Goals and idea

In the lab, students will gain hands-on experience with mixed reality (MR) technologies and devices, with a focus on virtual reality (VR).

This is intended to enable students to assess the areas of application for these technologies and to independently design and implement applications for them.

In addition to acquiring technical skills, students should also learn to take the human factor into account. MR applications are only effective if ergonomics and usability are given high priority during implementation.

 

Laboratory equipment and activities

Equipment and function

The lab has a wide range of hardware for MR applications.

 

THI-CAVE

The four-sided CAVE is a large-scale, projection-based system for VR simulation. The CAVE is a cubic space measuring 3 m x 3 m x 3 m. High-resolution stereoscopic projection on three walls and the floor provides a high degree of immersion for multiple users. A tracking system enables head tracking and 3D input. Thanks to the high computing power of the rendering cluster, even detailed CAD models with a high level of tessellation can be visualized.

 

VR Workstation

The lab has 12 VR workstations, each consisting of a high-performance desktop computer and a Meta Quest 3. Here, students can create and immediately test VR applications using game engines, either individually or in teams of two.

 

HoloLens

For augmented reality applications, the lab has two Microsoft HoloLens headsets.

 

VR Headsets

In addition to the Meta Quest 3 headsets, the lab has a variety of other VR headsets (HTC Vive (Pro), Oculus Rift CV/S, Samsung Odyssey), which can be loaned to students for academic projects.

 

Other Equipment

Smart depth cameras and motion capture suits can be used for applications requiring body tracking. 3D and high-speed cameras are used for generating HDRi textures or for analysis.

Courses

The following courses take place regularly: Projects (all faculty E and some faculty M courses), Practical Course MMI and Virtual Reality (FFI), Virtual and Augmented Reality (UXD), Practical Courses in technology of human-computer interaction and augmented and virtual reality applications(UXD).

Research

Research in the VR Lab focused on the following areas:

 

Latency/Collaborative VR


Measuring latency in VR output devices and investigating the effects of latency on collaborative VR.

Collaborative VR = Collaboration among multiple people in a virtual environment

Latency = System-induced time delay between a user action registered by sensors and the update of a VR system’s output. High latency leads, among other things, to the dreaded cyber sickness.

 

AI-Based Pose Reconstruction


AI-based reconstruction of body poses using tracking data (head, hands, motion capture) as input.

Pose reconstruction serves as a starting point for further biomechanical analyses (e.g., ergonomics, muscle activation) and has a wide range of applications, including in gaming and sports medicine.

 

Riding Safety for Cyclists


VR simulations were used to investigate whether awareness alerts displayed on head-up displays can increase cyclists’ sense of safety, for example, when being passed by motor vehicles or when doors of parked vehicles open.

Laboratory management and team

Programme director and Academic advisor Mechanical Engineering (Bachelor)
Prof. Dr.-Ing. Thomas Binder
Phone: +49 841 9348-3070
Room: A218
E-Mail:
Prof. Dr. Thomas Grauschopf
Dean Faculty of Computer Science
Prof. Dr. Thomas Grauschopf
Phone: +49 841 9348-2230
Room: L232
E-Mail: