- Virtual Reality Applications and Impacts
- Action Observation and Synchronization
- Augmented Reality Applications
- Surgical Simulation and Training
- Advanced Vision and Imaging
- Video Surveillance and Tracking Methods
- Human Pose and Action Recognition
- Teleoperation and Haptic Systems
- Human Motion and Animation
- Media Influence and Health
- Tactile and Sensory Interactions
- 3D Shape Modeling and Analysis
- 3D Surveying and Cultural Heritage
- Computer Graphics and Visualization Techniques
- Ionic liquids properties and applications
- Gaze Tracking and Assistive Technology
- Face recognition and analysis
- Social Robot Interaction and HRI
- Robotics and Sensor-Based Localization
- Autism Spectrum Disorder Research
- Evacuation and Crowd Dynamics
- Visual perception and processing mechanisms
- Stroke Rehabilitation and Recovery
- Human-Automation Interaction and Safety
- Color perception and design
Technical University of Munich
2020-2025
Klinikum rechts der Isar
2023-2025
University of Applied Sciences Upper Austria
2024
University of Stuttgart
2024
Friedrich-Alexander-Universität Erlangen-Nürnberg
1991-2023
National Audubon Society
2023
California Department of Fish and Wildlife
2023
California Department of Conservation
2023
Audubon Nature Institute
2023
University of Würzburg
2015-2021
This article reports the impact of degree personalization and individualization users' avatars as well immersion on typical psychophysical factors in embodied Virtual Environments. We investigated if how virtual body ownership (including agency), presence, emotional response are influenced depending specific look avatars, which varied between (1) a generic hand-modeled version, (2) scanned (3) an individualized version. The latter two were created using state-of-the-art photogrammetry method...
This paper investigates the effect of avatar realism on embodiment and social interactions in Virtual Reality (VR). We compared abstract representations based a wooden mannequin with high fidelity avatars generated from photogrammetry 3D scan methods. Both were alternately applied to participating users virtual counterpart dyadic encounters examine impact self-embodiment interaction quality. Users immersed room via head mounted display (HMD). Their full-body movements tracked mapped...
User embodiment is important for many virtual reality (VR) applications, example, in the context of social interaction, therapy, training, or entertainment. However, there no validated instrument to empirically measure perception embodiment, necessary reliably evaluate this quality user experience (UX). To assess components a valid, reliable, and consistent fashion, we develped Virtual Embodiment Questionnaire (VEQ). We reviewed previous literature identify applicable constructs items,...
In this paper, we describe an experimental method to investigate the effects of reduced social information and behavioral channels in immersive virtual environments with full-body avatar embodiment. We compared physical-based verbal-based interactions real world (RW) reality (VR). Participants were represented by abstract avatars that did not display gaze, facial expressions or cues from appearance. Our results show significant differences terms presence physical performance. However,...
This article presents an immersive Virtual Reality (VR) system for training classroom management skills, with a specific focus on learning to manage disruptive student behaviour in face-to-face, one-to-many teaching scenarios. The core of the is real-time 3D virtual simulation classroom, populated by twenty-four semi-autonomous students. has been designed as companion tool seminars syllabus primary and secondary school teachers. Whereby, it will allow lecturers link theory practice, using...
Modulating emotional responses to virtual stimuli is a fundamental goal of many immersive interactive applications. In this study, we leverage the illusion illusory embodiment and show that owning body provides means modulate responses. single-factor repeated-measures experiment, manipulated degree assessed stimuli. We presented in same environment as body. Participants experienced higher arousal, dominance, more intense valence high condition compared low condition. The thus intensifies...
A 3D Telepresence system allows users to interact with each other in a virtual, mixed, or augmented reality (VR, MR, AR) environment, creating shared space for collaboration and communication. There are two main methods representing within these environments. Users can be represented either as point cloud reconstruction-based avatars that resemble physical user virtual character-based controlled by tracking the users' body motion. This work compares both techniques identify differences...
In medical image visualization, path tracing of volumetric data like computed tomography (CT) scans produces lifelike three-dimensional visualizations. Immersive virtual reality (VR) displays can further enhance the understanding complex anatomies. Going beyond diagnostic quality traditional 2D slices, they enable interactive 3D evaluation anatomies, supporting education and planning. Rendering high-quality visualizations in real-time, however, is computationally intensive impractical for...
