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  • i-com - Journal of Interactive Media
  • i-com Band 21 (2022) Heft 1
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Immersive Inscribed Spaces – Bringing Virtuality to Written Artefacts for Humanities 

i-com: Vol. 21, No. 1 Gabel, Jenny; Berns, Christof; Bosch, Sebastian; Eickmeyer, Jost; Harter-Uibopuu, Kaja; Martin, Nathalie; Osthof, Ann Lauren; Steiger, Johann Anselm; Steinicke, Frank
Writing is an essential cultural technique, and the resulting artefacts are an important part of cultural heritage. The Cluster of Excellence ‘Understanding Written Artefacts’ is an interdisciplinary and cross-cultural long-term project dedicated to studying so-called ‘written artefacts (WA)’. Our work introduces immersive ...

UnlockLearning – Investigating the Integration of Vocabulary Learning Tasks into the Smartphone Authentication Process 

i-com: Vol. 21, No. 1 Schneegass, Christina; Sigethy, Sophia; Mitrevska, Teodora; Eiband, Malin; Buschek, Daniel
Frequent repetition of vocabulary is essential for effective language learning. To increase exposure to learning content, this work explores the integration of vocabulary tasks into the smartphone authentication process. We present the design and initial user experience evaluation of twelve prototypes, which explored ...

Reconstructing the Past, Enhancing the Traces from Frescos - The Case of the St. Venanzio Cathedral in Fabriano, Italy 

i-com: Vol. 21, No. 1 Verdiani, Giorgio; Charalambous, Alexia; Corsini, Federica
Architectures are always subject to transformation in time. When a historical building is seen by a tourist or by an occasional visitor, it appears like a complete and final artefact, showing its main characteristics like a clear example of a style or of an artistic phase. This interpretation may turn out to be mostly a ...

Desiderata for a Performative Hybrid Immersive Drawing Platform 

i-com: Vol. 21, No. 1 Olivero, Lucas Fabian; Araújo, António Bandeira
We discuss the design requirements of a software platform for constructing immersive environments through handmade spherical perspective drawings in a performative setting, with concurrent interactive live feed of the spherical drawing’s VR visualization. We investigate current best practices and available software in ...

Body Language of Avatars in VR Meetings as Communication Status Cue: Recommendations for Interaction Design and Implementation 

i-com: Vol. 21, No. 1 Kurzweg, Marco; Wolf, Katrin
While traditional videoconferencing causes privacy issues, virtual meetings are not yet widely used. Their communication quality still lacks usability and important non-verbal communication cues, such as body language, are underrepresented. We aim at exploring virtual avatars’ body language and how it can be used to ...

Culture and Computer Science – Physical and Virtual Spaces 

i-com: Vol. 21, No. 1 Israel, Johann Habakuk; Kassung, Christian; Sieck, Jürgen

Foreign Language Tandem Learning in Social VR - Conception, Implementation and Evaluation of the Game-Based Application Hololingo! 

i-com: Vol. 21, No. 1 Ahlers, Timo; Bumann, Cassandra; Kölle, Ralph; Lazović, Milica
Hololingo! is a social virtual reality app for real-time immersive distance learning of German as a Foreign Language (GFL). The acquisition of discoursive oral language skills for applied authentic contexts is challenging for group-based classroom settings and is often outsourced to autonomous analogue tandem learning. ...

Preserving Memories of Contemporary Witnesses Using Volumetric Video 

i-com: Vol. 21, No. 1 Schreer, Oliver; Worchel, Markus; Diaz, Rodrigo; Renault, Sylvain; Morgenstern, Wieland; Feldmann, Ingo; Zepp, Marcus; Hilsmann, Anna; Eisert, Peter
Volumetric Video is a novel technology that enables the creation of dynamic 3D models of persons, which can then be integrated in any 3D environment. In contrast to classical character animation, volumetric video is authentic and much more realistic and therefore ideal for the transfer of emotions, facial expressions and ...

QuarantivityVR: Supporting Self-Embodiment for Non-HMD Users in Asymmetric Social VR Games 

i-com: Vol. 21, No. 1 Yassien, Amal; Soliman, Mohamed Ahmed; Abdennadher, Slim
The prevalence of immersive head-mounted display (HMD) social virtual reality (VR) applications introduced asymmetric interaction among users within the virtual environment (VE). Therefore, researchers opted for (1) exploring the asymmetric social VR interaction dynamics in only co-located setups, (2) assigning interdependent ...

The Virtual Theremin: Designing an Interactive Digital Music Instrument for Film Scene Scoring 

i-com: Vol. 21, No. 1 Usabaev, Bela; Eschenbacher, Anna; Brennecke, Angela
This paper presents a first prototype of a virtual Theremin instrument for accompanying film scenes with sound. The virtual Theremin is implemented as a hybrid application for the web. Sound control is achieved by capturing user gestures with a webcam and mapping the gestures to the corresponding virtual Theremin parameters ...
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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

Sieck, Jürgen (2)Abdennadher, Slim (1)Ahlers, Timo (1)Araújo, António Bandeira (1)Barsht, Leonid (1)Berns, Christof (1)Bertocci, Stefano (1)Bosch, Sebastian (1)Brennecke, Angela (1)Bumann, Cassandra (1)... View More

Subject

virtual reality (3)augmented reality (2)mixed reality (2)3D modeling (1)Allegretto Nuzi (1)art (1)Asymmetric Interactions (1)auralization (1)Authentication (1)avatar (1)... View More

Date Issued

2022 (15)

Has File(s)

No (15)

About uns | FAQ | Help | Imprint | Datenschutz

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