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Publications (360)
Augmented Reality (AR) is an advancing technology that has drawn the attention of educational material designers across various academic fields. However, few studies document the successes and setbacks of AR research in the language education sector. This review delves into educational research that employs AR for language training, examining the e...
This paper discusses a possible solution to allow rapid prototyping of augmented reality content for evaluating user assistance systems. Building upon current approaches from the automotive context, it presents options to transfer these to the aerospace context, focusing on upcoming electric Vertical Take-Off and Landing aircraft. By showing issues...
With many contemporary video conferencing platforms available, there is still a need for platforms that afford a researcher workflow to conduct controlled online experiments. We have developed an open source experimental video conferencing platform that enables researchers to design and conduct remote experiments. Our platform provides a high level...
The vision of a `metaverse' may soon bring a ubiquitous(ly) Augmented Reality (UAR) delivering context-aware, geo-located, and continuous blends of real and virtual elements into reach. This paper draws on speculative design to explore, question, and problematize consequences of AR becoming pervasive. Elaborating on Desjardin et al.'s bespoke bookl...
Informing oneself about the content of an opera is essential before visiting a performance. For this reason the Serious Game Orpheus’ Journey was developed as an preparation tool for watching Monteverdi’s opera l’Orfeo, offering an alternative to more traditional methods of preparation like text or video summaries. The game features both adventure...
Based on guidelines extracted from research and experiences with older adults, four individual applications incorporating Augmented Reality (AR) to improve Activities of Daily Living are presented. For the first use case, a combination of AR and Machine Learning is proposed to create a pill detector to support taking medication on their own. Thereb...
Vorwort Nur noch sieben Jahre bis 2030, dem Jahr, in dem wichtige Meilensteine der EU- und der deutschen Klimapolitik sowie vieler Industrieunternehmen auf dem Weg zu einer „net-zero“- Betriebsweise erreicht sein sollen! In dieser Zeit müssen die Konzepte entwickelt und zumindest großtechnisch erprobt werden, die uns dann im Zeitfenster 2045-2050 w...
Mixed reality and digital twins offer two prominent technological approaches that have the potential to revolutionize chemical industries. However, there are some hurdles that need to be overcome before these technologies can be widely adopted. One major challenge can be found in cooperation of interdisciplinary teams. In order to create an effecti...
With Virtual Reality (VR) technology maturing and spreading widely in recent years, it is becoming an increasingly useful tool for entertainment and education alike. Its potential to simulate hard to reach environments and emulate unique experiences believably is of great interest for the scientific study of Underwater Cultural Heritage (UCH), in p...
Augmented Reality (AR) as a technology in the business area is utilized in new frontiers such as collaborative real-time experiences and cloud-based solutions. However, there is still a strong tendency towards game engines, which hinders widespread adoption for businesses. We present a collaborative AR framework (Flutter plugin) aimed at lowering t...
The use of Extended Reality (XR) technology in educational and corporate settings is becoming increasingly important. Although much research has been done on the use of XR for corporate and educational training, little has been published on the integration of XR into real-world applications and scenarios. In this paper, we will discuss the lessons...
Automotive design is inspired by certain experiences and is intended to evoke certain emotions in the user. To evaluate the ability of the design to facilitate such experiences, automotive designers need to experience not just any driving simulation, but one with the right environmental context. However, this comes with numerous challenges related...
Modern handheld Augmented Reality approaches based on the usage of the standard RGB cameras of smartphones and inertial measurement units make it possible to visualize virtual objects in the real-world 3D space with an acceptable accuracy for customer scenarios. However, a robust and reliable tracking, suitable for industrial scenarios is not alway...
In this paper we want to discuss the future potential of Serious Virtual Reality (VR) Simulations and VR Serious Games. This contribution is the foundation of the VENUS workshop presented on ISMAR 2022. We will provide insights into recent VR projects to lay a foundation for in-depth discussions with participants of the workshop. Furthermore, we wa...
Achieving a healthy diet is a key factor to react to changing individual needs while aging. There are established guidelines for such a dieting behavior, but integrating them into the daily life of the target group is a challenge. We implemented a tablet-based Serious Game which targets older adults and conveys basic nutritional knowledge in a play...