A growing body of work shows that autistic children and adolescents have very limited understanding propositional attitudes. One aspect this is their typical failure to employ a concept belief. In normal the belief seems undergo an important development around age 4 years. The question naturally arises whether impairment comprises simply 3‐year‐old level conceptual competence or similarity 3‐year‐olds in performance on certain theory mind tasks masks underlying differences at cognitive...
This paper presents a novel approach for the augmentation of social behaviors in virtual reality (VR). We designed three visual transformations behavioral phenomena crucial to everyday interactions: eye contact, joint attention, and grouping. To evaluate approach, we let users interact socially museum using large-scale multi-user tracking environment. Using between-subject design (N = 125) formed groups five participants. Participants were represented as simplified avatars experienced...
Technologies for Virtual, Mixed, and Augmented Reality (VR, MR, AR) allow to artificially augment social interactions thus go beyond what is possible in real life. Motivations the use of augmentations are manifold, example, synthesize behavior when sensory input missing, provide additional affordances shared environments, or support inclusion training individuals with communication disorders. We review categorize augmentation approaches propose a software architecture based on four data...
Autism - also known as Spectrum Disorders or Conditions is a neurodevelopmental condition characterized by repetitive behaviours and differences in communication social interaction. As consequence, many autistic individuals may struggle everyday life, which sometimes manifests depression, unemployment, addiction. One crucial problem patient support treatment the long waiting time to diagnosis, was approximated thirteen months on average. Yet, earlier an intervention can take place better be...
Novel supported ionic liquid phase (SILP) gas purification materials have been developed to remove ammonia irreversibly from an ambient flow of nitrogen (1000 ppm NH3 in N2, wet and dry). In the applied SILP materials, thin films imidazolium based liquids solutions metal complexes, namely [C8C1Im][NTf2], [C8C1Im][NTf2]/Cu(NTf2)2, [C8C1Im][NTf2]/Co(NTf2)2 [CnC1Im]Cl/CuCl2 (n = 2, 4, 8), were dispersed onto large surface area polymer-based spherical activated carbon supports. For 8) use a...
In this paper, we present a scale construction and its initial test as step towards standardized measure of the illusion virtual body ownership (IVBO) in simulations. The IVBO describes effect users partly or fully perceiving their own. We analyzed components for call Alpha by using data from fake mirror scenario study. Users saw movements mapped real-time to avatar rendered on 3D display placed front them. principal component analysis our sample resulted three factors: acceptance, control change.
Supported ionic liquid phase (SILP) materials have been developed for a continuous gas cleaning process. The technology is exemplified the desulfurisation of model stream consisting 500 ppmwt n-butyl mercaptan in n-heptane vapour to levels below 5 ppmwt. By varying structure, acidity and loading, [C12MIM]Cl/SnCl2 (XSnCl2 = 0.50) on alumina an loading 20 vol% support's pore volume was identified as particularly suitable sorption system. Breakthrough experiments demonstrate performance up 130...
This paper introduces a fake mirror system as research tool to study the effect of avatar embodiment with non-visually immersive virtual environments. The combines marker-less face and body tracking animate individual avatars seen in stereoscopic display correct perspective projection. dimensions match typical real physical animated are rendered based on geometrically reflection expected from including animations. first evaluation reveals high acceptance setup well convincing illusion...
In this paper, we investigate the impact of avatar personalization on perceived emotions. Avatar embodiment is a crucial aspect collaborative and social virtual reality (VR) systems. Previous research found that appearance impacts acceptability body changes users’ behavior. While has been extensively investigated, know very little about how affects experienced user study (N = 40), applied an autobiographical recall method to evoke happiness investigated influence different types...
In this paper, we compare a full body marker set with reduced rigid supported by inverse kinematics. We measured system latency, illusion of virtual ownership, and task load in an applied scenario for inducing acrophobia. While not showing significant change ownership or performance, results do show that latency are when using the kinematics solution. The approach therefore has potential to improve reality experiences.
Sports drinks and caffeinated energy (CEDs) are commonly consumed by youth. Both sports CEDs pose potential risks for the health of children adolescents may contribute to obesity. generally unnecessary engaged in routine or play-based physical activity. affect more than adults because they weigh less thus experience greater exposure stimulant ingredients per kilogram body weight. Paediatricians need recognize educate patients families on differences between sport CEDs. Screening consumption...