a real-time 3D
virtual simulation of a classroom, populated by twenty-four semi-autonomous virtual students.
The system has been designed as a companion tool for classroom management seminars in
a syllabus for primary and secondary school teachers. Whereby, it will allow lecturers to link
theory with practice, using the medium of VR. The system is therefore designed for two users: a
trainee teacher and an instructor supervising the training session. The teacher is immersed in a
real-time 3D simulation of a classroom by means of a head-mounted display and headphone.
The instructor operates a graphical desktop console which renders a view of the class and the
teacher, whose avatar movements are captured by a marker-less tracking system. This console
includes a 2D graphics menu with convenient behaviour and feedback control mechanisms to
provide human-guided training sessions. The system is built using low-cost consumer hardware
and software. Its architecture and technical design are described in detail. A first evaluation
confirms its conformance to critical usability requirements (i.e., safety and comfort, believability,
simplicity, acceptability, extensibility, affordability and mobility). Our initial results are promising,
and constitute the necessary first step toward a possible investigation of the efficiency and
effectiveness of such a system in terms of learning outcomes and experience.
Jean-Luc Lugrin, David Zilch, Daniel Roth, Gary Bente, Marc Erich Latoschik,
FaceBo: Real-Time Face and Body Tracking for Faithful Avatar Synthesis
, In
in Proceedings of the 23rd IEEE Virtual Reality (IEEE VR) conference
IEEE (Ed.),
.
2016.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@inproceedings{lugrin2016facebo,
title = {FaceBo: Real-Time Face and Body Tracking for Faithful Avatar Synthesis},
author = {Lugrin, Jean-Luc and Zilch, David and Roth, Daniel and Bente, Gary and Latoschik, Marc Erich},
editor = {IEEE, },
booktitle = {in Proceedings of the 23rd IEEE Virtual Reality (IEEE VR) conference},
year = {2016},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2016-ieee-vr-poster-facebo.pdf}
}
Abstract: This paper introduces a low-cost framework capable of combining both real-time markerless face and body tracking for faithful avatar embodiment in Virtual Reality (VR). We discuss suitable hardware and software solutions and present a first prototype. This work lays the technological basis for further research on the importance of the appearance and behavioral realism of avatars, e.g., for the illusion of virtual body ownership, for social interactions in VR, as well as for VR entertainment applications (immersive games or movies).
Marc Erich Latoschik, Jean-Luc Lugrin, Daniel Roth,
FakeMi: A Fake Mirror System for Avatar Embodiment Studies
, In
Proceeding of the 22nd ACM Symposium on Virtual Reality Software and Technology (VRST)
, pp. 73-76
.
2016.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@inproceedings{latoschik2016fakemi,
title = {FakeMi: A Fake Mirror System for Avatar Embodiment Studies},
author = {Latoschik, Marc Erich and Lugrin, Jean-Luc and Roth, Daniel},
booktitle = {Proceeding of the 22nd ACM Symposium on Virtual Reality Software and Technology (VRST)},
year = {2016},
pages = {73-76},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2016-vrst-fake-mirror-system-for-avatar-embodiment-studies-preprint.pdf}
}
Abstract: This paper introduces a fake mirror system as a research tool to study the effect of avatar embodiment with a non-immersive virtual environment. The system combines marker-less face and body tracking to animate the individual avatars seen in a stereoscopic display with a correct perspective projection. The display dimensions match typical dimensions of a real physical mirror and the animated avatars are rendered based on a geometrically correct reflection as expected from a real mirror including correct body and face animations. The first evaluation of the system reveals the high acceptance of the setup as well as a convincing illusion of a real mirror with different types of avatars.
B. Eckstein, Jean-Luc Lugrin, D. Wiebusch, M.E. Latoschik,
PEARS - Physics Extension And Representation through Semantics
, In
IEEE Transactions on Computational Intelligence and AI in Games
, Vol.
8
(
2)
, pp. 178-189
.
2016.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
[Doi]
@article{7347376,
title = {PEARS - Physics Extension And Representation through Semantics},
author = {Eckstein, B. and Lugrin, Jean-Luc and Wiebusch, D. and Latoschik, M.E.},
journal = {IEEE Transactions on Computational Intelligence and AI in Games},
year = {2016},
volume = {8},
number = {2},
pages = {178-189},
url = {http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=7347376},
doi = {10.1109/TCIAIG.2015.2505404}
}
Abstract: Today\u0027s physics engines mainly simulate classical mechanics and rigid body dynamics, with some late advances also capable of simulating massive particle systems and some approximations of fluid dynamics. An accurate numerical simulation of complex non-mechanical processes in real-time is beyond the state-of-the-art in the respective fields. This article illustrates an alternative approach to a purely numerical solution. It uses a semantic representation of physical properties and processes as well as a reasoning engine to model cause and effect between objects, based on their material properties. Classical collision detection is combined with semantic rules to model various physical processes, e.g., in the areas of thermodynamics, electrodynamics, and fluid dynamics as well as chemical processes. Each process is broken down into fine-grained sub-processes capable of approximating continuous transitions with discretized state changes. Our system applies these high-level state descriptions to low-level value changes, which are directly mapped to a graphical representation of the scene. We demonstrate our framework\u0027s ability to support multiple complex, causally connected physical and chemical processes by simulating a Goldberg machine. Our performance benchmarks validate its scalability and potential application for entertainment or edutainment purposes.
Dominik Gall, Jean-Luc Lugrin, Dennis Wiebusch, Marc Erich Latoschik,
Remind Me: An Adaptive Recommendation-Based Simulation of Biographic Associations
, In
Proceedings of the 21th International Conference on Intelligent User Interfaces (IUI)
, pp. 191-195
.
