- Virtual Reality Applications and Impacts
- Interactive and Immersive Displays
- Human Motion and Animation
- Hand Gesture Recognition Systems
- Smart Parking Systems Research
- Spatial Cognition and Navigation
- IoT and Edge/Fog Computing
- Robotic Path Planning Algorithms
- Data Visualization and Analytics
- Robotics and Sensor-Based Localization
- Computer Graphics and Visualization Techniques
- Educational Games and Gamification
- IoT Networks and Protocols
- Augmented Reality Applications
- Innovative Human-Technology Interaction
- Social Robot Interaction and HRI
Technical University of Darmstadt
2019-2023
Virtual Reality (VR) allows for infinitely large environments. However, the physical traversable space is always limited by real-world boundaries. This discrepancy between and virtual dimensions renders traditional locomotion methods used in real world unfeasible. To alleviate these limitations, research proposed various artificial concepts such as teleportation, treadmills, redirected walking. occupy user's hands, require complex hardware or spaces. In this paper, we contribute nine VR...
With the proliferation of room-scale Virtual Reality (VR), more and users install a VR system in their homes. When are VR, they usually completely immersed application. However, sometimes passersby invade these tracking spaces walk up to that currently try interact with them. As this either scares user or breaks user's immersion, research has yet find way seamlessly represent physical virtual worlds. In paper, we propose evaluate three different ways Environment using Augmented Virtuality....
Strategically augmented street lamps can become the key enabling technology in smart cities.
Locomotion in Virtual Reality (VR) is an important topic as there a mismatch between the size of Environment and physically available tracking space. Although many locomotion techniques have been proposed, research on VR has not concluded yet. In this demonstration, we contribute to area by introducing VRChairRacer. VRChairRacer presents novel mapping velocity racing cart backrest office chair. Further, it maps users' rotation onto steering virtual cart. demonstrates technique community...
Exergames, video games designed to blend entertainment with physical activity, aim improve users' fitness by combining gaming exercise. However, integrating exercise equipment, such as rowers, bikes, and ski ergometers into Virtual Reality (VR) environments remains challenging. In this poster, we introduce a toolkit that simplifies the integration of Unity-based projects. Researchers can access detailed ergometer data for logging use inside their projects, while our handles tedious tasks,...
Rescue robots have been extensively used in crisis situations for exploring dangerous areas. This exploration is usually facilitated via a remote operation by the rescue team. Although Virtual Reality (VR) was proposed to facilitate control due its high level of immersion and situation awareness, we still lack intuitive easy-to-use modes search teams VR environments. In this work, propose four ground-based utilize an efficient rescue: (a) Handle Mode, (b) Lab (c) Remote (d) UI Mode. We...
Human body postures are an important input modality for motion guidance and other application domains in HCI, e.g. games, character animations, interaction with public displays. However, training of prior research had to define their own whole gesture sets. Hence, the designs evaluation results difficult compare, due a lack standardized posture set. In this work, we contribute APS (APS Posture Set), novel set including 40 postures. It is based on research, sports, language. For each...
Research has proposed various interaction techniques to manage the occlusion of 3D data in Virtual Reality (VR), e.g., via gradual refinement. However, tracking dynamically moving a dense environment poses challenge ever-changing occlusion, especially if motion carries relevant information, which is lost still images. In this paper, we evaluated two modalities for Spatial Dense Dynamic Data (SDDD), adapted from existing methods static and spatial data. We these exploring SDDD VR, an...