Human-Computer Interaction

Parametric Wound Generation


This project is already assigned.

Introduction

Wounds in games are quite a common feature, considering they are part of pretty much every shooter there is. Often used approaches in implementing them are through so-called decals. Attached to the avatar, they become visible whenever a gunshot or the like hit the victim. Normally they are designed beforehand, so their appearance is mainly about the looks and less about actual behaviour. This research is focused on finding a way to fit wounds to anatomical correctness in the context of a serious game such as VRescue or other medical simulations. This can range from analyzing the injuring impact and thereof adjusting the size as well as the severity of the wound to take heed to the weapon or cause and adapt the wound’s style to that.

Background

VRescue is a virtual reality application that teaches about the important aspects of first aid in a controlled digital environment. By providing the opportunity to repeatedly train all emergency care measures and thus bringing them to perfection, it can help to save lives. More information about the project can be found here First aid measures like surgical dressing require correct wound treatment, yet malpractice can aggravate the bodily damage. An ideal implementation would comprise a dynamic system of injuries and their realistic, anatomically correct appearance. This can also be extended with a way to cure the wound by assigning an appropriate treatment to each bruise, e.g. in the case of a pressure bandage, a wrapping path is automatically generated.

Outline

Research about this topic can include:

  1. Research state-of-the-art methods about wounds in games
  2. Implementation of a way to add wounds at any bodily part
  3. Implementation of parametric wound generation with the ability to change them at runtime
  4. Automatic generation of treatment option such as bandage wrapping paths

Contact Persons at the University Würzburg

Prof. Dr. Sebastian von Mammen (Primary Contact Person)
Games Engineering, Universität Würzburg
Sebastian von Mammen

Sarah Hofmann
Games Engineering, Universität Würzburg
Sarah Hofmann

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