Tracking

Blog Post
AR Dance
In what follows we will compare the two game engines Unity and Unreal with respect to the realization of an augmented reality (AR) application. The comparison is based on the visual quality and the technological possibilities of our current state of development and experience.
Blog Post
Spheres
Can performers, audience and technology interact with each other in a symbiotic manner? Charlotte Triebus has been working on answering this question for the past three years. With ‘Spheres’ (2020), the artist created a choreographic installation as an interface between intimacy, communication, and artificial intelligence. It enables two performers, up to twelve intelligent spheres, and the visitors to interact with as well as react to each other.
Publication
MotionHub: Middleware for Unification of Multiple Body Tracking Systems
There is a substantial number of body tracking systems (BTS), which cover a wide variety of different technology, quality and price range for character animation, dancing or gaming. To the disadvantage of developers and artists, almost every BTS streams out different protocols and tracking data. Not only do they vary in terms of scale and offset, but also their skeletal data differs in rotational offsets between joints and in the overall number of bones
Blog Post
Finger Tracking
Gesturing with arms, hands and fingers is a natural part of conversations. That is why we have developed a system that is able to track finger movement with a high accuracy. This allows users of mixed reality to have a virtual conversation without having to forgo complex gestures.
Blog Post
MireviMotionHub
MireviMotionHub is a middleware for multiple body tracking systems and it unifies them in a single plug-in for the Unity game engine.
Publication
Iterative Prototyping of a Cut for a Finger Tracking Glove
The perception of the movement of the own fingers is important in VR. Also the sense of touch of the hands provide crucial information about an object that is touched. This is especially noticeable when climbing in VR. While prototyping a VR climbing application, we developed the finger tracking glove g 1. Glove g 1 enables the perception of the finger movements but limits the sense of touch of the hand.
Blog Post
Facetracking VR
When people talk to each other, they do not only use the various facets of language and voice to convey information, but also their facial expressions. The latter are an essential part of our social interaction, and communication in virtual reality (VR) has been lacking this factor entirely as of yet. That is why we explore the possibilities of face tracking technology in this project.
Blog Post
AutoRigger
In order to be able to move 3D characters in a virtual environment, they have to be provided with a skeleton. The vertices of the mesh (of the 3D character) are connected to the joints of the skeleton. Animations can then be applied to the skeleton, which lead to deformation of the mesh or movement of the character.
Publication
The Expanded Body - Ergebnisse einer tänzerisch-künstlerischen Intervention
In diesem Beitrag stellen wir die Ergebnisse eines einwöchigen Workshops mit dem Ziel der Überprüfung des Nutzens alternativer Arbeitsprozesse zur Erforschung künstlerisch-wissenschaftlicher Synergiepotentiale im tänzerischen Umfeld vor. Der Workshop fand zwischen Teilnehmern aus dem kreativ-tänzerischen Umfeld und Teilnehmern aus dem wissenschaftlich-technischen Umfeld statt. Während des Workshops kamen Technologien wie Motion-Capturing, Virtual Reality, Biosensorik und Muskelstimulation zum Einsatz, und es entstanden insgesamt sechs verschiedene Konzepte für und teilweise Umsetzungen von Installationen, Performances und Collagen.
Publication
Walking on Sunshine – Dynamische Wetterparameter in Outdoor VR
Die Nutzererfahrung einer VR-Applikation, die eine Outdoor Virtual Environment (OVE) enthält, hängt von Kriterien wie der Präsenz während der Interaktion ab. Interagiert man mit einer OVE in einem geschlossenen Raum, können Wetterparameter nur simuliert werden. Die Immersion des Systems wird jedoch erhöht, wenn der Nutzer die Anwendung im Freien erlebt, und die natürlichen Gegebenheiten der realen Umgebung in die virtuelle Nutzererfahrung übertragen werden.
Blog Post
CARUSO – The Virtual Tenor
Have you ever dreamed of singing on an opera stage? With this project, we want to enable everyone to do just that - even without any vocal experience.
Publication
Fingertracking durch neuronale Netze anhand reduzierter Markersets und Motion-Capture-Daten
In diesem Paper wird ein neuartiger Ansatz eines Fingertracking-Systems auf Basis neuronaler Netze vorgestellt. Dazu werden mithilfe eines externen, optischen Trackingsystems kleine Marker (Ø 4 mm) an den Fingerspitzen erkannt, womit zwei neuronale Netze die Positionen aller Fingergelenke bestimmen.
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.
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.
Blog Post
Trampoline
In this student project we explored 3D-full-body interaction in virtual environments using a head-mounted display and a trampoline in a game-like application.

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