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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!

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!".

In this project, a telephone assistant will be simulated in virtual reality (VR). Specifically, the goal is to simulate and embody an artificial intelligence (AI) that responds to speech. The central question is how the embodiment of this AI in virtual reality affects the users.

Implementation of an animationsystem with motion blending to animate virtual humans for extended reality applications.
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.

As part of the Virtual Platelet Project, a virtual environment for the simulation of platelets, you can work on several sub-projects: a model integration pipeline, soft-body physics, a VR toolbox or the simulation itself.

This research aims to support medical practionioners with embodied virtual assistant during their daily work.
Social buffering is the phenomenon of recovering more easily from stressful experiences when a conspecific is present. Qi et al. have recently shown that social buffering can also occur in virtual reality when a virtual agent is present in the virtual environment. This HCI-project will replicate this study in augmented reality instead.

Your motions can tell a lot about you, thanks to deep learning models learning your motion profile. This can be very helpful, but also very dangerous. Our research focusses on developing new methods using identifying information in motions to improve usability and security VR applications, but also to investigate privacy concerns.

Im Rahmen des Projekts DZ.PTM werden in Kooperation mit der Uniklinik Würzburg (UKW) mobile Anwendungen verglichen, die in der Radiologie genutzt werden, um den Prozess zur Buchung von Untersuchungsterminen zu optimieren. Dazu wurden gestalterische Methoden eingesetzt, insbesondere User-Centered & Rapid-Contextual Design (Holtzblatt 2004).

In this project, you will evaluate how different identity visual indicators influence social VR users to trust others' avatar, using tasks such as a Virtual Maze and an Investment Game. This project aims to utilise a validated paradigm for measuring trust in VR and investigate the usability of visual indicators in identity management.

The plausibility of virtual humans for self-presentation (avatars), artificial agents, and the representation of other users constitutes an important factor for the effectiveness of cross reality (XR) environments. This project targets the further development of a measurement tool, its verification in XR environments, and its general validation.

In this project, a reporting tool for UAP will be developed -- a mobile augmented reality (AR) application to help the witness or a scientific investigator to quickly sketch out the perceived phenomena in-situ such that visual occurrences, involved movements and speeds can be reconstructed in the very environments where the events took place.

User-centric evaluation of the 3D editor used to create virtual environments for the VIA-VR platform.

In this project we investigate different aspects of a VR environment and their importance for plausibility judgment.

In this project, you will evaluate and refine a concept of virtual perspective taking (body swapping) to increase self-compassion. This project aims to specify how body swapping affects self-compassion and, based on a user evaluation, to identify the next steps in further development of an existing prototype.

This project is a cooperation with the SSI Schäfer Group. The project entails the extension and evaluation of a VR interaction with a digital representation of the Advanced Pick Station, a workstation, where unmixed goods are picked directly into order bins and cartons.

This project is part of a XRHub Digital Twin project which focuses on increasing the awareness for ground erosion through heavy rainfall in an agricultural context.

Design and develop a questionnaire tool and incorporate it into the VIA-VR project.

Including Realtime Hand Tracking for desktop users with standard webcam 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 in which trainees are taught the anatomy of the coronary arteries by a real instructor.

The XRHub Digital Twin project is currently working on a future-oriented, interactive simulation to increase flood awareness.

Traversing the pass will be a serious game teaching basic machine learning concepts like backpropagation in a playful way.

The project investigates the influence of avatar embodiment and personalization on body perception

The project aims to recreate an existing VR application based on a thorough analysis of the software and hardware requirements in the Unity game engine. The newly created prototype will be evaluated in terms of technological parameters to be used in research in the future.

The goal of this project is to investigate at which gesture size a machine learning algorithm can detect if a drawing gesture is being performed in Virtual Reality when using the controller as a pen.

This project aims at investigating new concepts and methods for immersive data visualization

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 implement an Intelligent User Interface that helps the user while using a sophisticated VR authoring platform.

A Graphical User Interface to interact with a Learning Classifier System.

