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Hands-On Virtual Body Weight - Hand-Controlled Virtual Body Weight Manipulation in VR
Investigating How Motion Velocity Impact Virtual Body Weight Perception in VR
Hands-On Virtual Body Weight - Hand-Controlled Virtual Body Weight Manipulation in VR
The goal of this project is to perform a usability evaluation of the university's enrollment system to improve its overall quality.
Integrating state of the art prediction of human motion based on sparse tracking based on machine learning.
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!
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.
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.
Developing and evaluating a XR application for inducing Out-of-Body Experience in XR .
Extraction and analysis of metadata from the currently largest dataset (16TB), for training machine learning models for Person identification in VR
Developing and evaluating a VR application for Water Bottle Design. The application should provide a way to quickly test the graspability of water bottles with virtual hands in VR.
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 investigate the effect of social buffering of virtual agents.
This research aims to ease learning the basics of machine learning with a serious game and pedagogical agents.
This research aims to support medical practionioners with embodied virtual assistant during their daily work.
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.
Evaluate the current state of research on the Metaverse and related challenges for the telecommunications industry and develop and verify a virtual world considering existing visualization approaches and use cases!
In the percept AI project you will learn about human perception of artificial intelligence. You will build a virtual reality application to evaluate the effects of different appearances of AI on human perception.
This xtAI Lab introduces tools and workflows for designing and developing virtual environments based on the example of computer games. In group work, concepts, planning, design, creation, evaluation and refinement of a comprehensive VR application prototype are learned.
In the project MoSeF, we aim to improve the spacial and temporal performance of 3D motion capture by fusing the sensor data of optical, inertial and magnetic sensors, to be used in VR and AR applications.
Does the familiarity with an avatar have an influence on the affective or emotional appraisal? How can familiar avatars be practically implemented to allow the elaboration of this research question?
Understanding the effects of hand proximity to objects and tasks is critical for hand-held and near-hand objects. Even though self-avatars have been shown to be beneficial for various tasks in virtual environments, little research has investigated the effect of avatar hand proximity on working memory.
Super-Hero Revolution is an embodied VR experience. The user can observe his avatar in a virtual mirror while performing a series of transformations with the use of visual transition effects to produce a suggestion on the user, with consequent emotional release and mindfulness in a few seconds.
This project aims to create a virtual control room for real satellites. The satellite is not a simulation. We will use real telemetry data from real satellites in orbit.
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 INCESSANT aims to realize interactive simulations and especially interactive optimisation cycles.
The goal of this project is to design, implement and evaluate an immersive interface to interact with the repository data.
The goal of this project is to develop a solution that enables the interactive viewing of products and the context-related display of information. The viewer should be able to view the product via intuitive inputs and be given stylish information about the product in 3D space.
Optimization and evaluation of a training hardware interface for minimally invasive surgeries. The interface will measure wire movements applied in Angiography sessions. A small optical sensor similar to a mouse sensor captures wire movements at locks sealing aditus. The prototype has to be optimized and adjusted to real devices and the performance has to be evaluated.