LegionARius is a real-time strategy game using Augmented Reality (AR) to let players experience Roman and Germanic history in their own home. Being rooted in the tradition of Serious Games (SG), LegionARius aims at providing historically accurate knowledge about ancient everyday life in an entertaining manner. The players have to decide the destiny...
The 2022 IEEE VGTC Virtual Reality Lifetime Achievement Award goes to Gudrun Klinker of the Technical University of Munich, in recognition of her lifetime contributions to the development of ubiquitous augmented reality systems.
If Mixed Reality applications are supposed to become truly ubiquitous, they face the challenge of an ever evolving set of hardware and software systems - each with their own standards and APIs–that need to work together and become part of the same shared environment (the application). A unified standard is unlikely so we can not rely on a single so...
We present our interdisciplinary research on gamification as a communication tool in urban planning. Approaching the topic from a user-centered perspective, we combine knowledge from the domains of architecture and human-computer interaction and define domain-specific requirements and areas of interest. To substantiate our findings, we present a pr...
Augmented Reality (AR) has increasingly benefited from the use of Simultaneous Localization and Mapping (SLAM) systems. This technology has enabled developers to create AR markerless applications, but lack semantic understanding of their environment. The inclusion of this information would empower AR applications to better react to the surroundings...
Digital twin technology empowers the digital transformation of the industrial world with an increasing amount of data, which meanwhile creates a challenging context for designing a human–machine interface (HMI) for operating machines. This work aims at creating an HMI for digital twin based services. With an industrial crane platform as a case stud...
This proposal was written as a doctoral consortium paper and is available as an adjunct paper for ISMAR 2021.
Shipboard approach and recovery missions of helicopters involves operational and sensory challenges within the helicopter ship interface. Degraded Visual Environments (DVEs) in the harsh maritime environment and unsteady ship motion make it difficult for the landing helicopter to detect and approach the moving platform. Therefore, technological aid...
In-game advertising is proving itself as an important marketing tool
because it promises a strong advertising impact when considering essential influencing factors. This study focuses on involvement and brand integration as influencing factors on brand recall. Regarding involvement, we aim to examine if players will remember significantly more bra...
The perseverance when using established but outdated learning systems and approaches in a constantly changing society leads to reduced effectiveness when attempting to
reach younger generations. Applying future-oriented solutions, which differ from established learning methods, could support the success of new learning approaches. In this paper, w...
Ubi-Interact is a framework for interactive applications combining individual systems and devices distributed over a network. Specification and implementation of such applications should be modular, extendable and reusable. Performance, re-usability of once established capabilities and easy integration of devices are main objectives. It relies on e...
In-game advertising is proving itself as an important marketing tool because it promises a strong advertising impact when considering essential influencing factors. This study focuses on involvement and brand integration as influencing factors on brand recall. Regarding involvement, we aim to examine if players will remember significantly more bran...
In this paper we want to introduce an open world Serious Game for learning the Latin language. We are using mechanics that are well known from games like Assassin’s Creed or Witcher 3 and combining them with a tense story and the learning content based on chapters of a textbook that is used in conventional school lessons. In specific, this learning...
In the area of dementia care, Serious Games are seen as an opportunity to boost cognitive capabilities and to stabilize the ability to independently perform Activities of Daily Living (ADLs). We developed a Serious Game based on the popular boardgame chess to target the elderly and dementia patients through incorporating dementia relevant requireme...
Augmented reality applications use object tracking to estimate the pose of a camera and to superimpose virtual content onto the observed object. Today, a number of tracking systems are available, ready to be used in industrial applications. However, such systems are hard to handle for a service maintenance engineer, due to obscure configuration pro...
Virtual Reality Speech Training (VR-ST) helps trainees develop presentation skills and practice their application in the real world. Another benefit is direct feedback based on gamification principles. It is not yet clear if direct feedback is accepted by participants. We investigated how direct feedback in a VR-ST affects the participants' technol...