Design and develop a VR application that addresses first-aid training

Design and develop a VR application that addresses gait rehabilitation

Design and develop a VR application that addresses drug usage prevention

Design and develop a cue guideline to be used in VR experiences to assist a user.

This project aims to evaluate from literature extracted body dimension affordance measurements in a pilot study and is part of the research project ViTraS.

This project aims at investigating the issue of recognizing people over several sessions in VR

This work pursues the goal to analyse Users movements in order to create personalized movement profiles

The goal of this bachelor thesis is to test different types of how to visualize critical medical measurements and their influence on usability.

Swarms and "super organisms" have been subject of several popular computer and video games. They all explore the relationship of tension between the large number of swarm agents' autonomy and the commands by the player. Social insects are super organisms that are capable to achieve outstanding things...

The GroundTruthXR project supports the manual process of segmenting volumetric biological datasets. The better the view, the better the marking tools, the better the UI, the faster we will improve our biological models and the better will be the medical treatments...

Using the power and versatility of games, we want to associate each game element to its corresponding learning element. This mapping would give us the ability to design and develop a serious game for chemistry teaching where the game elements encode the necessary knowledge we want to convey.

This project is a cooperation with the SSI Schäfer Group. The project entails the development and evaluation of a VR interaction with a digital twin of the Advanced Pick Station, a workstation, where unmixed goods are picked directly into order bins and cartons.

This project evaluates and refines existing approaches to support the generation of training data for an image recognition system in the domain of technical service applications. The project is a cooperation with denkbares GmbH who provide intelligent support systems for technical services.

In this project, subjects experience a discriminatory situation watching a 360° video while wearing a head-mounted-display. The goal of the project is the development and execution of a suitable study design. Based on the results, changes to the system should be made or recommended.

Recording and integrating new virtual human animations for a virtual audience system

In this thesis, we present a method for securely exchanging personalized avatars in social VR applications. In particular, a hybrid encryption scheme was developed to encrypt avatars end-to-end while distributing them among all participants

Das Ziel des Projektes ist herauszufinden, ob Nutzer eines High Heels tragenden Avatars in VR ihr Gehverhalten entsprechend ihrer virtuellen Verkörperung anpassen, obwohl sie in Realität flache Schuhe tragen.

In this project, a swarm model will be created where the agents drop implicit surface „metaballs“ to assemble diverse 3D artifacts based on local interaction rules, e.g. based on the agents’ internal state and their environment.

The goal of this project is to engineer a comprehensive and still consistent 3D user interface (3DUI) for controlling a complex swarm system. A user-centered engineering method implementing a blast-off workshop as well as iterative quality gateways for requirement refinement and fulfillment are a seminal aspect of this thesis project.

In the context of computational neuroscience, sequential-decision making and reinforcement learning experiments are used to understand human behavior. We investigate a novel method of design and implementation of suitable environments for such experiments using gamification. This ensures collection of usable data about the participants learning behaviour by engaging them in a fun experience.

Das Ziel dieser Arbeit ist herauszufinden wie historische Situationen in immersiver Virtual Reality dargestellt werden müssen, damit diese nacherlebt und Wissen über den historischen Kontext vermittelt werden kann.

The Effect of Immersion, Visual Angle, and Interactivity on the Effectiveness of Product Placements

Tangible AR für die Nutzung im Bildungskontext im Vergleich

This thesis investigates the influence of avatar lip-sync, eye-movements, and finger-movements on body awareness and the feeling of embodiment.

In this project, a training game for blind persons will be realised by strategically linking anatomical exploration tasks and knowledge tests to a human skeleton model that is "read" by means of a TipToi pen.

There is an increasing interest to use Reinforcement Learning methods to understand inter-individual differences in mental health in order to improve diagnostics and therapies. In this project, we aim at gamifying these techniques.

The goal of this topic is to develop and assess a smartphone application, that sends notifications to participants to reduce drop-out rates for online surveys.

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.

Biometric data such as human body motion are specific to every human. Can we use machine learning to identify the person doing the movement?