ACM
, 2016.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@inproceedings{gall2016remind,
title = {Remind Me: An Adaptive Recommendation-Based Simulation of Biographic Associations},
author = {Gall, Dominik and Lugrin, Jean-Luc and Wiebusch, Dennis and Latoschik, Marc Erich},
booktitle = {Proceedings of the 21th International Conference on Intelligent User Interfaces (IUI)},
year = {2016},
pages = {191-195},
publisher = {ACM},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2016-IUI-Remind_Me-Camera_Ready.pdf}
}
Abstract: Classical reminiscence therapy has been shown to effectively enhance the stability of memory and identity in people with dementia. Typically, reminiscence therapy uses biography artifacts like photos and personal items and objects. Today, many of these artifacts are from the digital realm providing new options to adapt or even improve the purely analog therapy. In this work we propose a method to enhance reminiscence therapy by computer simulated biographic associations. Our approach provides assistance for associative reasoning on affective stimuli and thus enables access to biographic content so that no deliberate search is required. We develop a recommender model for mapping mental states to biographic content based on similarity. The system dynamically adapts its state and the depicted digital artifacts to the responses of the user. It is a first step towards an immersive reminiscence therapy which will incorporate associated stimuli on multiple channels to increase effectiveness. A preliminary study showed encouraging results concerning the usability of the system.
2015
Jean-Luc Lugrin, Johanna Latt, Marc Erich Latoschik,
Anthropomorphism and Illusion of Virtual Body Ownership
, In
International Conference on Artificial Reality and Telexistence/Eurographics Symposium on Virtual Environments (ICAT/EGVE)
, pp. 1-8
.
2015.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@inproceedings{lugrin2015anthropomorphism,
title = {Anthropomorphism and Illusion of Virtual Body Ownership},
author = {Lugrin, Jean-Luc and Latt, Johanna and Latoschik, Marc Erich},
booktitle = {International Conference on Artificial Reality and Telexistence/Eurographics Symposium on Virtual Environments (ICAT/EGVE)},
year = {2015},
pages = {1-8},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2015-icat-avatar-anthro-and-ivbo.pdf}
}
Abstract: In this paper we present a novel experiment to explore the impact of avatar realism on the illusion of virtual body ownership (IVBO) in immersive virtual environments, with full-body avatar embodiment and freedom of movement. We evaluated four distinct avatars presenting an increasing level of anthropomorphism in their detailed compositions. Our results revealed that each avatar elicited a relatively high level of illusion. However both machine-like and cartoon-like avatars elicited an equivalent IVBO, slightly superior to the human-ones. A realistic human appearance is therefore not a critical top-down factor of IVBO, and could lead to an Üncanny Valley" effect.
Jean-Luc Lugrin, Johanna Latt, Marc Erich Latoschik,
Avatar Anthropomorphism and Illusion of Body Ownership in VR
, In
in proceeding of the 25th International Conference on Artificial Reality, ICAT EGVE \u002715 Proceedings Telexistence 20th Eurographics Symposium on Virtual Environments
.
2015.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2015avatar,
title = {Avatar Anthropomorphism and Illusion of Body Ownership in VR},
author = {Lugrin, Jean-Luc and Latt, Johanna and Latoschik, Marc Erich},
booktitle = {in proceeding of the 25th International Conference on Artificial Reality, ICAT EGVE \u002715 Proceedings Telexistence 20th Eurographics Symposium on Virtual Environments},
year = {2015},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2015-icat-avatar-anthro-and-ivbo.pdf}
}
Jean-Luc Lugrin, Johanna Latt, Marc Erich Latoschik,
Avatar Anthropomorphism and Illusion of Body Ownership in VR
, In
Proceedings of the IEEE VR 2015
.
2015.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2015avatar,
title = {Avatar Anthropomorphism and Illusion of Body Ownership in VR},
author = {Lugrin, Jean-Luc and Latt, Johanna and Latoschik, Marc Erich},
booktitle = {Proceedings of the IEEE VR 2015},
year = {2015},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2015-ieeevr-avatar-anthro-and-ivbo-poster.pdf}
}
Jean-Luc Lugrin, Maximilian Landeck, Marc Erich Latoschik,
Avatar Embodiment Realism and Virtual Fitness Training
, In
Proceedings of the IEEE VR 2015
, pp. 225-226
.
2015.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2015avatar,
title = {Avatar Embodiment Realism and Virtual Fitness Training},
author = {Lugrin, Jean-Luc and Landeck, Maximilian and Latoschik, Marc Erich},
booktitle = {Proceedings of the IEEE VR 2015},
year = {2015},
pages = {225-226},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2015-ieeevr-avatar-and-virtual-fitness.pdf}
}
Jean-Luc Lugrin, Maximilian Wiedemann, Daniel Bieberstein, Marc Erich Latoschik,
Influence of Avatar Realism on Stressfull Situation in VR
, In
Proceedings of the IEEE VR 2015
, pp. 227-228
.
2015.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2015influence,
title = {Influence of Avatar Realism on Stressfull Situation in VR},
author = {Lugrin, Jean-Luc and Wiedemann, Maximilian and Bieberstein, Daniel and Latoschik, Marc Erich},
booktitle = {Proceedings of the IEEE VR 2015},
year = {2015},
pages = {227-228},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2015-ieeevr-avatar-and-stressfull-situation.pdf}
}
2014
Martin Fischbach, Jean-Luc Lugrin, Marc Erich Latoschik, Michael Fendt,
Picture-based Localisation For Pervasive Gaming
, In
Virtuelle und Erweiterte Realität, 11. Workshop der GI-Fachgruppe VR/AR
.
