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In this project a fully immersive sketching system will be developed that maps mid-air hand gestures to three-dimensional mid-air ink strokes. We will explore the influence of sketch beautification methods on spatial analysis, stroke accuracy and sketch aethetic.

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.

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

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

Including Realtime Hand Tracking for desktop users with standard webcam in virtual environments.

In the Media Bias in XR Project we investigate media bias in news articles 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 design guidelines for 3D-printed Tangible AR markers.

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

This project aims at the development of a serious game dealing with the challenges of advance care planning and the lack thereof.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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

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

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.