Ongoing Projects
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Within the scope of this work, we will modify a virtual audience system to allow virtual audience members to express personality traits.
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.
The goal of this thesis is to investigate the effect of embodying a personalized self-avatar during physical exercises in Virtual Reality.
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).
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.
In this project, smartphones with an ultra-wide camera with 150° should be used to create immersive stereoscopic images.
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.
Das Ziel dieser Arbeit ist es, den Einfluss von Gamification Elementen in unterschiedlichen virtuellen Umgebungen auf die sportliche Leistung und Motivation zu erforschen.
Das Ziel des Projektes ist herauszufinden, ob das Design von virtuellen Umgebungen Einfluss auf die Leistungsfähigkeit beim Sport hat.
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.
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.
The project aims to evaluate a self-assessment questionnaire that quantifies the plausibility of virtual humans in virtual environments.
The project investigates the influence of avatar embodiment and personalization on body perception
Within this project you can leverage physiological and/or behavioral data to determine the current state of the user in a virtual environment.
Design and develop a VR application that addresses drug usage prevention
This project aims to evaluate from literature extracted body dimension affordance measurements in a pilot study and is part of the research project ViTraS.
The goal of this project is to explore and compare different types of User Identification in VR
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.
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.
Development of a machine learning framework for learning classifier systems in Python.
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.
The goal of this master project is to develop a custom gesture recognition system for HoloLens 2 with focus on a medical context.
The goal of this master project is to integrate a position tracking system into an IoT network for use in medical contexts.
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.
This research is focused on wounds in games, especially the implementation of realistic wounds for serious games and medical simulations.
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.
Das Ziel des Projekts ist es, ein Object Detection Verfahren aus der Machine Learning Disziplin auf die Domäne des Maschinen- und Anlagenbaus zu adaptieren.
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.