2014.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@inproceedings{fischbach2014picturebased,
title = {Picture-based Localisation For Pervasive Gaming},
author = {Fischbach, Martin and Lugrin, Jean-Luc and Latoschik, Marc Erich and Fendt, Michael},
booktitle = {Virtuelle und Erweiterte Realität, 11. Workshop der GI-Fachgruppe VR/AR},
year = {2014},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2014-vrar-fischbach-pricture-based-draft.pdf}
}
Abstract: Localisation, i.e. determining the position of the user(s) or devices, constitutes the key requirement for almost all types of mobile pervasive games. However, current marker-based localisation systems, e.g.\ based on QR Markers, present drawbacks that limit game deployment, scalability and maintainability. In this paper, we propose an alternative to solve these issues and introduce the first steps towards its full realisation. Our approach relies on markerless picture matching using a natural feature detection algorithm. Players reproduce a camera shot of a real-world site in order to confirm their presence, and progress further in the game. One of the game critical requirements is to provide accurate recognition while preserving application responsiveness with a large range of mobile devices and camera resolutions. We developed a proof-of-concept system and determined the best picture resolutions and feature numbers necessary to preserve both accurracy and responsiveness on diverse mobile devices. Our first results demonstrate the feasibility to achieve precise recognition within real-time constraints. We believe such localisation system have the potential to considerably facilitate pervasive game authoring while promoting new type of game mechanics.
2013
Jean-Luc Lugrin, Marc Cavazza, Fred Charles, Marc Le Renard, Jonathan Freeman, Jane Lessiter,
Immersive FPS Games: User Experience and Performance
, In
Proceedings of the 2013 ACM International Workshop on Immersive Media Experiences
, pp. 7-12
.
New York, NY, USA
:
ACM
, 2013.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{Lugrin:2013:IFG:2512142.2512146,
title = {Immersive FPS Games: User Experience and Performance},
author = {Lugrin, Jean-Luc and Cavazza, Marc and Charles, Fred and Le Renard, Marc and Freeman, Jonathan and Lessiter, Jane},
booktitle = {Proceedings of the 2013 ACM International Workshop on Immersive Media Experiences},
year = {2013},
pages = {7--12},
publisher = {ACM},
address = {New York, NY, USA},
url = {http://doi.acm.org/10.1145/2512142.2512146},
doi = {10.1145/2512142.2512146}
}
Martin Fischbach, Maximilian Neff, Immanuel Pelzer, Jean-Luc Lugrin, Marc Erich Latoschik,
Input Device Adequacy for Multimodal and Bimanual Object Manipulation in Virtual Environments
, In
Virtuelle und Erweiterte Realität, 10. Workshop der GI-Fachgruppe VR/AR
Marc Erich Latoschik, Oliver Staadt, Frank Steinicke (Eds.),
, pp. 145-156
.
Shaker Verlag
, 2013.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@inproceedings{fischbach2013input,
title = {Input Device Adequacy for Multimodal and Bimanual Object Manipulation in Virtual Environments},
author = {Fischbach, Martin and Neff, Maximilian and Pelzer, Immanuel and Lugrin, Jean-Luc and Latoschik, Marc Erich},
editor = {Latoschik, Marc Erich and Staadt, Oliver and Steinicke, Frank},
booktitle = {Virtuelle und Erweiterte Realität, 10. Workshop der GI-Fachgruppe VR/AR},
year = {2013},
pages = {145--156},
publisher = {Shaker Verlag},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2013-vrar-input-device-adequacy.pdf}
}
Abstract: This article describes a benchmark for evaluating adequacy of input devices for bimanual direct interaction techniques typically found in VR/AR applications. The benchmark implements a puzzle-like scenario inspired from shape and color sorting games, in which the user manipulates the position, rotation and scale of 3D spheres. The continuous interactions are combined with multimodal state-change actions using either a button or speech interface. A follow-up usability study utilizes the benchmark to evaluate the performance of one professional and one consumer-grade tracking system for both state-changing interfaces.
The results reveal similar adequacy for both tracking systems under both multimodal conditions.
Alessandro Soranzo, Jean-Luc Lugrin, Christopher J. Wilson,
The effects of belongingness on the Simultaneous Lightness Contrast: A virtual reality study
, In
Vision Research
, Vol.
86
(
0)
, pp. 97-106
.
2013.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@article{Soranzo201397,
title = {The effects of belongingness on the Simultaneous Lightness Contrast: A virtual reality study},
author = {Soranzo, Alessandro and Lugrin, Jean-Luc and Wilson, Christopher J.},
journal = {Vision Research},
year = {2013},
volume = {86},
number = {0},
pages = {97 - 106},
url = {http://www.sciencedirect.com/science/article/pii/S0042698913001107},
doi = {http://dx.doi.org/10.1016/j.visres.2013.04.012}
}
Jean-Luc Lugrin, Dennis Wiebusch, Marc Erich Latoschik, Alexander Strehler,
Usability benchmarks for motion tracking systems
, In
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
, pp. 49-58
.
ACM
, 2013.
[BibTeX]
[Abstract]
[Download]
[BibSonomy]
@inproceedings{lugrin2013usability,
title = {Usability benchmarks for motion tracking systems},
author = {Lugrin, Jean-Luc and Wiebusch, Dennis and Latoschik, Marc Erich and Strehler, Alexander},
booktitle = {Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology},
year = {2013},
pages = {49--58},
publisher = {ACM},
url = {http://dl.acm.org/authorize?N00860}
}
Abstract: Precise, accurate, fast, and low-latency motion tracking is a core requirement of real-time human-computer interfaces. The choices of tracking systems for a particular set of 3D interaction techniques are manifold. Hence, guidance in this task is greatly beneficial. In this paper, we propose to establish a set of canonical and simple game-based benchmarks for a potentially standardised comparison of tracking systems. The benchmarks focus on usability scores given reoccurring interaction tasks without requiring potentially missing, incomplete, or complex latency or accuracy raw measurements. Our first two benchmarks evaluate three tracking systems regarding motion-parallax and 3D object manipulation techniques. Our usability comparisons confirmed an expected advantage of low-latency/high-accuracy systems, while they also demonstrated that certain tracking systems perform better than suggested by previous measurements of their raw performances. This indicates that our approach provides an adequate replacement and improvement over the pure comparison of technical specifications. We believe our benchmarks could benefit the research community by facilitating a usability-based comparison of motion tracking systems.
