Human-Computer Interaction

Completed Projects


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Genetically Programming Patterns ★
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!
World-in-Miniature Games Collection ★
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!".
Embodiment of AI in Virtual Reality ★
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.
Walking Animationsystem for Social Extended Reality ★
Implementation of an animationsystem with motion blending to animate virtual humans for extended reality applications.
Enhancing Social Buffering in VR: The Effect of Group Size
This research aims to investigate if virtual social buffering effect can be enhanced when two or three confederates are present in the virtual world.
Identification of user errors when using AI systems: The Role of AI Literacy
This research aims to improve AI literacy in the workplace with a pedagogical agent trained on common errors of human-AI interaction.
The Influence of Embodied Artificial Intelligence Presence on Phishing E-mail Recognition Performance in a Work Environment
This research aims to investigate if the sole presence of embodied AI can improve spam mail classification in a work environment.
Virtual Platelets
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.
Die Akzeptanz verkörperter KI-Agenten unter medizinischen Fachkräften: der Einfluss von KI-Autonomie und persönlicher Machtposition
This research aims to support medical practionioners with embodied virtual assistant during their daily work.
Evaluating social buffering in AR: Replication of the Qi et al. experiment
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.
Show me how you move, and I tell you who you are
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.
Vergleich mehrerer UIs zur Anordnung radiologischer Leistungen
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).
Evaluate the impact of identity visual indicators on trust in social VR
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.
Virtual Human Plausibility
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.
Mobile AR Animation Tool for Reporting Unidentified Aerial Phenomena
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.
Evaluation of VIA-VR 3D Environment Editor
User-centric evaluation of the 3D editor used to create virtual environments for the VIA-VR platform.
Plausibilität in VR
In this project we investigate different aspects of a VR environment and their importance for plausibility judgment.
Multi-User VR: Body Swapping and Self-Compassion
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.
Digital Twin in Intralogistics
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.
Flood Sim - Visualising ground erosion in agriculture
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.
Creating a VR Questionnaire Tool
Design and develop a questionnaire tool and incorporate it into the VIA-VR project.
Immersive Desktop - Hand Tracking
Including Realtime Hand Tracking for desktop users with standard webcam in virtual environments.
Assessing the simulator-sickness level of a User in VR
Within this project you can leverage physiological and/or behavioral data to determine the current state of the user in a virtual environment.
VR Coronary Artery Training
Design and develop a VR application in which trainees are taught the anatomy of the coronary arteries by a real instructor.
Digital Twin - Flood Awareness Simulation
The XRHub Digital Twin project is currently working on a future-oriented, interactive simulation to increase flood awareness.
Traversing the pass: A serious game teaching students how neural networks learn
Traversing the pass will be a serious game teaching basic machine learning concepts like backpropagation in a playful way.
The Influence of Embodiment and Personalization of Photorealistic Avatars on Body Perception in Virtual Reality
The project investigates the influence of avatar embodiment and personalization on body perception
iLAST: Immersive Knee Rehabilitation - A New Prototype
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.
How precise can it get - Detection of drawing gestures in virtual reality using a machine learning approach
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.
Untangling the X-ray Universe through immersive big data visualization
This project aims at investigating new concepts and methods for immersive data visualization
Assessment of the user state in VR healthcare applications
Within this project you can leverage physiological and/or behavioral data to determine the current state of the user in a virtual environment.
Intelligent User Interface for User Guidance
Design and implement an Intelligent User Interface that helps the user while using a sophisticated VR authoring platform.
Graphical User Interface for Learning Classifier System
A Graphical User Interface to interact with a Learning Classifier System.
VIA-VR: First-aid Training Demonstration
Design and develop a VR application that addresses first-aid training
VIA-VR: Rehabilitation Demonstration
Design and develop a VR application that addresses gait rehabilitation
VIA-VR: Drug Prevention Demonstration
Design and develop a VR application that addresses drug usage prevention
Formative Design of VR Guidance Cues
Design and develop a cue guideline to be used in VR experiences to assist a user.
