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Remote Guidance for Machine Maintenance Supported by Physical LEDs and Virtual Reality 

Mensch und Computer 2019 - Tagungsband Ladwig, Philipp; Dewitz, Bastian; Preu, Hendrik; Säger, Mitja
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, ...

Supporting Anatomy Education with a 3D Puzzle in a Virtual Reality Environment 

Mensch und Computer 2019 - Tagungsband Pohlandt, Daniel; Preim, Bernhard; Saalfeld, Patrick
We designed an immersive VR system to support the imagination of complex anatomical structures. By solving a 3D puzzle of anatomical models, medical students learn names and spatial relations. The approach is proposed as a supplement to the work with traditional human body donors. To meet the needs of medical students ...

A Qualitative Comparison Between Augmented and Virtual Reality Collaboration with Handheld Devices 

Mensch und Computer 2019 - Tagungsband Müller, Jens; Zagermann, Johannes; Wieland, Jonathan; Pfeil, Ulrike; Reiterer, Harald
Handheld Augmented Reality (AR) displays offer a see-through option to create the illusion of virtual objects being integrated into the viewer's physical environment. Some AR display technologies also allow for the deactivation of the see-through option, turning AR tablets into Virtual Reality (VR) devices that integrate ...

The Effect of Camera Perspectives on Locomotion Accuracy in Virtual Reality 

Mensch und Computer 2019 - Tagungsband Ujkani, Arbresh; Willms, Jan; Turgut, Lezgin; Wolf, Katrin
This paper investigates the effect of commonly used camera perspectives (First-person perspective, over the shoulder, behind the back and from top to bottom) on locomotion efficiency in virtual reality (VR). To test this research objective in a user study, a virtual test environment was implemented in which a ball can ...

MindTrain: How to Train your Mind with Interactive Technologies 

Mensch und Computer 2019 - Tagungsband Kosuru, Ravi Kanth; Lingelbach, Katharina; Bui, Michael; Vukelić, Mathias
Technological products for training the mind that support subjective well-being are gaining popularity in our daily lives. Using Electroencephalographic (EEG) signals for neurofeedback is helpful for learning and a promising approach to train the mind. We introduce MindTrain, a novel, gamified neurofeedback training ...

Turn Your Head Half Round: VR Rotation Techniques for Situations With Physically Limited Turning Angle 

Mensch und Computer 2019 - Tagungsband Langbehn, Eike; Wittig, Joel; Katzakis, Nikolaos; Steinicke, Frank
Rotational tracking enables Virtual Reality (VR) users to turn their head around freely 360° while looking around the environment. However, there are situations when physical head rotation is only possible for not more than a certain range, e. g., when the user sits in a bus or plane while she is wearing a VR headset. ...

ArmTouch: The Forearm as Touchpad for VR Control 

Mensch und Computer 2019 - Tagungsband Reich, Kristin; Jäger, Elisabeth; Do, Xuan Linh; Wolf, Katrin
Interacting with elements inside a virtual reality (VR) experience is usually done with a controller. However, they tend to be clunky and cumbersome to use. We designed an alternative controller that allows for a rich touch interaction. Our prototype uses the forearm for touch input in VR. The forearm is easy to find ...

Haptic Illusion Glove: A Glove for Illusionary Touch Feedback when Grasping Virtual Objects 

Mensch und Computer 2019 - Tagungsband Bickmann, Raoul; Tran, Celine; Ruesch, Ninja; Wolf, Katrin
When touching virtual objects, we lack haptic feedback using commonly and commercially available VR controllers, such as the HTC Vive Controller or Oculus Touch. Haptic Illusion Glove is a wearable device used to create the haptic illusion when grasping objects. When the fingers touch the palm and we see our (in reality ...

Preparing and guiding forensic crime scene inspections in virtual reality 

Mensch und Computer 2019 - Tagungsband Süncksen, Matthias; Hamester, Frederik; Ebert, Lars; Teistler, Michael
Computer-based scene reconstruction is a method for answering specific forensic questions in the context of accident or crime scenes. For the resulting 3D reconstruction, the use of virtual reality (VR) technology is a novel presentation form. For the presentation to a prosecutor, the need to put visible content into ...

Point-and-Lift: 3DoF-Fortbewegung in Virtuellen Umgebungen 

Mensch und Computer 2019 - Tagungsband Prinz, Lisa; Kaufeld, Mara; Mathew, Tintu
Fortbewegungsmethoden mit drei Freiheitsgraden oder degrees of freedom (DoF) ermöglichen es dem Nutzer, sich einen Überblick über die Virtuelle Umgebung (VU) zu verschaffen. Dies unterstützt den Nutzer bei dem Erwerb von räumlichem Wissen sowie bei der Orientierung in der VU. Existierende 3DoF-Fortbewegungsmethoden sind ...
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Gesellschaft für Informatik e.V. (GI), Kontakt: Geschäftsstelle der GI
Diese Digital Library basiert auf DSpace.

 

 

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Author

Wolf, Katrin (4)Langbehn, Eike (2)Bickmann, Raoul (1)Bui, Michael (1)Dewitz, Bastian (1)Do, Xuan Linh (1)Ebert, Lars (1)Eckhardt, Sören (1)Funk, Markus (1)Geiß, Alexander (1)... View More

Subject

Virtual Reality (14)
Locomotion (2)3D Product Presentation (1)3D Puzzle (1)accuracy (1)Augmented Reality (1)Brain-Computer Interface (1)CGI (1)Co-located collaboration (1)Collaboration (1)... View More

Date Issued

2019 (14)

Has File(s)

Yes (8)No (6)

About uns | FAQ | Help | Imprint | Datenschutz

Gesellschaft für Informatik e.V. (GI), Kontakt: Geschäftsstelle der GI
Diese Digital Library basiert auf DSpace.