2012
Jean-Luc Lugrin, Fred Charles, Marc Cavazza, Marc Le Renard, Jonathan Freeman, Jane Lessiter,
Are Immersive FPS Games Enjoyable?
, In
Proceedings of the 18th ACM symposium on Virtual reality software and technology
.
ACM
, 2012.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2012fpsgames,
title = {Are Immersive FPS Games Enjoyable?},
author = {Lugrin, Jean-Luc and Charles, Fred and Cavazza, Marc and Le Renard, Marc and Freeman, Jonathan and Lessiter, Jane},
booktitle = {Proceedings of the 18th ACM symposium on Virtual reality software and technology},
year = {2012},
publisher = {ACM},
url = {}
}
Jean-Luc Lugrin, Fred Charles, Marc Cavazza, Marc Le Renard, Jonathan Freeman, Jane Lessiter,
CaveUDK: a VR game engine middleware
, In
Proceedings of the 18th ACM symposium on Virtual reality software and technology
, pp. 137-144
.
New York, NY, USA
:
ACM
, 2012.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{lugrin2012enginemiddleware,
title = {CaveUDK: a VR game engine middleware},
author = {Lugrin, Jean-Luc and Charles, Fred and Cavazza, Marc and Le Renard, Marc and Freeman, Jonathan and Lessiter, Jane},
booktitle = {Proceedings of the 18th ACM symposium on Virtual reality software and technology},
year = {2012},
pages = {137--144},
publisher = {ACM},
address = {New York, NY, USA},
url = {http://doi.acm.org/10.1145/2407336.2407363},
doi = {10.1145/2407336.2407363}
}
David Pizzi, Jean-Luc Lugrin, Marc Cavazza, Christian Roth, Ivar Vermeulen, Peter Vorderer, Christoph Klimmt,
Playing In or Out of Character: User Role Differences in the Experience of Interactive Storytelling
, In
Cyberpsychology, Behavior, and Social Networking
, Vol.
15
, pp. 630-633
.
2012.
[BibTeX]
[Download]
[BibSonomy]
@article{lugrin2012inoutcharacter,
title = {Playing In or Out of Character: User Role Differences in the Experience of Interactive Storytelling},
author = {Pizzi, David and Lugrin, Jean-Luc and Cavazza, Marc and Roth, Christian and Vermeulen, Ivar and Vorderer, Peter and Klimmt, Christoph},
journal = {Cyberpsychology, Behavior, and Social Networking},
year = {2012},
volume = {15},
pages = {630-633},
url = {}
}
2010
Jean-Luc Lugrin,
Alternative Reality and Causality in Virtual Environments
.
2010.
[BibTeX]
[Download]
[BibSonomy]
@phdthesis{lugrin2010phdthesis,
title = {Alternative Reality and Causality in Virtual Environments},
author = {Lugrin, Jean-Luc},
year = {2010},
url = {https://downloads.hci.informatik.uni-wuerzburg.de/2010-PhD-Thesis-JL-Lugrin-v309.pdf}
}
David Pizzi, Jean-Luc Lugrin, Alex Whittaker, Marc Cavazza,
Automatic Generation of Game Level Solutions as Storyboards
, In
IEEE Transactions on Computational Intelligence and AI in Games
, Vol.
2
(
3)
, pp. 149-161
.
2010.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@article{lugrin2010gamelevelsolutions,
title = {Automatic Generation of Game Level Solutions as Storyboards},
author = {Pizzi, David and Lugrin, Jean-Luc and Whittaker, Alex and Cavazza, Marc},
journal = {IEEE Transactions on Computational Intelligence and AI in Games},
year = {2010},
volume = {2},
number = {3},
pages = {149-161},
url = {},
doi = {10.1109/TCIAIG.2010.2070066}
}
Marc Cavazza, David Pizzi, Julie Porteous, Fred Charles, Jean-Luc Lugrin,
Bringing Literature to Life with Virtual Reality
, In
Electronic Imaging & the Visual Arts EVA
.
Florence, Italy
2010.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2010literaturetolife,
title = {Bringing Literature to Life with Virtual Reality},
author = {Cavazza, Marc and Pizzi, David and Porteous, Julie and Charles, Fred and Lugrin, Jean-Luc},
booktitle = {Electronic Imaging & the Visual Arts EVA},
year = {2010},
address = {Florence, Italy},
url = {http://ive.scm.tees.ac.uk/data/media/eva10-cavazza.pdf}
}
Jean-Luc Lugrin, Marc Cavazza, David Pizzi, Thurid Vogt, Elisabeth Andr\\u0027e,
Exploring the usability of immersive interactive storytelling
, In
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
, pp. 103-110
.
New York, NY, USA
:
ACM
, 2010.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{lugrin2010usabilitystorytelling,
title = {Exploring the usability of immersive interactive storytelling},
author = {Lugrin, Jean-Luc and Cavazza, Marc and Pizzi, David and Vogt, Thurid and Andr\\u0027e, Elisabeth},
booktitle = {Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology},
year = {2010},
pages = {103-110},
publisher = {ACM},
address = {New York, NY, USA},
url = {http://doi.acm.org/10.1145/1889863.1889887},
doi = {10.1145/1889863.1889887}
}
Jean-Luc Lugrin, Marc Cavazza,
Towards AR Game Engines
, In
3rd workshop on software engineering and architecture of realtime interactive systems SEARIS
Marc Erich Latoschik, Dirk Reiners, Roland Blach, Pablo Figueroa, Raimund Dachselt (Eds.),
.
