Embodiment Lab

Ongoing Projects

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Development and Evaluation of a Personality-Enhanced Virtual Audience. ★
Within the scope of this work, we will modify a virtual audience system to allow virtual audience members to express personality traits.
Monitoring Kinematic Constraints of Humanoid Rigs for Physical Exercises in Virtual Reality
This thesis aims to develop a system to monitor kinematic constraints during physical exercises. The system shall allow the definition of constraints as well as the signaling of violations to users.
Effects of Personalized Avatars in Physical Exercises in Virtual Reality
The goal of this thesis is to investigate the effect of embodying a personalized self-avatar during physical exercises in Virtual Reality.
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).
Immersive Story Creator App for Virtual Reality
During this project, the app immerGallery (developed in Unity) will be used as base which can load VR photos and augment them with audio. On top of it, an editor for immersive stories is created.
Building a Mobile VR Stereo Camera
In this project, smartphones with an ultra-wide camera with 150° should be used to create immersive stereoscopic images.
A performance comparison of CNNs trained on synthetically generated or recorded data for gaze estimation.
Within the scope of this work it should be investigated, whether achievements that were attained in pose estimation using synthetic data can be transferred to eye gaze estimation.
Der Einfluss von Gamification Elementen und Virtueller Raumgestaltung auf die sportliche Leistung und Motivation
Das Ziel dieser Arbeit ist es, den Einfluss von Gamification Elementen in unterschiedlichen virtuellen Umgebungen auf die sportliche Leistung und Motivation zu erforschen.
Der Einfluss des Designs von virtuellen Umgebungen auf die Leistungsfähigkeit beim Sport
Das Ziel des Projektes ist herauszufinden, ob das Design von virtuellen Umgebungen Einfluss auf die Leistungsfähigkeit beim Sport hat.
Do you mean me?
The goal of this HCI thesis is to investigate and compare a novel interaction technique for determining a user's nonverbal deixis with ray-casting in the context of a multimodal speech and gesture interface in VR.
Making Algorithms Tangible
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.
Virtual Human Plausibility - Evaluation of a measurement tool in virtual reality
The project aims to evaluate a self-assessment questionnaire that quantifies the plausibility of virtual humans in virtual environments.
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
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.
VIA-VR: Drug Prevention Demonstration
Design and develop a VR application that addresses drug usage prevention
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.
Reproduce, Optimize, Expand: Revisiting a multi-session behavioral biometric dataset for user identification in VR
The goal of this project is to explore and compare different types of User Identification in VR
Utilising web technology to provide 3D assisted remote machine maintenance
The goal of this project is to develop a framework for 3D representations of industrial manufacturing machines using web technology, to allow parts to be marked within it and to track this marking in another client. After developing this framework, its usefulness in remote maintenance in an industrial context will be evaluated by comparing the time and error rate in identifying machine parts with and without the solution. In addition, the user experience of the application is evaluated using the UEQ.
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.
Python XCS Framework
Development of a machine learning framework for learning classifier systems in Python.
GroundTruthVR: Identifying Cell Membrane Ground Truth For Automated Image Segmentation in Virtual Reality
A requirement for the validation of automatic segmentation algorithms, the GroundTruthXR project aims to support the mark-up process of volumetric datasets which are used in biology and medicine using immersive visualization tools and an intuitive user experience.
Developing Custom Gesture Recognition for HoloLens 2
The goal of this master project is to develop a custom gesture recognition system for HoloLens 2 with focus on a medical context.
Integrating Movable IoT Devices into AR Applications
The goal of this master project is to integrate a position tracking system into an IoT network for use in medical contexts.
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.
Parametric Wound Generation
This research is focused on wounds in games, especially the implementation of realistic wounds for serious games and medical simulations.
Show Me Your Moves
Recording, playback, and analysis of human performance in virtual environments (VEs) is an important foundation facilitating systems that respond appropriately to (un)intentional non-verbal human actions. This project targets a general solution for recording time series of entity property changes within Unity and its application to generate artificial training data for image-based human pose detection as well as to the machine-learning-supported recognition of non-verbal human object references in a VE.
Object Detection im Kontext industrieller Maschinen
Das Ziel des Projekts ist es, ein Object Detection Verfahren aus der Machine Learning Disziplin auf die Domäne des Maschinen- und Anlagenbaus zu adaptieren.
Creativity-enhancing Virtual Work Environments
Due to the Covid 19 pandemic, more and more people are working from home. Companies are faced with the challenge of creating creative working environments in the private sphere as well. In this project, a virtual, creativity-enhancing working environment is to be generated and piloted in cooperation with the XRHUB-Würzburg and Perceptual Sensor Technology unit at Fraunhofer institute in Freising.
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