Category: Publications

DPIK: User Embodiment of Dual-Point Tracked Avatars Using Hand IK and Face Tracking for Smartphone AR UsersDPIK: User Embodiment of Dual-Point Tracked Avatars Using Hand IK and Face Tracking for Smartphone AR Users

Abstract: Smartphone Augmented Reality (AR) has already introduced numerous social applications. However, extending smartphone AR to support social experiences akin to VRChat or AltspaceVR requires robust user tracking to animate avatars accurately. While Virtual Reality (VR) benefits from devices like hand-tracking systems, controllers, and Head-mounted displays (HMDs) for precise avatar tracking, smartphone AR is limited […] ...

Evaluating behavioral realism in AR and VR: a comparison of single-point IK and full-body motion capture virtual humansEvaluating behavioral realism in AR and VR: a comparison of single-point IK and full-body motion capture virtual humans

Abstract Behavioral realism plays a crucial role in virtual and augmented reality (VR/AR). Various avatar animation techniques, ranging from full-body motion capture to single-point inverse kinematics (IK), offer different levels of realism. While the animation of a user’s own avatar influences embodiment, the perceived realism of others’ avatars is equally important for immersion. This study […] ...

Investigating Behavioral Realism of Single-Point IK Animated Avatars of Others in AR and VRInvestigating Behavioral Realism of Single-Point IK Animated Avatars of Others in AR and VR

Abstract: Behavioral realism is a key element in social virtual and augmented reality (VR/AR). Different techniques, from full-body to single-point IK, are used to animate virtual humans, providing varying levels of behavioral realism. While the animation method of the user’s own avatar is important, e.g., considering embodiment, the animation of others is equally important to […] ...

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 […] ...