Shaker Verlag
, 2010.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2010argameengines,
title = {Towards AR Game Engines},
author = {Lugrin, Jean-Luc and Cavazza, Marc},
editor = {Latoschik, Marc Erich and Reiners, Dirk and Blach, Roland and Figueroa, Pablo and Dachselt, Raimund},
booktitle = {3rd workshop on software engineering and architecture of realtime interactive systems SEARIS},
year = {2010},
publisher = {Shaker Verlag},
url = {}
}
2008
David Pizzi, Marc Cavazza, Alex Whittaker, Jean-Luc Lugrin,
Automatic Generation of Game Level Solutions as Storyboards
, In
Proceedings of AIIDE
, Vol.
8
, pp. 96-101
.
2008.
[BibTeX]
[Download]
[BibSonomy]
@article{lugrin2008gamelevelsolutions,
title = {Automatic Generation of Game Level Solutions as Storyboards},
author = {Pizzi, David and Cavazza, Marc and Whittaker, Alex and Lugrin, Jean-Luc},
journal = {Proceedings of AIIDE},
year = {2008},
volume = {8},
pages = {96-101},
url = {}
}
2007
Jean-Luc Lugrin, Remi Chaignon, Marc Cavazza,
A High-level Event System for Augmented Reality
, In
Proceedings of the 6th IEEE and ACM International Symposium on Mixed and Augmented Reality
, pp. 1-2
.
Washington, DC, USA
:
IEEE Computer Society
, 2007.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{Lugrin:2007:HES:1514339.1514372,
title = {A High-level Event System for Augmented Reality},
author = {Lugrin, Jean-Luc and Chaignon, Remi and Cavazza, Marc},
booktitle = {Proceedings of the 6th IEEE and ACM International Symposium on Mixed and Augmented Reality},
year = {2007},
pages = {1-2},
publisher = {IEEE Computer Society},
address = {Washington, DC, USA},
url = {http://dx.doi.org/10.1109/ISMAR.2007.4538861},
doi = {10.1109/ISMAR.2007.4538861}
}
Marc Cavazza, Jean-Luc Lugrin, Marc Buehner,
Causal Perception in Virtual Reality and its Implications for Presence Factors
, In
Presence: Teleoperators & Virtual Environments
, Vol.
16
(
6)
, pp. 623-642
.
Cambridge, MA, USA
:
MIT Press
, 2007.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@article{lugrin2007causalperception,
title = {Causal Perception in Virtual Reality and its Implications for Presence Factors},
author = {Cavazza, Marc and Lugrin, Jean-Luc and Buehner, Marc},
journal = {Presence: Teleoperators & Virtual Environments},
year = {2007},
volume = {16},
number = {6},
pages = {623-642},
publisher = {MIT Press},
address = {Cambridge, MA, USA},
url = {http://dx.doi.org/10.1162/pres.16.6.623},
doi = {10.1162/pres.16.6.623}
}
David Pizzi, Marc Cavazza, Jean-Luc Lugrin,
Extending Character-based Storytelling with Awareness and Feelings
, In
Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems
, p. 12
.
New York, NY, USA
:
ACM
, 2007.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{lugrin2007extendingstorytelling,
title = {Extending Character-based Storytelling with Awareness and Feelings},
author = {Pizzi, David and Cavazza, Marc and Lugrin, Jean-Luc},
booktitle = {Proceedings of the 6th international joint conference on Autonomous agents and multiagent systems},
year = {2007},
pages = {12},
publisher = {ACM},
address = {New York, NY, USA},
url = {http://doi.acm.org/10.1145/1329125.1329140},
doi = {10.1145/1329125.1329140}
}
David Pizzi, Fred Charles, Jean-Luc Lugrin, Marc Cavazza,
Interactive Storytelling with Literary Feelings
, In
Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
, pp. 630-641
.
Berlin, Heidelberg
:
Springer-Verlag
, 2007.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{lugrin2007storytellingliteraryfeelings,
title = {Interactive Storytelling with Literary Feelings},
author = {Pizzi, David and Charles, Fred and Lugrin, Jean-Luc and Cavazza, Marc},
booktitle = {Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction},
year = {2007},
pages = {630-641},
publisher = {Springer-Verlag},
address = {Berlin, Heidelberg},
url = {http://dx.doi.org/10.1007/978-3-540-74889-2_55},
doi = {10.1007/978-3-540-74889-2_55}
}
Marc Cavazza, Jean-Luc Lugrin, David Pizzi, Fred Charles,
Madame Bovary on the Holodeck: Immersive Interactive Storytelling
, In
Proceedings of the 15th international conference on Multimedia
, pp. 651-660
.
New York, NY, USA
:
ACM
, 2007.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{lugrin2007madamebovary,
title = {Madame Bovary on the Holodeck: Immersive Interactive Storytelling},
author = {Cavazza, Marc and Lugrin, Jean-Luc and Pizzi, David and Charles, Fred},
booktitle = {Proceedings of the 15th international conference on Multimedia},
year = {2007},
pages = {651-660},
publisher = {ACM},
address = {New York, NY, USA},
url = {http://doi.acm.org/10.1145/1291233.1291387},
doi = {10.1145/1291233.1291387}
}
Jean-Luc Lugrin, Marc Cavazza,
Making Sense of Virtual Environments: Action Representation, Grounding and Common Sense
, In
Proceedings of the 12th international conference on Intelligent user interfaces
, pp. 225-234
.