Is this me? Effects on Body Perception After Exposure to a Modulated Self in Virtual Reality
This project aims to evaluate from literature extracted body dimension affordance measurements in a pilot study and is part of the research project ViTraS.
Recognition of VR players through motion data
This project aims at investigating the issue of recognizing people over several sessions in VR
Are my hands enough? Using inverse kinematics to improve user identification
This work pursues the goal to analyse Users movements in order to create personalized movement profiles
Design- und Darstellungsmethoden für die Gefahrenvisualisierung von medizinischen Messwerten in der Patientenakte
The goal of this bachelor thesis is to test different types of how to visualize critical medical measurements and their influence on usability.
Swarm RTS TD Game
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...
User-Centered Engineering of Tissue Segmentation in VR
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...
AtomQuest: Developing Serious Games for Chemistry Teaching
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.
Digital Twin in Intralogistics
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.
denk Bild
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.
Change by XR
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.
Virtual Audience Animee
Recording and integrating new virtual human animations for a virtual audience system
Identification and Prototypical Implementation of a Suitable Encryption Method to Securely Exchange Personalized Avatars in Social VR Applications
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
Der Effekt von virtuellen High Heels auf das Gehverhalten
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.
Programmable Constructive Swarms
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.
Immersive Swarm Control
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.
Gamification of Neuropsychological Decision Making Experiments
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.
Experiencing History in Virtual Reality
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.
AdVRtize: The Effect of Immersion, Visual Angle, and Interactivity on the Effectiveness of Product Placements
The Effect of Immersion, Visual Angle, and Interactivity on the Effectiveness of Product Placements
Gestic and Facial Animations - Testing Body-Awareness in an Immersive 3D Environment
This thesis investigates the influence of avatar lip-sync, eye-movements, and finger-movements on body awareness and the feeling of embodiment.
The Speaking Skeleton
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.
Gamifying Reinforcement-based Learning
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.
Survey to go: Designing a notification generator for experience sampling studies
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.
Assessment of Help Facilities in VR Adventure Platform
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 Profiling With Machine Learning
Biometric data such as human body motion are specific to every human. Can we use machine learning to identify the person doing the movement?
iLAST: Immmersive Leg Coordination and Strength Therapy
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.
Interaction SuitCase
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.
Comparing the Allocentric Perception of Personalized Virtual Humans between Virtual and Augmented Reality
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).
Exploring Embodiment and Body Perception with an Augmented Reality Mirror
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
Dark Sides of VR: Einflüsse von Embodiment und der Umgebung auf das Glücksspielverhalten in der virtuellen Realität .
Natural Multimodal Speech and Gesture Interfaces for Virtual Reality - Towards Practical Design Guidelines
The goal of this thesis is to contribute to the body of research and a step towards practical design guidelines for multimodal interfaces.
Effects of personalized avatars
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.
Quality of Tracking Systems for Embodied Virtual Reality
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.
Design einer Tangible AR-Anwendung für Lehr-Lern-Zwecke
Der Einfluss von Tangible AR auf Intuitivität, User Experience und Präferenz.
Natural Pointing
The goal of this HCI project is to develop a technique for selecting objects which focuses on the naturalness of the interaction.
Different audience atmospheres for VR exposure therapy
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
Usability of Immersive Emergency Room Training
This project aims to evaluate the usability of an immersive emergency room simulation. The simulation trains young surgeons in successfully treating emergency patients.
Project Miona: Multi-Immersive Onco-Analysis
Miona supports researchers in life sciences who conduct in-vitro and in-silico experiments by seamlessly integrating simulated data & interactive simulations.
To Dice or not to Dice
The Topic of this Thesis is to test various ways of implementing game mechanics for board games in a mixed reality setup
Social and Communicative Augmentations: Augmented Affordances for Virtual Social and Collaborative Interactions
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.
ILAST++: Immmersive Leg Coordination and Strength Therapy
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.
Visualisierung von Software-Historie in VR
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.
Project SOMA: Self-Organised Middle-out Abstraction
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.