Enhancement of an existing prototype of an immersive virtual reality training system for post-operative therapy treatment after knee injuries. Game-like experiences simulated in immersive virtual environments motivate patients to perform dedicated movement tasks that mobilize and strengthen their lower limbs.

The integration of manifold interactive objects is almost limitless in virtual reality and can be beautifully integrated into foreign language learning. In this project, different versions of an interaction suitcase for inter- and transcultural learning will be implemented and evaluated.

The project explores the allocentric perception of virtual humans in relation to the used display type (VR vs. video see-through AR vs. optical see-through AR).

The project extendes an interactive virtual mirror embodiment application for an augmented reality optical see-through HMD, to investigate presence, embodiment, and bodyweight perception in AR.

Dark Sides of VR: Einflüsse von Embodiment und der Umgebung auf das Glücksspielverhalten in der virtuellen Realität .

The goal of this thesis is to contribute to the body of research and a step towards practical design guidelines for multimodal interfaces.

This project or thesis explores psychophysical effects of avatars, virtual replicas of users in Virtual Reality. The goal of the project is to generate avatars using the state-of-the-art photogrammetry equipment of the EmbodimentLab and to change specific avatar aspects like look, size, or even gender and to test the effects these changes will have on the users controlling the avatars.

This master thesis investigates low cost alternatives for a marker-based full-body motion capture system in the context of embodied virtual environments and how these systems influence the sense of embodiment.

Der Einfluss von Tangible AR auf Intuitivität, User Experience und Präferenz.

The goal of this HCI project is to develop a technique for selecting objects which focuses on the naturalness of the interaction.

This thesis focuses on implementing and evaluating distinct audience atmospheres for exposure therapy in VR. Expert interviews are conducted to analyze the behavior of an audience of virtual avatars displaying different posture, gaze as well as head movement animations and its therapeutical use against public speaking anxiety

This project aims to evaluate the usability of an immersive emergency room simulation. The simulation trains young surgeons in successfully treating emergency patients.

Miona supports researchers in life sciences who conduct in-vitro and in-silico experiments by seamlessly integrating simulated data & interactive simulations.

The Topic of this Thesis is to test various ways of implementing game mechanics for board games in a mixed reality setup

Creating a design space for visual, auditive, or haptic augmentations for collaborative and/or social interactions in Virtual Reality (VR). Developing a prototype based on previous work (existing implementations) and conducting a first evaluative study.

Enhancement of an existing prototype of an immersive Virtual Reality (VR) training system for post-operative therapy treatment after knee injuries. Basic game-like experiences simulated in fully immersive virtual environments motivate patients to perform dedicated movement tasks mobilizing and strengthening their lower limbs.

IslandViz ist ein Inspektionswerkzeug zur Darstellung der Architektur OSGi -basierter, in Java geschriebener Software in VR. Ziel der Masterarbeit ist die Erweiterung von IslandViz, sodass die zeitliche Veränderung und Entwicklung der Softwarearchitektur abgebildet werden kann.

In order to increase the order of magnitude or accuracy of agent-based simulations, SOMA tries to identify and use patterns to accelerate the resulting computational tasks.

This project investigates the use of simulative processes that dynamically change assets and their arrangements according to natural cycles can drive the evolution of a virtual world.

Project LEVEL aims at translating, extending and innovating game and complementary mechanics and user interfaces from the adventure game genere for realising VR adventures.

Project INCESSANT aims to realize interactive simulations and especially interactive optimisation cycles.

Through the application of VR in obesity therapy, new approaches towards a sustainable treatment of obesity can be created.

This thesis investigates the use of personalized photorealistic avatars in Virtual Fitting Rooms.

Expand is a promising interaction technique for out of arm’s reach selection tasks in virtual environments. However, it is so far only tested in a minimal-immersive setup using a TV-screen, leaving the technique’s effectiveness unexplored with respect to fully-immersive Head-Mounted-Display (HMD) setups.

Within the scope of this work it should be investigated, whether synthetic training data, in which avatars have reference to the environment, deliver more accurate depth prediction since the CNN can learn reference points.