New York, NY, USA
:
ACM
, 2007.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{lugrin2007sensevirtualenvironment,
title = {Making Sense of Virtual Environments: Action Representation, Grounding and Common Sense},
author = {Lugrin, Jean-Luc and Cavazza, Marc},
booktitle = {Proceedings of the 12th international conference on Intelligent user interfaces},
year = {2007},
pages = {225-234},
publisher = {ACM},
address = {New York, NY, USA},
url = {http://doi.acm.org/10.1145/1216295.1216336},
doi = {10.1145/1216295.1216336}
}
2006
Jean-Luc Lugrin, Marc Cavazza,
AI-based World Behaviour for Emergent Narratives
, In
Proceedings of the ACM SIGCHI international conference on Advances in computer entertainment technology
.
New York, NY, USA
:
ACM
, 2006.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{lugrin2006aibasedbehaviour,
title = {AI-based World Behaviour for Emergent Narratives},
author = {Lugrin, Jean-Luc and Cavazza, Marc},
booktitle = {Proceedings of the ACM SIGCHI international conference on Advances in computer entertainment technology},
year = {2006},
publisher = {ACM},
address = {New York, NY, USA},
url = {http://doi.acm.org/10.1145/1178823.1178853},
doi = {10.1145/1178823.1178853}
}
Jean-Luc Lugrin, Marc Cavazza, Mark Palmer, Sean Crooks,
Artificial Intelligence-Mediated Interaction in Virtual Reality Art
, In
Intelligent Systems, IEEE
, Vol.
21
(
5)
, pp. 54-62
.
2006.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@article{1705429,
title = {Artificial Intelligence-Mediated Interaction in Virtual Reality Art},
author = {Lugrin, Jean-Luc and Cavazza, Marc and Palmer, Mark and Crooks, Sean},
journal = {Intelligent Systems, IEEE},
year = {2006},
volume = {21},
number = {5},
pages = {54 -62},
url = {},
doi = {10.1109/MIS.2006.87}
}
Jean-Luc Lugrin, Marc Cavazza, Marc Buehner,
Causal Perception in Virtual Environments
, In
Smart Graphics
Andreas Butz, B. Fisher, Antonio Krueger, Patrick Olivier (Eds.),
, pp. 50-61
.
Springer Berlin
, 2006.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2006causalperception,
title = {Causal Perception in Virtual Environments},
author = {Lugrin, Jean-Luc and Cavazza, Marc and Buehner, Marc},
editor = {Butz, Andreas and Fisher, B. and Krueger, Antonio and Olivier, Patrick},
booktitle = {Smart Graphics},
year = {2006},
pages = {50-61},
publisher = {Springer Berlin},
url = {}
}
2005
Jean-luc Lugrin, Marc Cavazza, Mark Palmer, Sean Crooks,
AI-mediated interaction in virtual reality art
, In
Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
, pp. 74-83
.
Berlin, Heidelberg
:
Springer-Verlag
, 2005.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{Lugrin:2005:AIV:2153634.2153643,
title = {AI-mediated interaction in virtual reality art},
author = {Lugrin, Jean-luc and Cavazza, Marc and Palmer, Mark and Crooks, Sean},
booktitle = {Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment},
year = {2005},
pages = {74-83},
publisher = {Springer-Verlag},
address = {Berlin, Heidelberg},
url = {http://dx.doi.org/10.1007/11590323_8},
doi = {10.1007/11590323_8}
}
Marc Cavazza, Jean-Luc Lugrin, Sean Crooks, Alok Nandi, Mark Palmer, Marc Le Renard,
Causality and Virtual Reality Art
, In
Proceedings of the 5th conference on Creativity & cognition
, pp. 4-12
.
New York, NY, USA
:
ACM
, 2005.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{lugrin2005causalityandvrart,
title = {Causality and Virtual Reality Art},
author = {Cavazza, Marc and Lugrin, Jean-Luc and Crooks, Sean and Nandi, Alok and Palmer, Mark and Le Renard, Marc},
booktitle = {Proceedings of the 5th conference on Creativity & cognition},
year = {2005},
pages = {4-12},
publisher = {ACM},
address = {New York, NY, USA},
url = {http://doi.acm.org/10.1145/1056224.1056228},
doi = {10.1145/1056224.1056228}
}
Marc Cavazza, Jean-Luc Lugrin, Simon Hartley, Marc Le Renard, Alok Nandi, Jeffrey Jacobson, Sean Crooks,
Intelligent Virtual Environments for Virtual Reality Art
, In
Computers and Graphics
, Vol.
29
(
6)
, pp. 852-861
.
Elmsford, NY, USA
:
Pergamon Press, Inc.
, 2005.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@article{lugrin2005intelligentve,
title = {Intelligent Virtual Environments for Virtual Reality Art},
author = {Cavazza, Marc and Lugrin, Jean-Luc and Hartley, Simon and Le Renard, Marc and Nandi, Alok and Jacobson, Jeffrey and Crooks, Sean},
journal = {Computers and Graphics},
year = {2005},
volume = {29},
number = {6},
pages = {852-861},
publisher = {Pergamon Press, Inc.},
address = {Elmsford, NY, USA},
url = {http://dx.doi.org/10.1016/j.cag.2005.09.002},
doi = {10.1016/j.cag.2005.09.002}
}
Jean-Luc Lugrin, Marc Cavazza, Mark Palmer, Sean Crooks,
Lecture Notes in Computer Science: Generating Chain of Events in VR Art Installations
, In
Intelligent Technologies for Interactive Entertainment INTETAIN
.
