Auflistung nach Autor:in "Latoschik, Marc Erich"
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- PosterAlgorithmen erleben in VR(INFOS 2023 - Informatikunterricht zwischen Aktualität und Zeitlosigkeit, 2023) Göbel, Erik; Korwisi, Kristof; Bartl, Andrea; Hennecke, Martin; Latoschik, Marc ErichDie Förderung algorithmischen Denkens in einer digitalen Welt kann durch interaktive Spielumgebungen und den Einsatz von Virtual Reality (VR) intensiviert werden. Basierend auf der 2D-Programmierumgebung Robot Karol wurde ein VR-Prototyp entwickelt, um den Zusammenhang zwischen Immersion und Lernerlebnis zu beleuchten. Durch drei verschiedene Perspektiven - VR-Egoperspektive, VR-Drittperspektive und Desktop-Drittperspektive - sollen unterschiedlich starke Immersionsgrade ermöglicht werden. In einer anschließenden Studie soll der tatsächlich erreichte Immersionsgrad und dessen Einfluss auf das Lernerlebnis untersucht werden.
- KonferenzbeitragAnalyzing Eye Tracking Data in Mirror Exposure(Mensch und Computer 2022 - Tagungsband, 2022) Döllinger, Nina; Göttfert, Christopher; Wolf, Erik; Mal, David; Latoschik, Marc Erich; Wienrich, CarolinMirror exposure is an important method in the treatment of body image disturbances. Eye tracking can support the unaffected assessment of attention biases during mirror exposure. However, the analysis of eye tracking data in mirror exposure comes with various difficulties and is associated with a high manual workload during data processing. We present an automated data processing framework that enables us to determine any body part as an area of interest without placing markers on the bodies of participants. A short, formative user study proved the quality compared to the gold standard. The automatic processing and openness for different systems allow a broad range of applications.
- WorkshopbeitragAnti-aliasing Techniques in Virtual Reality: A User Study with Perceptual Pairwise Comparison Ranking Scheme(GI VR / AR Workshop, 2024) Waldow, Kristoffer; Scholz, Jonas; Misiak, Martin; Fuhrmann, Arnulph; Roth, Daniel; Latoschik, Marc ErichAnti-aliasing is essential for Virtual Reality (VR) applications, as the pixels of current VR displays subtend a large field of view. This makes various undersampling artifacts particularly noticeable. Un- derstanding state-of-the-art anti-aliasing techniques and their trade- offs is therefore crucial for optimizing VR experiences and develop- ing high-quality VR applications. This paper investigates multiple anti-aliasing techniques through a user study with pairwise compar- isons to determine the best method for image quality in VR, con- sidering both static and moving objects in four different plausible environments. Results indicate that the ranking of methods does not differ significantly between moving and static scenes. While naive Supersampling Anti-Aliasing provides the best image qual- ity from the tested methods and Fast Approximate Anti-Aliasing the worst, Temporal Anti-Aliasing and Multisample Anti-Aliasing achieved similar results in terms of image quality.
- KonferenzbeitragBallroom Dance Training with Motion Capture and Virtual Reality(Proceedings of Mensch und Computer 2024, 2024) Maier, Sophia; Oberdörfer, Sebastian; Latoschik, Marc ErichThis paper investigates the integration of motion capture and virtual reality (VR) technologies in competitive ballroom dancing (slow walz, tango, slow foxtrott, viennese waltz, quickstep), aiming to analyze posture correctness and provide feedback to dancers for posture enhancement. Through qualitative interviews, the study identifies specific requirements and gathers insights into potentially helpful feedback mechanisms. Using Unity and motion capture technology, we implemented a prototype system featuring real-time visual cues for posture correction and a replay function for analysis. A validation study with competitive ballroom dancers reveals generally positive feedback on the system’s usefulness, though challenges like cable obstruction and bad usability of the user interface are noted. Insights from participants inform future refinements, emphasizing the need for precise feedback, cable-free movement, and user-friendly interfaces. While the program is promising for ballroom dance training, further research is needed to evaluate the system’s overall efficacy.
- WorkshopbeitragBrain 2 Communicate: EEG-based Affect Recognition to Augment Virtual Social Interactions(Mensch und Computer 2019 - Workshopband, 2019) Roth, Daniel; Westermeier, Franziska; Brübach, Larissa; Feigl, Tobias; Schell, Christian; Latoschik, Marc ErichThe perception and expression of emotion is a fundamental part of social interaction. This project aims to utilize neuronal signals to augment avatar-mediated communications. We recognize emotions with a brain-computer-interface (BCI) and supervised machine learning. Using an avatar-based communication interface that supports head tracking, gaze tracking, and speech to animation, we leverage the BCI-based affect detection to visualize emotional states.
