Demonstrating Calw Virtual Reality App at VSMM 2017

Demonstrating Calw Virtual Reality App at VSMM 2017

The International Society on Virtual Systems and MultiMedia (VSMM) held its 23rd International Conference in Dublin/Ireland and Belfast/Northern Ireland, on October 30th to November 5th, 2017. In total, about 150 participants enjoyed an exciting program, consisting of Workshops and Conference tracks in Dublin, and Special Workshops and Cultural Tours in Belfast. The VSMM Society launched its conferences 23 years ago in Japan, in the early stages of Virtual Reality applications. Since then, it brings together leading researchers in the application of digital media, mobile, and virtual and augmented reality technology together with users across a diverse community.

Research Internship at Oculus in Redmond

Research Internship at Oculus in Redmond

In summer, I was at Facebook/Oculus in Redmond (USA). My internship was in the perceptual science group at Oculus Research. My work was closely related to my thesis topic as well as to my work in the SFB-TRR 161 at the Institute for Visualization and Interactive Systems, University of Stuttgart (Germany). I was responsible for the development of a study design, the experimental apparatus, and conducting a user study in virtual reality to investigate the effect of virtual hands on tactile perception.

Accumulation of Sensory Evidence in Self-Motion Perception

Accumulation of Sensory Evidence in Self-Motion Perception

Within the research group Cognition & Control in Human-Machine Systems at Max Planck Institute for Biological Cybernetics in Tübingen, we want to study fundamental principles of human perception, and translate them to a variety of applied fields, including the design of virtual environment. One of our research interests, and topic of today’s blog post, is the perception of self-motion.

How Good is Real?

How Good is Real?

With increasing realism of computer graphics and virtual worlds and digital characters look more and more natural. However, the effect of Uncanny Valley, first described in 1970, prevents too realistic human characters from being accepted. In my Ph.D. thesis, I investigate how the Uncanny Valley affects the user experience in virtual environments and virtual reality and how the effect can be avoided.

Computer Graphics for 3D/4D Cultural Heritage Preservations

Computer Graphics for 3D/4D Cultural Heritage Preservations

At the end of last month, Michael Klein from 7reasons, Vienna, visited the Visualization Research Center of the University of Stuttgart (VISUS). Within the Lecture Series “Visual Computing“ carried out by the Universities of Stuttgart and Konstanz within the research project SFB-TRR 161, he gave an enlightening talk about the application of computer graphics for cultural heritage preservations.