Serious Games use immersive and interactive virtual learning worlds to support and enhance the transfer of knowledge, raising interest in cultural heritage across various subjects. We present a Serious Game designed to enhance the language acquisition of the Middle Egyptian language. Therefore, using an immersive background of cultural heritage, we...
The interdisciplinary field of neurorobotics looks to neuroscience to overcome the limitations of modern robotics technology, to robotics to advance our understanding of the neural system’s inner workings, and to information technology to develop tools that support those complementary endeavours. The development of these technologies is still at an...
This paper investigated the impact of 3D serious games on wayfinding in public buildings. Optimal wayfinding is essential for security, economy and architectural design of public buildings. A comparative study is performed between two groups that used 2D drawings and virtual reality on the specific use-case of a museum. Following the model of Weism...
This work focuses on design concepts, including the goal to motivate interaction with mobile applications for the target group elderly people and with an extended set of guidelines for Alzheimer patients. At the outset, understanding the symptoms of Alzheimer’s disease is necessary when focusing on usability issues during interaction with touchscre...
Motivation - According to WHO about 41 million people per year die from the consequences of Noncommunicable Diseases like cancer, diabetes and cardiovascular diseases. Physical inactivity and poor dietary behavior like expressive sugar consumption have been observed to promote the emergence of such a disease significantly. Objective - As part of th...
In order to keep up with technological developments
and to be able to work efficiently, the training methodology
must be kept up to date. A typical approach when innovating
corporate training is to adopt new technologies. We attempt to
deliver a common set of characterisations and concepts that
allow us to classify and define extended reality train...
The demand for high-quality video games is ever
increasing and the ambition to tell truly interactive and
dynamic stories is a significant factor contributing to this
trend. This paper examines how generated narrative text is
perceived by players in terms of meaningfulness, immersion,
and flow and furthermore that the presented novel approach
can b...
Introduction
Serious games are a novel and entertaining approach for digital health education in the younger population. Aim of this pilot study was to evaluate the short-term effectiveness of the serious game “Fit, Food, Fun” (FFF) among a subset of children and adolescents in Germany with regard to nutritional knowledge.
Materials and Methods
Tw...
Background
Data on nutritional information and digital gameplay are limited among young adults in Germany.
Objective
This survey aimed to gather data on nutritional information sources and digital games for nutritional education (preferences, motives, and behaviors) among young adults at both Munich universities in Germany.
Methods
An online surv...
This paper proposes a bowl-shaped hemispherical display to observe omnidirectional images. This display type has many advantages over conventional, flat 2D displays, in particular when it is used for controlling remote vehicles. First, it allows users to observe an azimuthal equidistant view of omnidirectional images by looking from above. Second,...
Augmented Reality (AR) and (Serious) Games have been used to support cultural heritage experiences for a widespread audience. Combining both methods, we present a multiplayer Serious-AR-Game for Celtic Life and History. As a game the player experiences fun and competition which leads to intrinsic motivation. In contrast to existing games with a Cel...
Retention is an important success factor for mobile social games. However, in game design, very little literature exists on the impact of game elements and their persuasive effects on user retention. We scraped ten high grossing mobile games and play tested them over the course of two weeks to gather persuasive game mechanics. After categorization...
Virtual Reality (VR) has been gaining importance due to its numerous advantages as an immersive technology for learning applications. Next to being used in fields like manufacturing, transportation, communication, retail and real estate, it has also increased in significance for human resources development. Virtual human training programs offer exp...
Embedding conductive material into 3D printed objects enables non-interactive objects to become tangible without the need to attach additional components. We present a novel use for such touch-sensitive objects in an augmented reality (AR) setting and explore the use of gestures for enabling different types of interaction with digital and physical...
BACKGROUND
Data on nutritional information and digital gameplay are limited among young adults in Germany.
OBJECTIVE
This survey aimed to gather data on nutritional information sources and digital games for nutritional education (preferences, motives, and behaviors) among young adults at both Munich universities in Germany.
METHODS
An online surv...
By using simulations in virtual reality (VR), people have the chance to train without supervision in a safe and controlled environment. VR simulation training allows users to gain new skills and apply them to real-life situations. However, the learning curve of this technology from a novice level could influence the expected learning results of a t...