This HCI master thesis focuses on distributional word models for robust semantic information systems.

The aim of this project is to design and implement a multimodal VR adventure game.

The goal of this thesis is to investigate the effects of a full embodiment compared to an incomplete embodiment and the effect of a virtual mirror in a VR application for rehabilitation (ILAST).

This paper examines the influence of two different avatars (Proteus effect) and two different environments (Escapism) on current activation, training motivation and perceived stress. The effects were observed in the context of a physiotherapeutic training system for rehabilitation after knee injuries.

Diese Arbeit untersucht unterschiedliche Arten von Feedback, die von einem virtuellen Coach gegeben werden. Als konkreter Anwendungsfall dient eine VR-Anwendung für Rehabilitationsübungen nach Knieoperationen.

Der Einfluss von Präsenz auf glücksspielbezogene schadensverursachende Faktoren.

This project aims at developing and evaluating novel type of VR training environment for elocution when speaking in public.


The interest of this thesis is to investigate which Virtual Reality (VR) travel technique could benefit the Context Conditioning (CC) experiment paradigm of the company VTplus GmbH - virtual therapy + research systems (VT+) most

This thesis aims to implement and assess an active learning approach that incorporates information from paragraph vectors using a SVM. Taking the limitations of previous studies into account, the goal is to develop a model that solves cold start problems, tackles the high number of needed annotations and offers visualization and feedback possibilities.

This project investigates markerless visual head-tracking by means of deep convolutional neural networks trained with synthetically generated data to predict the heads 3D positions of users.

This thesis will analyze and optimize an unsupervised emotion recognition approach and compare it to state-of-the-art supervised approaches to improve objective emotion classification.

The goal of this project is to develop a computer game that follows the principles of open world computer games to fulfill the requirements of the constructivism.

Ziel dieses Projekts ist das Erstellen eines virtuellen Spielautomaten in VR und auf Desktop und eine erste Evaluation über die Auswirkungen von virtueller Realität auf Glücksspiele.

Ziel in dieser Arbeit ist, neue, intuitive und natürliche VR Text Eingabemethoden zu finden und mit der aktuell verbreitetsten Eingabemethode in Form des Point and Click Keyboards zu vergleichen.

Embodied Interfaces are a future prospect of Human-Computer interaction. This project explores psychophysical effects of avatars, virtual replicas of users in Virtual Reality. The goal of the project is to generate avatars using the state-of-the-art photogrammetry equipment of the EmbodimentLab and to change specific avatar aspects like look, size, or even gender and to test the effects these changes will have on the users controlling the avatars.

This MCS bachelor thesis focuses on teaching elementary chess skills in a motivating way using an interactive surface.

This thesis focuses on the improvement of Eldritch Horror with respect to game immersion experience by supporting the various player actions and encounters in it using a companion app.

In dieser Arbeit soll eine Simulation erstellt werden, in der Benutzer Fensteranwendungen innerhalb der virtuellen Realität nutzen und sich ihren persönlichen, virtuellen Arbeitsplatz schaffen kann.

The focus of this doctoral thesis is the evaluation in which extensive virtual reality supports the treadmill based rehabilitation process of patients with multiple sclerosis.

Follow the White Rabbit is a demonstration showcasing a social robot that acts as a game master in an interactive tabletop role-playing game. In this project, the robot's performance is to be realized in two additional English variants that are then to be compared in terms of their impact on two qualities of user experience.

Motion-to-photon latency in VR describes the time needed for the effects of a movement performed in a tracked environment to be visible on a display. The goal of this work is to measure motion-to-photon latency in a VIVE environment, ideally at runtime of an experiment.

Im Rahmen dieser Arbeit soll ein Werkzeug entstehen, mit dem perspektivische "Fehler" in Gemälden mittels der Übertragung der abgebildeten Szene in ein dreidimensionales Modell dargestellt werden können.

This HCI project focuses on the improvement of Eldritch Horror with respect to game immersion experience by supporting the various player actions and encounters in it using a companion app.

