Assigned Projects
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Developing and Evaluating an Eyes-Free Text Entry System For VR
Analyze which measurements are suitable to evaluate the quality of a tablet-handwriting-based text input solution and develop a prototype which allows the collection of these measurements.
Animation System for Desktop and Smartphone Users in Social Extended Reality
Enhancing Social Virtual Reality Experience using Body Pose Estimation
Match-3 games are enormously successful and popular with diverse player groups. The relationship between the games' pieces and their states' evolution is obvious on the one hand and can be very challenging to master, on the other hand. A perfect foundation for long-term engagement ...
A large number of members of the creative industry work on digital contents, e.g. on 3D assets, sound and music, narrational contents or algorithmic approaches. Since the fruits of their labour are digital in the first place, it's hard to receive credit for one's innovations - anyone can just copy one's artefacts and claim authorship.
Wise persons told me many times over that in order to succeed in machine learning tasks, one needs to know upfront what one wants to learn. I can only partially agree to this. In fact, learning what to learn is a key component of success!
Modding is not only a trend that turned some games into the greatest commercial successes of the whole industry. Modding is also empowering users of softwares, or players of games, to adjust them in which ever ways they like. As such modding pulls around the otherwise onesided relationship of creators and consumers.
Modern cloud gaming services have gained significant popularity, offering gamers the ability to play resource-intensive video games on various devices without the need for high-end hardware. However, the quality of service (QoS) provided by these services is a critical factor in ensuring a seamless gaming experience.
Navigating in Virtual Reality (VR) is a rather unnatural task. But it can also be fun. One way to do it in a fun way lies in World-in-Miniature navigation, or WiM. By the tip of the finger, one teleports faster than one can say "Beam me up, Scotty!".
The thesis aims to investigate the benefits of using a VR-based situated learning approach for first aid training by comparing the learning outcomes, stress levels, presence, and mental load of participants trained in a realistic VR environment with those trained in a calm laboratory setting.
The goal of this project is to dynamically generate a game world, including the overarching narrative, individual quests, personas etc. Hereby, the dynamical generation ensures that the evolution of the game is tailored to the player's preferences ('keyword:' player modelling) but also allows for open-ended branching of the narrative(s), and their meaningful convergence.
In this project we will develop novel techniques to assist users with accurately targeting points in three-dimensional space. We use individual components of the HSV color model relating to the hue, saturation, value and alpha level, or transparency of colors to provide visual indicators of depth in the 3D virtual environment. We will work with a fully immersive sketching system that maps mid-air hand gestures to 3D mid-air ink strokes.
Within the scope of this work, we will modify a virtual audience system to allow virtual audience members to express personality traits.
In the Media Bias in XR Project we investigate media bias in news articles in VR.
This project aims at the development of design guidelines for 3D-printed Tangible AR markers.
This research aims to investigate if virtual social buffering effect can be enhanced when two or three confederates are present in the virtual world.
This research aims to improve AI literacy in the workplace with a pedagogical agent trained on common errors of human-AI interaction.
This research aims to investigate if the sole presence of embodied AI can improve spam mail classification in a work environment.
Develop a virtual reality tool aimed at teaching biology students the complexities of chromosome separation in cell division, by allowing them to construct and observe metaphase cells using physics-responsive, interactive microtubules.
This research aims to investigate if social buffering is achievable through virtual dogs.
This research aims to support medical practionioners with embodied virtual assistant during their daily work.
This research aims to gather feedback from medical professionals and MCS/MK students on the usability and effectiveness of the VIA-VR Editor prototype, and to suggest ways to improve its usability.
This thesis aims to develop a system to monitor kinematic constraints during physical exercises. The system shall allow the definition of constraints as well as the signaling of violations to users.
This thesis aims to develop a system to monitor kinematic constraints during physical exercises. The system shall allow the definition of constraints as well as the signaling of violations to users.
The goal of this thesis is to investigate the effect of embodying a personalized self-avatar during physical exercises in Virtual Reality.
In this project, mathematical optimization will be used to propose parameter changes and/or changes in the scheduling of steps in order to positively influence construction time.
User-centric evaluation of the 3D editor used to create virtual environments for the VIA-VR platform.
For this project, we start with an already existing, basic conversion tool in C++ that does the work and can be driven by various parameters which influence the outcome. The goal is to make many of these parameters automatic, for example, based on estimations of depth at the parts of the fisheye images that overlap for merging.
During this project, an improved rendering method shall be developed which will render VR180 and VR360 images in an ideally sampled way, most likely to be implemented in a shader program.
During this project, the app immerGallery (developed in Unity) will be used as base which can load VR photos and augment them with audio. On top of it, an editor for immersive stories is created.
In this project, smartphones with an ultra-wide camera with 150° should be used to create immersive stereoscopic images.
Design and develop a questionnaire tool and incorporate it into the VIA-VR project.