Project MABEL: siMulative & Agent-Based dEsign ecoLogies
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: virtuaL rEality adVenturE tooLkit
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: INteraCtivE Simulation optimiSAtioN laboraTory
Project INCESSANT aims to realize interactive simulations and especially interactive optimisation cycles.
Obesity Therapy in VR: The Influence of Immersion on Presence, Embodiment and Body Perception
Through the application of VR in obesity therapy, new approaches towards a sustainable treatment of obesity can be created.
Der Einfluss personalisierter fotorealistischer Avatare auf die Produktwahrnehmung in Virtual Fitting Rooms.
This thesis investigates the use of personalized photorealistic avatars in Virtual Fitting Rooms.
Comparison of an Expand Interaction Technique with Raycasting for Immersive Virtual Environments
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.
The influence of the scene on monocular 3D pose estimation through a CNN
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.
Adaptive Distributional Word Models for Robust Semantic Information Systems
This HCI master thesis focuses on distributional word models for robust semantic information systems.
Conception and Development of a Multimodal VR Adventure Game
The aim of this project is to design and implement a multimodal VR adventure game.
Effects of Embodiment in a VR Application for Rehabilitation
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).
Proteus Effect and Escapism in a VR Application for Rehabilitation
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.
Feedback of a Virtual Coach in an Immersive Rehabilitation Application
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.
Virtual Elo! A VR Training Environment for Elocution
This project aims at developing and evaluating novel type of VR training environment for elocution when speaking in public.
Investigating Travel Techniques for a Context Conditioning Experiment in Virtual Reality
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
Interactive Machine Learning for Document Classification
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.
Markerless Visual Head-Tracking System
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.
Analysis and Optimization of an Unsupervised Learning Approach for Emotion Recognition
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.
Complex Learning Games
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.
Glücksspiele in VR
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.
Typing in VR
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.
Avatars
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.
GAMBIT - Gamified Application based on a Mixed-reality Boardgame as Interactive Tutorial
This MCS bachelor thesis focuses on teaching elementary chess skills in a motivating way using an interactive surface.
Immersion through Storytelling - An Eldritch Horror Board Game App
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.
Der virtuelle Arbeitsplatz
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.
Using virtual reality and gamification within procedural generated environments to increase motivation during gait rehabilitation
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 - English
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.
Determining Motion-to-Photon Latency of a VIVE
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.
Untersuchung von perspektivischen "Fehlern" in Gemälden
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.
Immersion through Storytelling - An Eldritch Horror Board Game App
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.
UX Evaluation: Supporting Collaborative Work with Tagging
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).
Unreal based tabletop framework for hybrid reality games
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.
Gesture Recognition and Feature Selection
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.
Implementation of a Client-Server Application to Create and Update Text Files
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.
Augmented Coronary Training
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.
UI Development for Deep Brain Stimulation
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.
Der Effekt von Befragungsarten auf Presence, Angsterleben, Lernerfolg und Cyber Sickness in Virtual Reality Expositionsszenarien: Implementierung und experimentelle Untersuchung
In dieser Bachelor-Arbeit wird der Einfluss von Mid-Immersion Befragungsarten auf Presence, Angsterleben, Gedächtnisleistung und Cyber Sickness untersucht.
FERTILITY - Konzeption und Implementierung einer Smartphone Applikation zur Bestimmung des individuellen Fruchtbarkeitspotenzials anhand der eigenen Lebensführung
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.
Radio Gong Social Media Projekt
In cooperation with RadioGong, a social media app is to be created for the communication of listeners with the radio broadcaster.
The Virtual Reality of a Test
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?
Game Changer - Engagement
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.
ILAST+: Immmersive Leg Coordination and Strength Therapy
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.
VR in der Automobilindustrie
Forschung hinsichtlich Anforderungen und Toolchain für VR in der Automobilzuliefererindustrie.
Virtual Reality and Perception Psychology
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 - Team Site
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 - Synthetic biOlogy gaME
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.
GEtiT: Development of GEtiT VR
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.
Virtual Operating Room
Cooperative project with SIEMENS Healthcare that allows to participate in the development and evaluation of a virtual operating room.
iLAST: Immmersive Leg Coordination and Strength Therapy
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.