The goal of this project is evaluate a tagging concept that aims to support small collaborative groups. Creatively design and conduct an UX and performance experiment (no programming required).

By combining classical boardgames with computer games into a HR game this project aims to integrate a social component to the game while still maintaining automatic rule execution in real time.

Tracking systems usually extract the position of body joints and pass them on to a final decision unit which classifies the data as different gestures. These units can be manually specified templates.

The goal of this project is to write a node server application that allows the creation and update of text files with the use of a web-form.

Design and development of an Augmented Reality (AR) teaching and training app for prospective cardiologists to teach the understanding of the 3D anatomy of the coronal arteries. The app should help to enable physicians to properly detect, localize, and quantify potential stenosis of the coronal arteries and to apply the adequate angiography method.

Deep brain stimulation (DBS) is an evidence-based therapy for Parkinson’s disease. Surgeons implant a device in deep brain structures that locally stimulates the brain with electric pulses. In this project, a UI will be developed that allows physicians to define specific stimulation parameters optimally.

In dieser Bachelor-Arbeit wird der Einfluss von Mid-Immersion Befragungsarten auf Presence, Angsterleben, Gedächtnisleistung und Cyber Sickness untersucht.

Germany is facing an low fertility rate compared to the rest of Europe, whereas a high number of woman and men are unwillingly without own children. This work describes a smartphone application, which was conducted to address this issue.

In cooperation with RadioGong, a social media app is to be created for the communication of listeners with the radio broadcaster.

VR games, simulations and applications for skill and knowledge training frequently are evaluated using standardized tests, such as the presence and simulator sickness questionnaires. However, do these questionnaires yield a similar accuracy when used in the VR environment directly?

Pain and discomfort are invisible and complex experiences that account for the number one reason why people seek medical attention. The goal of this research project is to introduce and evaluate various elements of gamification in order to encourage the patients' commitment themselves to the timely and accurate documentation of their symptoms.

Enhancement of an existing prototype of an immersive Virtual Reality (VR) training system for post-operative therapy treatment after knee injuries. Basic game-like experiences simulated in fully immersive virtual environments motivate patients to perform dedicated movement tasks mobilizing and strengthening their lower limbs.

Forschung hinsichtlich Anforderungen und Toolchain für VR in der Automobilzuliefererindustrie.

Expore the possiblities for virtual reality systems for conducting perception psychology research. E.g. replicate an experiment about the impact of field of view on emotional responsens using a head-mounted display.


iGEM (international Genetically Engineered Machine) is an international competition for students in the field of synthetic biology. In this project, the joint-team aims at designing an outstanding interactive website

iGEM (international Genetically Engineered Machine) is an international competition for students in the field of synthetic biology. In this project, the joint team aims at making synthetic biology in general and their project in particular more accessible to the broader public (...) by creating a computer game.

Development of a specific GEtiT VR version for the purpose of increasing the game's immersion and presence as well as potentially improving the visual knowledge presentation.

Cooperative project with SIEMENS Healthcare that allows to participate in the development and evaluation of a virtual operating room.

Development of an immersive Virtual Reality (VR) training system for post-operative therapy treatment after knee injuries. Basic game-like experiences simulated in fully immersive virtual environments motivate patients to perform dedicated movement tasks mobilizing and strengthening their lower limbs.

Analyse des E-Learning-Bedarfs an der Universität Würzburg sowie die Entwicklung eines E-Learning-Konzepts.

Design und Entwicklung einer VR-Umgebung für die gemeinsame Betrachtung von Events im eSports in einer Virtuellen Realität.

This project aims at interpreting the user/player behaviour of immersive experiences and games, to determine the attractiveness of contents, and thereby adapt the flow of information.

In this BOODLE project (BiOlOgical DeveLopment Environment), we focus on retracing certain developmental biology experiments. This serves two goals: (1) We demonstrate the simulative power of the BOODLE framework. (2) We can hone the behavioural and physical parameters of the underlying interaction primitives.