2005.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2005chainofevents,
title = {Lecture Notes in Computer Science: Generating Chain of Events in VR Art Installations},
author = {Lugrin, Jean-Luc and Cavazza, Marc and Palmer, Mark and Crooks, Sean},
booktitle = {Intelligent Technologies for Interactive Entertainment INTETAIN},
year = {2005},
url = {}
}
Simon Hartley, Marc Cavazza, Louis Bec, Jean-Luc Lugrin, Sean Crooks,
Qualitative Simulation of an Artificial Life Ecosystem
, In
19th Workshop on Qualitative Reasoning
, pp. 18-20
.
Graz, Austria
2005.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2005artificiallifeecosystem,
title = {Qualitative Simulation of an Artificial Life Ecosystem},
author = {Hartley, Simon and Cavazza, Marc and Bec, Louis and Lugrin, Jean-Luc and Crooks, Sean},
booktitle = {19th Workshop on Qualitative Reasoning},
year = {2005},
pages = {18-20},
address = {Graz, Austria},
url = {}
}
Simon Hartley, Marc Cavazza, Louis Bec, Jean-Luc Lugrin, Sean Crooks,
Simulating Artificial Organisms with Qualitative Physiology
, In
Proceedings of the 8th European conference on Advances in Artificial Life
, pp. 540-550
.
Berlin, Heidelberg
:
Springer-Verlag
, 2005.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{lugrin2005simulatingorganisms,
title = {Simulating Artificial Organisms with Qualitative Physiology},
author = {Hartley, Simon and Cavazza, Marc and Bec, Louis and Lugrin, Jean-Luc and Crooks, Sean},
booktitle = {Proceedings of the 8th European conference on Advances in Artificial Life},
year = {2005},
pages = {540-550},
publisher = {Springer-Verlag},
address = {Berlin, Heidelberg},
url = {http://dx.doi.org/10.1007/11553090_55},
doi = {10.1007/11553090_55}
}
Jeffrey Jacobson, Marc Le Renard, Jean-Luc Lugrin, Marc Cavazza,
The CaveUT System: Immersive Entertainment Based on a Game Engine
, In
Proceedings of the ACM SIGCHI International Conference on Advances in computer entertainment technology
, pp. 184-187
.
New York, NY, USA
:
ACM
, 2005.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{lugrin2005caveut,
title = {The CaveUT System: Immersive Entertainment Based on a Game Engine},
author = {Jacobson, Jeffrey and Le Renard, Marc and Lugrin, Jean-Luc and Cavazza, Marc},
booktitle = {Proceedings of the ACM SIGCHI International Conference on Advances in computer entertainment technology},
year = {2005},
pages = {184-187},
publisher = {ACM},
address = {New York, NY, USA},
url = {http://doi.acm.org/10.1145/1178477.1178503},
doi = {10.1145/1178477.1178503}
}
2004
Marc Cavazza, Jean-Luc Lugrin, Simon Hartley, Paolo Libardi, Matthew J. Barnes, Mikael Le Bras, Louis Bec, Alok Nandi,
ALTERNE: Intelligent Virtual Environments for Virtual Reality Art
, In
Smart Graphics
Andreas Butz, Antonio Krüger, Patrick Olivier (Eds.),
, Vol.
3031
, pp. 21-30
.
Springer Berlin Heidelberg
, 2004.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@incollection{lugrin2004alterne,
title = {ALTERNE: Intelligent Virtual Environments for Virtual Reality Art},
author = {Cavazza, Marc and Lugrin, Jean-Luc and Hartley, Simon and Libardi, Paolo and Barnes, Matthew J. and Le Bras, Mikael and Bec, Louis and Nandi, Alok},
editor = {Butz, Andreas and Krüger, Antonio and Olivier, Patrick},
booktitle = {Smart Graphics},
year = {2004},
volume = {3031},
pages = {21-30},
publisher = {Springer Berlin Heidelberg},
url = {http://dx.doi.org/10.1007/978-3-540-24678-7_3},
doi = {10.1007/978-3-540-24678-7_3}
}
Jean-Luc Lugrin, Paolo Libardi, Matthew J. Barnes, Mikael Le Bras, Marc Cavazza,
Event-based Causality in Virtual Reality
, In
Systems, Man and Cybernetics
, Vol.
1
, pp. 156-163
.
2004.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{lugrin2004eventcausality,
title = {Event-based Causality in Virtual Reality},
author = {Lugrin, Jean-Luc and Libardi, Paolo and Barnes, Matthew J. and Le Bras, Mikael and Cavazza, Marc},
booktitle = {Systems, Man and Cybernetics},
year = {2004},
volume = {1},
pages = {156-163},
url = {http://dx.doi.org/10.1109/ICSMC.2004.1398290},
doi = {10.1109/ICSMC.2004.1398290}
}
Marc Cavazza, Simon Hartley, Louis Bec, Francois Mourre, Gonzague Defos du Rau, Remy Lalanne, Mikael Le, Jean-Luc Lugrin,
Modelling the Upokrinomena: Artificial Physiology for Artificial Life
, In
Proceedings of Alife9 Conference
.
Boston, USA
2004.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2004upokrinomena,
title = {Modelling the Upokrinomena: Artificial Physiology for Artificial Life},
author = {Cavazza, Marc and Hartley, Simon and Bec, Louis and Mourre, Francois and du Rau, Gonzague Defos and Lalanne, Remy and Le, Mikael and Lugrin, Jean-Luc},
booktitle = {Proceedings of Alife9 Conference},
year = {2004},
address = {Boston, USA},
url = {http://195.194.24.18/alterne/publications/Alife9Final.pdf}
}
Marc Cavazza, Simon Hartley, Jean-Luc Lugrin, Paolo Libardi, Mikael Le Bras,
New Behavioural Approaches for Virtual Environments
, In
Entertainment Computing - ICEC 2004
Matthias Rauterberg (Ed.),
, Vol.