Qualitätspakt Lehre, Teilprojekt E-Learning/Blended Learning, Teilbereich Studierende
Analyse des E-Learning-Bedarfs an der Universität Würzburg sowie die Entwicklung eines E-Learning-Konzepts.
Virtual Stadium: An Embodied Collaborative eSports Viewer
Design und Entwicklung einer VR-Umgebung für die gemeinsame Betrachtung von Events im eSports in einer Virtuellen Realität.
VR Flow - Likes and Dislikes
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.
BOODLE - Tissue Formation
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.
BOODLE - INTO3D
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.
BOODLE - Immersive Assay Design
In this BOODLE project (BiOlOgical DeveLopment Environment), we focus on the design and evaluation of the user interface for immersive developmental biological assays.
SOCO - Creator Game
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.
OSOM - Massive Boids
The fascinating dynamics of a flocking swarm of bird-oids come alive in VR.
INTO3D - Smart Environments
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 - Immersive Programming
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.
Human-Swarm Interaction - Mobile Swarm Arcade Game
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.
Human-Swarm Interaction - Immersive Swarm Arcade Game
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?
Human-Swarm Interaction - Firefighting
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 - Bee Simulator
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.
Biohybrid Realities - Playing It Real!
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?
Biohybrid Realities - Interactive Plant Models
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.
Biohybrid Realities - CryEngine Port
In order to simulate biohybrid models for augmented reality decision making, an existing interactive plant model needs to be ported to the CryEngine.
Stop Over There: Speech- and Gesture-based Micro-Interaction for Virtual Autonomous Vehicles
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?
Influence of a Social Robot on Game Experience and Social Presence in a Mixed Reality Tabletop Game
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.
GEtiT: Enhancing the Training Game's Functionality
Enhancing GEtiT's win-screen by displaying mathematical equations and implementing a challenge mode as well as a level editor.
Comparison of multimodal fusion methods for real-time interactive systems - towards a general testbed
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.
A Web User Interface Framework for Real-time Interactive Systems
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.
Location-based Serious Gaming
The master thesis consists of the design, development and evaluation of a mobile, location-based educational game
VR in der Neurorehabilitation
Einsatz von VR zur Motivatiossteigerung und Intensivierung der User Experience beim Training am Gangroboter 'Geo evolution'
Panoramic Photos for VR Prototypes
The bachelor thesis consists of the development of a VR prototyping environment with panoramic photos.
Interpersonal Synchronization in Large-scale Virtual Environments
Use non-obstructuve bluetooth acceleration sensors to track movement of users' limbs and trigger pre-defined animated emotes of the respective avatar.
Augmented Reality for hand-held location-based gaming
The master project consists of the development of a framework for Augmented Reality location-based gaming.
Überarbeitung des Seniorenportals Mainfranken
Integration von serverseitigen Features in den Webauftritt des Seniorenportals Mainfranken.
Large Scale Pit
Adapt the virtual pit demonstration to facilitate a large environment.
VR.SPORTS 42: An Immersive eSports Viewer
Design und Entwicklung einer VR-Umgebung zur Interaktion als Zuschauer im e-Sports.
Readability of text labels in Augmented Reality applications
The bachelor thesis consists of the development and evaluation of methods for augmenting objects with text labels in AR applications.
Social App Development
Contribution to the software development of a full stack social app
Coro Pro (Coronary Projections): AR
Development of an 3d anatomy app for the training of cardiologists
GEtiT: Optimierung des Affine Transformation Lernspiels
Optimierung der visuellen Darstellung und Usability von GEtiT.
GEtiT: Entwicklung eines Affine Transformation Lernspiels - UI Design
Entwicklung von GEtiT mit Fokus auf das User Interface Design.
GEtiT: Entwicklung eines Affine Transformation Lernspiels - Level Design
Entwicklung von GEtiT mit Fokus auf das Level Design und Generierung von Trainingsaufgaben.
Anbindung von Simulator X an die Unity 3D Game Engine
Im Rahmen dieses Projekts soll die Unity 3D Game Engine mit dem Simulator X Framework verbunden werden.
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