In this BOODLE project (BiOlOgical DeveLopment Environment), we focus on the design and evaluation of an immersive visual programming approach called INTO3D. In the context of BOODLE, it allows the experimenter to define the cells behaviours and link individual behaviours and the morphometric development at the tissue level.

In this BOODLE project (BiOlOgical DeveLopment Environment), we focus on the design and evaluation of the user interface for immersive developmental biological assays.

The concept of self-organised construction (SOCO) relies on a large number of agents that coordinate their construction efforts... This project explores the border between technical automation and creative, user-driven guidance.

INTO3D (interaction-oriented 3D modelling & simulation) takes visual programming to the next level. This project focusses on adapting an existing implementation of INTO3D for smart environment domains such as smart homes or smart cities.

INTO3D (interaction-oriented 3D modelling & simulation) takes visual programming to the next level. This project comprises the development and evaluation of an immersive VR user interface for the existing Unity3D implementation of INTO3D.

We may expect the number of robots per person grow significantly in the next few years. In this project, a mobile game to control large numbers of swarm agents sets out to explore new interfaces for controlling swarm systems.

Robots get cheaper by the minute and they have been conquering our daily lives. We may expect the number of robots per person grow significantly in the next few years. But how can we control them?

Robots get cheaper by the minute and they have been conquering our daily lives. We may expect the number of robots per person grow significantly in the next few years. But how can we control them?

Ecogames inform about environmental issues, species at the brink of extinction, or, in general, about various eco systems. In this project a mobile game on the bee life cycle needs to be released to the app stores and tested in classroom environments.

In biohybrid societies, robots and plants exist side by side. How can humans make informed decisions about the design of biohybrid systems that live and evolve for several decades or even longer?

To predict the development of a biohybrid system, we need efficient, interactive growth models of plants. In this project, an existing model needs to be revisited and be polished for deployment.

In order to simulate biohybrid models for augmented reality decision making, an existing interactive plant model needs to be ported to the CryEngine.

Autonomes Fahren wird von führenden Automobilherstellern erforscht und soll in den nächsten Jahrzehnten im Straßenverkehr Einzug halten. Wie wird die Fahrer-Fahrzeug-Interaktion im autonomen Fahrzeug idealerweise gestaltet?

This thesis realizes a mixed reality version of Quest’s storytelling aspects by incorporating the social robot Reeti into the setup. Reeti takes on the role of the characters, which the human players meet during the adventure, as well as of the narrator – making him the questmaster.


Enhancing GEtiT's win-screen by displaying mathematical equations and implementing a challenge mode as well as a level editor.

This thesis proposes a testbed for comparative evaluations of fusion engines and compares two different fusion approaches as proof of concept: temporal augmented transition networks vs. unification.

This thesis presents the design and implementation of a framework to quickly implement web-based user interfaces for controlling, monitoring and generally interacting with remote applications, such as SimulatorX, in realtime.

The master thesis consists of the design, development and evaluation of a mobile, location-based educational game


Einsatz von VR zur Motivatiossteigerung und Intensivierung der User Experience beim Training am Gangroboter 'Geo evolution'

The bachelor thesis consists of the development of a VR prototyping environment with panoramic photos.

Use non-obstructuve bluetooth acceleration sensors to track movement of users' limbs and trigger pre-defined animated emotes of the respective avatar.

The master project consists of the development of a framework for Augmented Reality location-based gaming.

Integration von serverseitigen Features in den Webauftritt des Seniorenportals Mainfranken.



Design und Entwicklung einer VR-Umgebung zur Interaktion als Zuschauer im e-Sports.

The bachelor thesis consists of the development and evaluation of methods for augmenting objects with text labels in AR applications.

Development of an 3d anatomy app for the training of cardiologists


Optimierung der visuellen Darstellung und Usability von GEtiT.


Entwicklung von GEtiT mit Fokus auf das User Interface Design.

Entwicklung von GEtiT mit Fokus auf das Level Design und Generierung von Trainingsaufgaben.


Im Rahmen dieses Projekts soll die Unity 3D Game Engine mit dem Simulator X Framework verbunden werden.
