Human-Computer Interaction

Open topics


Motion Data Sensor Fusion ★
In the project MoSeF, we aim to improve the spacial and temporal performance of 3D motion capture by fusing the sensor data of optical, inertial and magnetic sensors, to be used in VR and AR applications.
Virtual Audience Animee ★
Recording and integrating new virtual human animations for a virtual audience system
Evi-Grasp VR ★
Developing and evaluating a VR application for Water Bottle Design. The application should provide a way to quickly test the graspability of water bottles with virtual hands in VR.
Pain-Oriented Virtual Reality System (alpha) ★
The goal of the POVRS-alpha project is the development and potentially the evaluation of an XR-based gamified rehabilitation application. The application should mimic a classical Simon game and should be targeting pain rehabilitation.
Procedural Generation of 3D Roofs using Anchor Structures ★
This project aims to improve the procedural generation of roofs for three dimensional buildings by the usage of complex linked data structures in combination with shape functions.
Untangling the X-ray Universe through immersive big data visualization
This project aims at investigating new concepts and methods for immersive data visualization
Percept AI
In the percept AI project you will learn about human perception of artificial intelligence. You will build a virtual reality application to evaluate the effects of different appearances of AI on human perception.
Virtual Reality Games
This xtAI Lab introduces tools and workflows for designing and developing virtual environments based on the example of computer games. In group work, concepts, planning, design, creation, evaluation and refinement of a comprehensive VR application prototype are learned.
Assessment of the user state in VR healthcare applications
Within this project you can leverage physiological and/or behavioral data to determine the current state of the user in a virtual environment.
Web-based Supervision Monitor
Design and develop a web-based Supervision Monitor that can be used to control a virtual reality experience in real-time.
User-Persona Generator
Create a tool to generate user personas to be used for the evaluation of any tool/platform/system.
Intelligent User Interface for User Guidance
Design and implement an Intelligent User Interface that helps the user while using a sophisticated VR authoring platform.
Graphical User Interface for Learning Classifier System
A Graphical User Interface to interact with a Learning Classifier System.
VIA-VR: First-aid Training Demonstration
Design and develop a VR application that addresses first-aid training
VIA-VR: Drug Prevention Demonstration
Design and develop a VR application that addresses drug usage prevention
Formative Design of VR Guidance Cues
Design and develop a cue guideline to be used in VR experiences to assist a user.
Swarm RTS TD Game
Swarms and "super organisms" have been subject of several popular computer and video games. They all explore the relationship of tension between the large number of swarm agents' autonomy and the commands by the player. Social insects are super organisms that are capable to achieve outstanding things...
User-Centered Engineering of Tissue Segmentation in VR
The GroundTruthXR project supports the manual process of segmenting volumetric biological datasets. The better the view, the better the marking tools, the better the UI, the faster we will improve our biological models and the better will be the medical treatments...
Diegetic Stigmergic 3DUI
Diegetic user interfaces are embedded into the virtual environment, e.g. as an avatar's belt, a door's knob, a surveillance screen, etc. Social insects communicate by means of chemical signals they drop in the environment. When merging both perspectives a novel 3DUI control paradigm for virtual agents emerges.
Point-based Modeling in VR
For quite some time point-based rendering approaches haven been investigated. The removal of the discrete surface bears numerous advantages, also when aiming at immersive 3D modeling.
AtomQuest: Developing Serious Games for Chemistry Teaching
Using the power and versatility of games, we want to associate each game element to its corresponding learning element. This mapping would give us the ability to design and develop a serious game for chemistry teaching where the game elements encode the necessary knowledge we want to convey.
Programmable Constructive Swarms
In this project, a swarm model will be created where the agents drop implicit surface „metaballs“ to assemble diverse 3D artifacts based on local interaction rules, e.g. based on the agents’ internal state and their environment.
Immersive Swarm Control
The goal of this project is to engineer a comprehensive and still consistent 3D user interface (3DUI) for controlling a complex swarm system. A user-centered engineering method implementing a blast-off workshop as well as iterative quality gateways for requirement refinement and fulfillment are a seminal aspect of this thesis project.
PCG Modeling Based on Established Art and Architecture Schools
PCG modeling is used to generate endless game worlds. We want to use procedural content generation methods to build game worlds based on established art and architecture schools’ designs.
The Speaking Skeleton
In this project, a training game for blind persons will be realised by strategically linking anatomical exploration tasks and knowledge tests to a human skeleton model that is "read" by means of a TipToi pen.
Real-time Editing of VR360 and VR180-Stereo Photos
With affordable high-quality standalone head-mounted displays (HMD), virtual reality is ready to move into the mass consumer market. Investigate a real-time image editing approach for VR360 mono and VR180 stereo that can be used directly inside an HMD.
Gamifying Reinforcement-based Learning
There is an increasing interest to use Reinforcement Learning methods to understand inter-individual differences in mental health in order to improve diagnostics and therapies. In this project, we aim at gamifying these techniques.