3166
, pp. 23-31
.
Springer Berlin Heidelberg
, 2004.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@incollection{lugrin2004behaviouralapproaches,
title = {New Behavioural Approaches for Virtual Environments},
author = {Cavazza, Marc and Hartley, Simon and Lugrin, Jean-Luc and Libardi, Paolo and Le Bras, Mikael},
editor = {Rauterberg, Matthias},
journal = {Entertainment Computing - ICEC 2004},
year = {2004},
volume = {3166},
pages = {23-31},
publisher = {Springer Berlin Heidelberg},
url = {http://dx.doi.org/10.1007/978-3-540-28643-1_6},
doi = {10.1007/978-3-540-28643-1_6}
}
Marc Cavazza, Jean-Luc Lugrin, Simon Hartley, Paolo Libardi, Matthew J. Barnes, Mikael Le Bras, Marc Le Renard, Louis Bec, Alok Nandi,
New Ways of Worldmaking: the Alterne Platform for VR Art
, In
Proceedings of the 12th annual ACM international conference on Multimedia
, pp. 80-87
.
New York, NY, USA
:
ACM
, 2004.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{lugrin2004alterneplatform,
title = {New Ways of Worldmaking: the Alterne Platform for VR Art},
author = {Cavazza, Marc and Lugrin, Jean-Luc and Hartley, Simon and Libardi, Paolo and Barnes, Matthew J. and Le Bras, Mikael and Le Renard, Marc and Bec, Louis and Nandi, Alok},
booktitle = {Proceedings of the 12th annual ACM international conference on Multimedia},
year = {2004},
pages = {80-87},
publisher = {ACM},
address = {New York, NY, USA},
url = {http://doi.acm.org/10.1145/1027527.1027542},
doi = {10.1145/1027527.1027542}
}
Marc Cavazza, Simon Hartley, Jean-Luc Lugrin, Mikael Le Bras,
Qualitative Physics in Virtual Environments
, In
Proceedings of the 9th international conference on Intelligent User Interfaces
, pp. 54-61
.
New York, NY, USA
:
ACM
, 2004.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{lugrin2004qualitativephysics,
title = {Qualitative Physics in Virtual Environments},
author = {Cavazza, Marc and Hartley, Simon and Lugrin, Jean-Luc and Le Bras, Mikael},
booktitle = {Proceedings of the 9th international conference on Intelligent User Interfaces},
year = {2004},
pages = {54-61},
publisher = {ACM},
address = {New York, NY, USA},
url = {http://doi.acm.org/10.1145/964442.964454},
doi = {10.1145/964442.964454}
}
Simon Hartley, Marc Cavazza, Jean-Luc Lugrin, Mikael Le Bras,
Visualisation of Qualitative Processes
, In
Proceedings of the 18th Workshop on Qualitative Reasoning
.
Evanston, Illinois, USA
:
Northwestern University
, 2004.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2004visualisation,
title = {Visualisation of Qualitative Processes},
author = {Hartley, Simon and Cavazza, Marc and Lugrin, Jean-Luc and Le Bras, Mikael},
booktitle = {Proceedings of the 18th Workshop on Qualitative Reasoning},
year = {2004},
publisher = {Northwestern University},
address = {Evanston, Illinois, USA},
url = {http://hdl.handle.net/10149/141258}
}
2003
Marc Cavazza, Simon Hartley, Jean-Luc Lugrin, Mikael Le Bras,
Alternative Reality: a New Platform for Virtual Reality Art
, In
Proceedings of the ACM symposium on Virtual reality software and technology
, pp. 100-107
.
New York, NY, USA
:
ACM
, 2003.
[BibTeX]
[Download]
[BibSonomy]
[Doi]
@inproceedings{lugrin2003newplatform,
title = {Alternative Reality: a New Platform for Virtual Reality Art},
author = {Cavazza, Marc and Hartley, Simon and Lugrin, Jean-Luc and Le Bras, Mikael},
booktitle = {Proceedings of the ACM symposium on Virtual reality software and technology},
year = {2003},
pages = {100--107},
publisher = {ACM},
address = {New York, NY, USA},
url = {http://doi.acm.org/10.1145/1008653.1008672},
doi = {10.1145/1008653.1008672}
}
Marc Cavazza, Simon Hartley, Jean-Luc Lugrin, Mikael Le Bras,
Alternative Reality: Qualitative Physics for Digital Arts
, In
Proceedings of the 17th international workshop on Qualitative Reasoning
Paulo Salles, Bert Bredeweg (Eds.),
, pp. 47-54
.
Brasilia, Brazil
:
University of Brasilia
, 2003.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2003qualitativephysics,
title = {Alternative Reality: Qualitative Physics for Digital Arts},
author = {Cavazza, Marc and Hartley, Simon and Lugrin, Jean-Luc and Le Bras, Mikael},
editor = {Salles, Paulo and Bredeweg, Bert},
booktitle = {Proceedings of the 17th international workshop on Qualitative Reasoning},
year = {2003},
pages = {47-54},
publisher = {University of Brasilia},
address = {Brasilia, Brazil},
url = {http://hdl.handle.net/10149/100373}
}
2002
Fred Charles, Jean-Luc Lugrin, Marc Cavazza, Steven J. Mead,
Real-Time Camera Control for Interactive Storytelling
, In
Proceedings of the Game-On
.
London, UK
2002.
[BibTeX]
[Download]
[BibSonomy]
@inproceedings{lugrin2002cameracontrol,
title = {Real-Time Camera Control for Interactive Storytelling},
author = {Charles, Fred and Lugrin, Jean-Luc and Cavazza, Marc and Mead, Steven J.},
booktitle = {Proceedings of the Game-On},
year = {2002},
address = {London, UK},
url = {http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.12.9858}
}