Interaction

Blog Post
nextmuseim.io
How should the museum of the future look like? One thing is clear: museums and cultural institutions are undergoing changes and digitality is playing one of the key roles in the process!
Blog Post
Innovation Suitcase
Since the number of research projects we have worked on in the past and are currently working on is ever-growing, we want to develop a versatile and high-quality presentation tool based on new technologies. The Innovation Suitcase will be especially useful due to its mobility that enables us to present our projects everywhere, for instance at exhibitions. Another key feature will be the various kinds of media available to do the several projects justice.
Publication
Remote Guidance for Machine Maintenance Supported by Physical LEDs and Virtual Reality
Machines that are used in industry often require dedicated technicians to fix them in case of defects. This involves travel expenses and certain amount of time, both of which may be significantly reduced by installing small extensions on a machine as we describe in this paper. The goal is that an authorized local worker, guided by a remote expert, can fix the problem on the real machine himself.
Blog Post
4Rooms
In 4Rooms, two people wear VR glasses and play a video game in which they need to observe and use their environment to solve various puzzles.
Publication
Classification of Beyond-Natural Interaction Techniques in Spatial Human-Computer Interaction (Poster)
In the context of spatial user interfaces for virtual or augmented reality, many interaction techniques and metaphors are referred to as being (super-)natural, magical or hyper-real. However, many of these terms have not been defined properly, such that classification and distinction between those interfaces is often not possible. We propose a new classification system which can be used to identify those interaction techniques and relate them to reality-based and abstract interaction techniques.
Blog Post
Collaborative Mesh Modeling
We created an application with the Virtual Reality glasses HTC Vive and the Augmented Reality glasses Microsoft HoloLens in order to investigate the possibilties of collaboration in Mixed Reality with the focus on creating virtual objects.
Publication
Venga!: Climbing in Mixed Reality
Scary climbing situations can appear when climbing on big walls. Some stones may be slippery due to humidity or smoothness and distances between belaying bolts can be large whereby a deep fall is risked. In such situations, the stress level increases, climbing performance decreases and an ascent might even be aborted. Furthermore, hazardous accidents can happen when the concentration is disturbed by stress and fear.
Publication
Cliffhanger-VR
The performance and security in outdoor climbing sports can dependon anxieties. These appear in frightening situations where, e.g. adeep fall is risked. Deep falls can lead to serious injuries or even tofatal accidents. Such situations can be trained in order to be mentallyresistant to them and thereby to make climbing safer.
Publication
A Literature Review on Collaboration in Mixed Reality
Mixed Reality is defined as a combination of Reality, Augmented Reality, Augmented Virtuality and Virtual Reality. This innovative technology can aid with the transition between these stages. The enhancement of reality with synthetic images allows us to perform tasks more easily, such as the collaboration between people who are at different locations. Collaborative manufacturing, assembly tasks or education can be conducted remotely, even if the collaborators do not physically meet.
Blog Post
CliffhangerVR
The performance and security in outdoor climbing sports can depend on anxieties. These appear in frightening situations where, e.g. a deep fall is risked. Deep falls can lead to serious injuries or even to fatal accidents. Such situations can be trained in order to be mentally resistant to them and to make climbing safer.

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