Virtual Human Plausibility
The plausibility of virtual humans for self-presentation (avatars), artificial agents, and the representation of other users constitutes an important factor for the effectiveness of cross reality (XR) environments. This project targets the further development of a measurement tool, its verification in XR environments, and its general validation.
Organic Play
Development of a self-adapting game using state-of-the-art architecture of Organic Computing to ensure a good fun gaming experience.
Interaction SuitCase
The integration of manifold interactive objects is almost limitless in virtual reality and can be beautifully integrated into foreign language learning. In this project, different versions of an interaction suitcase for inter- and transcultural learning will be implemented and evaluated.
Effects of personalized avatars
This project or thesis explores psychophysical effects of avatars, virtual replicas of users in Virtual Reality. The goal of the project is to generate avatars using the state-of-the-art photogrammetry equipment of the EmbodimentLab and to change specific avatar aspects like look, size, or even gender and to test the effects these changes will have on the users controlling the avatars.
The Effects of Familiarity of an Avatar
Does the familiarity with an avatar have an influence on the affective or emotional appraisal? How can familiar avatars be practically implemented to allow the elaboration of this research question?
Embodiment and Stroop Interference
Understanding the effects of hand proximity to objects and tasks is critical for hand-held and near-hand objects. Even though self-avatars have been shown to be beneficial for various tasks in virtual environments, little research has investigated the effect of avatar hand proximity on working memory.
Super-Hero Revolution
Super-Hero Revolution is an embodied VR experience. The user can observe his avatar in a virtual mirror while performing a series of transformations with the use of visual transition effects to produce a suggestion on the user, with consequent emotional release and mindfulness in a few seconds.
Project Miona: Multi-Immersive Onco-Analysis
Miona supports researchers in life sciences who conduct in-vitro and in-silico experiments by seamlessly integrating simulated data & interactive simulations.
Virtual Control Room for Real Satellites
This project aims to create a virtual control room for real satellites. The satellite is not a simulation. We will use real telemetry data from real satellites in orbit.
Project SOMA: Self-Organised Middle-out Abstraction
In order to increase the order of magnitude or accuracy of agent-based simulations, SOMA tries to identify and use patterns to accelerate the resulting computational tasks.
Project MABEL: siMulative & Agent-Based dEsign ecoLogies
This project investigates the use of simulative processes that dynamically change assets and their arrangements according to natural cycles can drive the evolution of a virtual world.
Project LEVEL: virtuaL rEality adVenturE tooLkit
Project LEVEL aims at translating, extending and innovating game and complementary mechanics and user interfaces from the adventure game genere for realising VR adventures.
Project INCESSANT: INteraCtivE Simulation optimiSAtioN laboraTory
Project INCESSANT aims to realize interactive simulations and especially interactive optimisation cycles.
Conception and Development of a Multimodal VR Adventure Game
The aim of this project is to design and implement a multimodal VR adventure game.
Virtual Platelet Platform (VIPP)
The goal of this project is to design, implement and evaluate an immersive interface to interact with the repository data.
Stärke, Ausdauer und VR
Virtual Reality erlaubt es Nutzern in virtuelle Welten einzutauchen und diese persönlich zu erleben. Doch kann dieses immersive Erlebnis auch zu einer Leistungssteigerung im körperlichen Training verwendet werden?
Ambient Augmented Reality Effects on Game Immersion Experience
The goal of this project is to research effects of ambient Augmented Reality on Game Immersion Experience in digitally enhanced multi-player board games.
Collaborative Learning: Cultural Heritage and Augmented Reality
The goal of this project is to combine 3D models of buildings and historic photographs in an Augmented Reality learning environment.
Photos as Textures for Low-Poly 3D Models
The goal of this project is to use photographs of buildings to texture low-poly 3D models.
Mixed Reality Boardgames
XRoads explores novel and multimodal interaction techniques for tabletop games. It focusses Mixed Reality platforms that combine touch, speech, and gestures as input modalities for turn-based and real-time strategy games.
3DUI Development in Cooperation with RealVis
The goal of this project is to develop a solution that enables the interactive viewing of products and the context-related display of information. The viewer should be able to view the product via intuitive inputs and be given stylish information about the product in 3D space.
HATI: Haptic Angiography Training Interface
Optimization and evaluation of a training hardware interface for minimally invasive surgeries. The interface will measure wire movements applied in Angiography sessions. A small optical sensor similar to a mouse sensor captures wire movements at locks sealing aditus. The prototype has to be optimized and adjusted to real devices and the performance has to be evaluated.
Augmented Reality Campus Navigator
The master project/thesis consists of the design, development and evaluation of a mobile Augmented Reality application that integrates OpenStreetMap data. For AR visualization, ready-to-use libraries such as Wikitude can be used.
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