Category: Publications

UniteXR: Joint Exploration of a Real-World Museum and its Digital TwinUniteXR: Joint Exploration of a Real-World Museum and its Digital Twin

The combination of smartphone Augmented Reality (AR ) and Virtual Reality ( VR ) makes it possible for on-site and remote users to jointly and simultaneously explore a physical space and its digital twin through an asymmetric Collaborative Virtual Environment (CVE). In this paper, we investigate two spatial awareness visualizations to enable joint exploration of […] ...

Investigating User Embodiment of Inverse-Kinematic Avatars in Smartphone ARInvestigating User Embodiment of Inverse-Kinematic Avatars in Smartphone AR

Smartphone Augmented Reality (AR) has already provided us with a plethora of social applications such as Pokemon Go or Harry Potter Wizards Unite. However, to enable smartphone AR for social applications similar to VRChat or AltspaceVR, proper user tracking is necessary to accurately animate the avatars. In Virtual Reality (VR), avatar tracking is rather easy […] ...

Deictic Pointing in Collaborative Virtual Reality EnvironmentsDeictic Pointing in Collaborative Virtual Reality Environments

Master thesis at Institut für Visualisierung und Interaktive Systeme (VIS) Universität Stuttgart, Germany. Abstract: Virtual reality headsets are becoming more accessible to users. This accessibility opened room in the market for various applications that are social or include multi-player elements. Interactions between users in virtual reality is becoming a key element. However, most collaborative VR […] ...

PathoGenius VR: VR medical trainingPathoGenius VR: VR medical training

Extensive training is mandatory for medical students during their academic studies. However, the shortage of training personnel, patients’ safety, scarcity of equipment are the key limitations that hinder the training process. To address these challenges, we built PathogeniusVR, a virtual reality application for training physicians to interact and diagnose patients. We also conducted a preliminary […] ...

I like to Move it: Investigating the Effect of Head and Body Movement of Avatars in VR on User’s PerceptionI like to Move it: Investigating the Effect of Head and Body Movement of Avatars in VR on User’s Perception

Interacting with computer generated humans in virtual reality is becoming more popular with the current increase in accessibility of virtual reality head mounted displays and applications. However, simulating accurate behavior in computer generated humans remains a challenge. In this study, we tested the effects of full body behavior (Body Movement and Head Movement) in terms […] ...