“Serious games” are a novel and entertaining approach for nutritional education. The aim of this pilot study was to evaluate the short-term effectiveness of “Fit, Food, Fun” (FFF), a serious game to impart nutritional knowledge among children and adolescents. Data collection was conducted at two secondary schools in Bavaria, Germany. The gameplay i...
With this contribution we want to give insights into the development of a drinking gadget which is useable by the elderly and dementia patients with the goal to create an automated drinking protocol. Through the literature and available smart cups, we deduced important strategies for the design of a drinking aid. Our natural solution is integrated...
We investigate the combination of a drinking gadget with Serious Games, designed to entice elderly/dementia patients to drink more water - with potential benefit for both, the elderlies and their caregivers. We present several strategies that are essential towards developing a Combined Evaluation Process needed to determine user acceptance. We repo...
To counter the difficult task of studying kanji when learning the Japanese language, we suggest an adventure style Serious Game. Previous solutions are focused on small 2D games or gamification of virtual kanji trainers. Our goal is to utilize the concept of flow by immersing the player in a rich storyline with Japanese mythology, turn-based encoun...
Can natural interaction requirements be fulfilled while still harnessing the "supernatural" fantasy of Virtual Reality (VR)? In this work we used off the shelf Electromyogram (EMG) sensors as an input device which can afford natural gestures to preform the "supernatural" task of growing your arm in VR. We recorded 18 participants preforming a simpl...
In this paper, we propose a solution to ease registrational tasks on users and keep them motivated during long lasting procedures using gamification elements. Augmented Reality (AR) technology appears in many different hardware setups ranging from mobile applications to full scale room tracking constructions. Many of which contain non-rigid sensors...
The paper starts with an overview of the research field of application and game development for the elderly. We identified important focus points in the area of elderly people activities, technological trends and motivation concepts. The identified experiences and insights will then be used to suggest an innovative game concept, which focuses on co...
Stylo-Handifact is a novel spatial user interface consisting of a haptic device (i. e., Stylo) attached to the forearm and a visualization of a virtual hand (i. e., Handifact), which in combination provide visuo-haptic feedback for posture training applications.
In this paper we evaluate the mutual effects of Handifact and Stylo on visuo-haptic sen...
Brain Computer Interfaces (BCIs) are a promising interaction method that currently face many problems before they can be used in everyday applications, such as games. One of the main problems is that calibration required for each new session using the BCI can be as long as 30 min. In this work in progress we hold 6 workshops with 2-4 participants p...
Over past decades, rapid technological advancements have evolved user‐computer interfaces significantly. In consequence, new opportunities are now available to ease and simplify computer access and its effective use in wide areas of applications and a large spectrum of user communities. In view of the state‐of‐the‐art, this article briefly summariz...
One of the major opportunities of Augmented Reality (AR) is supporting drivers in wayfinding. In order to correctly display AR visualisations in the environment, accurate global localisation as well as precise mapping of the environment is necessary. As a first step we assessed the positioning error of current Global Navigation Satellite Systems (G...
The complexity of automated production systems increases steadily – especially due to the rising customer demand to manufacture individualized goods. To stay competitive, companies in this domain need to adapt their engineering to deliver machines and plants with higher quality in shorter time. Hence, to reduce design errors and identify problems a...
Combined efforts in the fields of neuroscience, computer science and biology allowed to design biologically realistic models of the brain based on spiking neural networks. For a proper validation of these models, an embodiment in a dynamic and rich sensory environment, where the model is exposed to a realistic sensory-motor task, is needed. Due to...
Properly calibrating an optical see-through head-mounted display (OST-HMD) and maintaining a consistent calibration over time can be a very challenging task. Automated methods need an accurate model of both the OST-HMD screen and the user’s constantly changing eye-position to correctly project virtual information. While some automated methods exist...
We propose a method to calibrate viewpoint-dependent, channelwise image blur of near-eye displays, especially of Optical See- Through Head-Mounted Displays (OST-HMDs). Imperfections in HMD optics cause channel-wise image shift and blur that degrade the image quality of the display at a user's viewpoint. If we can estimate such characteristics perfe...