Within the scope of this work it should be investigated, whether achievements that were attained in pose estimation using synthetic data can be transferred to eye gaze estimation.
Das Ziel dieser Arbeit ist es, den Einfluss von Gamification Elementen in unterschiedlichen virtuellen Umgebungen auf die sportliche Leistung und Motivation zu erforschen.
Das Ziel des Projektes ist herauszufinden, ob das Design von virtuellen Umgebungen Einfluss auf die Leistungsfähigkeit beim Sport hat.
The goal of this HCI thesis is to investigate and compare a novel interaction technique for determining a user's nonverbal deixis with ray-casting in the context of a multimodal speech and gesture interface in VR.
In the CoTeach project, we develop, design and evaluate innovative learning contexts. In addition, we are establishing a training and consulting center for digital teaching and learning. This topic will deal specifically with making simple algorithms tangible.
This project aims at the development of a serious game dealing with the challenges of advance care planning and the lack thereof.
The project aims to evaluate a self-assessment questionnaire that quantifies the plausibility of virtual humans in virtual environments.
Within this project you can leverage physiological and/or behavioral data to determine the current state of the user in a virtual environment.
Design and develop a VR application that addresses drug usage prevention
Diegetic user interfaces are embedded into the virtual environment, e.g. as an avatar's belt, a door's knob, a surveillance screen, etc. Social insects communicate by means of chemical signals they drop in the environment. When merging both perspectives a novel 3DUI control paradigm for virtual agents emerges.
For quite some time point-based rendering approaches haven been investigated. The removal of the discrete surface bears numerous advantages, also when aiming at immersive 3D modeling.
The goal of this project is to explore and compare different types of User Identification in VR
The goal of this project is to develop a framework for 3D representations of industrial manufacturing machines using web technology, to allow parts to be marked within it and to track this marking in another client. After developing this framework, its usefulness in remote maintenance in an industrial context will be evaluated by comparing the time and error rate in identifying machine parts with and without the solution. In addition, the user experience of the application is evaluated using the UEQ.
This project investigates whether embodiment causes an influence on Iowa Gambling Task decision-making.
The aim of this project is to further develop an existing mobile application, which is used to visualize coronary vessels during a cardiac catheterization, and to create a learning experience platform (LXP) based on it.
Development and evaluation of game agents with human-like behavior by means of machine learning.
Development and evaluation of multiple game-playing agents of different difficulty by using reinforcement learning and imitation learning.
Development of a machine learning framework for learning classifier systems in Python.
PCG modeling is used to generate endless game worlds. We want to use procedural content generation methods to build game worlds based on established art and architecture schools’ designs.
A requirement for the validation of automatic segmentation algorithms, the GroundTruthXR project aims to support the mark-up process of volumetric datasets which are used in biology and medicine using immersive visualization tools and an intuitive user experience.
With affordable high-quality standalone head-mounted displays (HMD), virtual reality is ready to move into the mass consumer market. Investigate a real-time image editing approach for VR360 mono and VR180 stereo that can be used directly inside an HMD.
The goal of this master project is to develop a custom gesture recognition system for HoloLens 2 with focus on a medical context.
The goal of this master project is to integrate a position tracking system into an IoT network for use in medical contexts.
The goal of the POVRS-alpha project is the development and potentially the evaluation of an XR-based gamified rehabilitation application. The application should mimic a classical Simon game and should be targeting pain rehabilitation.
This project aims to improve the procedural generation of roofs for three dimensional buildings by the usage of complex linked data structures in combination with shape functions.
This research is focused on wounds in games, especially the implementation of realistic wounds for serious games and medical simulations.
In the project VIA-VR, we aim to create a framework for modeling and staging strongly engaging VR adventures for medical training, prevention, therapy and rehabilitation.This project aims to evaluate help facilities that can be used to teach users how to use the VIA-VR framework.
Recording, playback, and analysis of human performance in virtual environments (VEs) is an important foundation facilitating systems that respond appropriately to (un)intentional non-verbal human actions. This project targets a general solution for recording time series of entity property changes within Unity and its application to generate artificial training data for image-based human pose detection as well as to the machine-learning-supported recognition of non-verbal human object references in a VE.
The project aims to visualize the coronary arteries during a cardiac catheterization from different angles with the help of a mobile app. The app has already been implemented in a bachelor thesis and will now be further developed in collaboration with the University Hospital Würzburg.
Das Ziel des Projekts ist es, ein Object Detection Verfahren aus der Machine Learning Disziplin auf die Domäne des Maschinen- und Anlagenbaus zu adaptieren.
Due to the Covid 19 pandemic, more and more people are working from home. Companies are faced with the challenge of creating creative working environments in the private sphere as well. In this project, a virtual, creativity-enhancing working environment is to be generated and piloted in cooperation with the XRHUB-Würzburg and Perceptual Sensor Technology unit at Fraunhofer institute in Freising.