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Mofebo: move and feel your body a fitness game with biofeedback in VR 

Mensch und Computer 2020 - Tagungsband Schormann, Isabell; Müller, Kerstin; Ebert, Achim
Fitnessspiele haben sich in vielerlei Ausprägungen im Videospielmarkt etabliert. Auch im immersiven Gaming-Bereich mit Head-Mounted-Displays haben sie Einzug gehalten. Biofeedback wird hingegen meist in medizinischen Anwendungen eingesetzt, um die eigene Körperwahrnehmung zu verbessern. In diesem Paper präsentieren wir ...

The cybersickness susceptibility questionnaire: predicting virtual reality tolerance 

Mensch und Computer 2020 - Tagungsband Freiwald, Jann Philipp; Göbel, Yvonne; Mostajeran, Fariba; Steinicke, Frank
In this paper we propose the Cybersickness Susceptibility Questionnaire (CSSQ), which predicts the likeliness of a user experiencing cybersickness related symptoms when exposed to virtual reality (VR). The items on this questionnaire were compiled from several previous works that have demonstrated the influence of various ...

Word saber: an effective and fun VR vocabulary learning game 

Mensch und Computer 2020 - Tagungsband Hartfill, Judith; Gabel, Jenny; Neves-Coelho, Daniel; Vogel, Daniel; Räthel, Fabian; Tiede, Simon; Ariza, Oscar; Steinicke, Frank
In this paper, we introduce Word Saber, a virtual reality (VR) edu-game for vocabulary learning. The game design and game mechanics are inspired by Beat Saber, where players have to cut virtual cubes from predefined directions by using bi-manual interactions with two lightsabers. Word Saber uses a similar concept, but ...

Show me your living room: investigating the role of representing user environments in AR remote consultations 

Mensch und Computer 2020 - Tagungsband Kahrl, Nicolas; Prilla, Michael; Blunk, Oliver
The study reported here investigates AR based support for remote consultations, in which an on-site user is supported by a remote helper. In such situations, it is important for the remote helper (or, in our case, the consultant) to see the environment of the person asking for support in order to relate to it. Based on ...

New Digital Realities – Blending our Reality with Virtuality 

i-com: Vol. 19, No. 2 Steinicke, Frank; Wolf, Katrin
New digital reality as a spectrum of technologies and experiences that digitally simulate and extend reality in one way or another across different human senses has received considerable attention in recent years. In particular, we have witnessed great advances in mixed reality (MR) technologies, such as Virtual Reality ...

Conveying perspective in multi-user virtual reality collaborations 

Mensch und Computer 2020 - Tagungsband Freiwald, Jann Philipp; Diedrichsen, Lennart; Baur, Alexander; Manka, Oliver; Jorshery, Pedram Berendjy; Steinicke, Frank
Effectively conveying the users' visual point of view in a collaborative virtual reality environment is a crucial factor in successful and efficient cooperation. Visual indicators of users' perspectives can reduce the required verbal communication and therefore increase the efficiency of work within remote teams. In ...

Playing in virtual nature: improving mood of elderly people using VR technology 

Mensch und Computer 2020 - Tagungsband Graf, Linda; Liszio, Stefan; Masuch, Maic
Age-related physical, mental, and social limitations can severely reduce the quality of life of elderly people. Research has shown that virtual reality (VR) can provide stimulating experiences, elicit positive emotions, and provoke relaxation. In this paper, we present an approach that integrates cognitive stimulating ...

Lost in 3D - Orientierung in virtuellen Welten 

Mensch und Computer 2020 - Tagungsband Jaksties, Alexander; Sünderkamp, Jan-Hendrik; Plümer, Jan Hendrik; Müller, Kerstin
Durch die zunehmende Verbreitung von immersiven Virtual Reality Anwendungen, wie z.B. Adventure und Sandbox Games, wird auch eine gute Orientierungsfähigkeit in virtuellen Welten wichtig. In diesem Paper stellen wir einen Prototypen vor, um Orientierungsvermögen in VR in Gebäuden zu untersuchen und Maßnahmen zur ...

Workshop on Virtual and Augmented Reality in Everyday Context (VARECo) 

Mensch und Computer 2020 - Workshopband Weyers, Benjamin; Zielasko, Daniel; Heinrich, Florian; Kulik, Alexander
The workshop is planned to provide a forum for researchers and practitioners interested in the investigation of open questions in the use of VR and AR technology in everyday context. The workshop aims at the presentation, discussion, and identification of current results and research questions in this context. The workshop ...

Towards an Interaction Design Framework for Conversation Roles in VR 

Mensch und Computer 2020 - Workshopband Bleakley, Anna Eliza
As social VR applications become more commercially available, it is important to consider roles users take on in conversation to develop future guidelines for conversational VR interfaces. This position paper proposes that in order to design effective conversations on social VR platforms, conversational footing needs to ...
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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

Steinicke, Frank (4)Müller, Kerstin (3)Freiwald, Jann Philipp (2)Roth, Daniel (2)Ariza, Oscar (1)Bartl, Andrea (1)Baur, Alexander (1)Bleakley, Anna Eliza (1)Blunk, Oliver (1)Borst, Christoph (1)... View More

Subject

virtual reality (20)
augmented reality (3)collaboration (3)presence (2)3D interaction (1)3D-interaction (1)assistive modeling (1)avatars (1)biofeedback (1)block connector system (1)... View More

Date Issued

2020 (20)

Has File(s)

No (13)Yes (7)

About uns | FAQ | Help | Imprint | Datenschutz

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