- KonferenzbeitragDevelop your strengths by gaming: towards an inventory of gamificationable skills(INFORMATIK 2013 – Informatik angepasst an Mensch, Organisation und Umwelt, 2013) Oberdörfer, Sebastian; Latoschik, Marc ErichThis paper analyses existing gamification approaches to build a mapping between game genres and potential human skills required by and potentially trained by the specific genres. This mapping is then applied during an expert review of two typical game scenarios: an actionand reaction-oriented mini game and a collaborative group raid implemented in World of Warcraft. Both scenarios undergo an individual and detailed analysis to identify specific skillrelated aspects. Relevant aspects characterizing each type are listed as a basis for a skill-mapping based on specific game mechanics utilized by each type. That is, the identified specific game mechanics require gaming skills which are then mapped to general physiological as well as cognitive and social human skills. This detailed game-mechanics-based skill-mapping is a first step towards a gamification index. Used in reverse order, from human skills to game mechanics, such an index will support the design of edutainment applications using gamification as a means to enhance skills required in real-world scenarios. The article concludes with a description of future work in the area of gamified skills as motivated by the work presented here.
- WorkshopbeitragDeveloping a Study Design on the Effects of Different MotionTracking Approaches on the User Embodiment in Virtual Reality(Mensch und Computer 2020 - Workshopband, 2020) Ganal, Elisabeth; Bartl, Andrea; Westermeier, Franziska; Roth, Daniel; Latoschik, Marc ErichBody tracking systems often are used to capture body movements of users and to realistically animate humanoid figures in virtual reality (VR). Such systems are based on different techniques, e.g. marker-based and markerless tracking, and consequently have different advantages and disadvantages. In this paper, we highlight different quality aspects such as the reconstruction accuracy and invasiveness of tracking systems for embodied virtual reality. By a direct comparison of the systems through objective measurements and a user study we plan to investigate the effects of different motion tracking approaches. Based on objective and subjective measurements we want to reveal which parameters can influence the user experience and embodiment in a VE.
- KonferenzbeitragDevelopment of the InteractionSuitcase in virtual reality to support inter- and transcultural learning processes in English as Foreign Language education(DELFI 2021, 2021) Hein, Rebecca; Steinbock, Jeanine; Eisenmann, Maria; Latoschik, Marc Erich; Wienrich, CarolinImmersion programs and the experiences they offer learners are irreplaceable. In times of Covid-19, social VR applications can offer enormous potential for the acquisition of inter- and transcultural competencies (ITC). Virtual objects (VO) could initiate communication and reflection processes between learners with different cultural backgrounds and therefore offer an exciting approach. Accordingly, we address the following research questions: (1) What is a sound way to collect objects for the InteractionSuitcase to promote ITC acquisition by means of Social VR? (2) For which aspects do students use the objects when developing an ITC learning scenario? (3) Which VO are considered particularly supportive to initiate and facilitate ITC learning? To answer these research questions, the virtual InteractionSuitcase will be designed and implemented. This paper presents the empirical preliminary work and interim results of the development and evaluation of the InteractionSuitcase, its usage, and the significance of this project for Human- Computer Interaction (HCI) and English as Foreign Language (EFL) research.
- KonferenzbeitragHorst - The teaching frog: learning the anatomy of a frog using tangible AR(Mensch und Computer 2020 - Tagungsband, 2020) Oberdörfer, Sebastian; Elsässer, Anne; Schraudt, David; Grafe, Silke; Latoschik, Marc ErichLearning environments targeting Augmented Reality (AR) visualize complex facts, can increase a learner's motivation, and allow for the application of learning contents. When using tangible user interfaces, the learning process receives a physical aspect improving the overall intuitiveness. We present a tangible AR system targeting the learning of a frog's anatomy. The learning environment bases on a plushfrog containing removable markers. Detecting the markers, replaces them with 3D models of the organs. By extracting individual organs, learners can inspect them up close and learn more about their functions. Our AR frog further includes a quiz for a self-assessment of the learning progress and a gamification system to raise the overall motivation.
- ZeitschriftenartikelHybrid Avatar-Agent Technology – A Conceptual Step Towards Mediated “Social” Virtual Reality and its Respective Challenges(i-com: Vol. 14, No. 2, 2015) Roth, Daniel; Latoschik, Marc Erich; Vogeley, Kai; Bente, GaryDriven by large industry investments, developments of Virtual Reality (VR) technologies including unobtrusive sensors, actuators and novel display devices are rapidly progressing. Realism and interactivity have been postulated as crucial aspects of immersive VR since the naissance of the concept. However, today’s VR still falls short from creating real life-like experiences in many regards. This holds particularly true when introducing the “social dimension” into the virtual worlds. Apparently, creating convincing virtual selves and virtual others and conveying meaningful and appropriate social behavior still is an open challenge for future VR. This challenge implies both, technical aspects, such as the real-time capacities of the systems, but also psychological aspects, such as the dynamics of human communication. Our knowledge of VR systems is still fragmented with regard to social cognition, although the social dimension is crucial when aiming at autonomous agents with a certain social background intelligence. It can be questioned though whether a perfect copy of real life interactions is a realistic or even meaningful goal of social VR development at this stage. Taking into consideration the specific strengths and weaknesses of humans and machines, we propose a conceptual turn in social VR which focuses on what we call “hybrid avatar-agent systems”. Such systems are required to generate i) avatar mediated interactions between real humans, taking advantage of their social intuitions and flexible communicative skills and ii) an artificial social intelligence (AIS) which monitors, and potentially moderates or transforms ongoing virtual interactions based on social signals, such as performing adaptive manipulations of behavior in intercultural conversations. The current article sketches a respective base architecture and discusses necessary research prospects and challenges as a starting point for future research and development.
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