Language:
English or German, depending on participants
General Goal of the Project:
Virtual Reality is a very human‐centered technology. As a consequence, it is an important part of the
scientific procedure to evaluate what has been achieved in studies with human participants. Aspects to
be evaluated cover areas such as presence, immersion or usability. Examples are evaluations of new
interfaces for navigation, selection or manipulation or evaluations of specific applications, such as
training simulations.
Complementary to this, Virtual Reality can also provide an interesting experimental framework for
studies in basic research, as it allows the experimenter to have a high level of control of the contextual
factors. It is also more easy to reproduce experiments that have been designed for Virtual Reality. For
example, we have conducted studies on consumer preferences and choice models in a virtual
supermarket, which allowed us to re‐arrange products in shelves programmatically in no‐time. It would
have made much more effort to present participants with twenty different product arrangements in a
real‐world setup.
This project will focus on the methodological aspects of experiments in virtual reality. The participants
will
presence, immersion, etc.
Experiments
Participants may choose one of a selection of experiments. Some of these experiments will be provided
by the CLFVR team and may be rooted in current research projects. In addition to that, there will be a
call for experiment proposals to which all master students of the VR course may submit their ideas to.
Procedure:
The procedure of the project is as follows:
Phase 1 (April‐May): Seminar courses on methods, with short presentations and discussions
Phase 2 (May): Design of an experiment/evaluation
Phase 3 (June): Conducting an experiment
Phase 4 (July): Evaluation and reporting
Remarks:
As a conclusion of the project, a report will be written. This report will be in
the shape of a scientific paper, which might be even submitted to a real scientific workshop, such as the
German Workshop for Virtual and Augmented Reality. Participants of the project, in particular those
following a master's program, will learn how to structure and write a scientific article. If the article is
accepted, participants will also have the chance to present their work on a real scientific workshop.
This project may lay the foundation for many interesting questions or application problems which could
be addressed in a bachelor or master thesis.
Teilnahmevoraussetzungen, notwendige Vorkenntnisse:
Augmentierten Realität / herausgegeben von Ralf Dörner, Wolfgang Broll, Paul Grimm, Bernhard
Jung, Springer Verlag, ISBN 978‐3‐642‐28903‐3
Verlag, ISBN 3‐8017‐1627‐9
Rhythmus | Tag | Uhrzeit | Format / Ort | Zeitraum |
---|
Modul | Veranstaltung | Leistungen | |
---|---|---|---|
23-MeWi-HM5 Praxis-Umgang mit Medien | Lehrveranstaltung I | benotete Prüfungsleistung
|
Studieninformation |
Lehrveranstaltung II | Studienleistung
|
Studieninformation | |
Lehrveranstaltung III | Studienleistung
|
Studieninformation | |
Lehrveranstaltung IV | Studienleistung
|
Studieninformation | |
39-Inf-11 Mensch-Maschine-Interaktion | Vertiefung Mensch-Maschine-Interaktion | unbenotete Prüfungsleistung
|
Studieninformation |
39-Inf-VR Virtuelle Realität | Virtuelle Realität | benotete Prüfungsleistung
|
Studieninformation |
Virtuelle Realität | Studieninformation | ||
Virtuelle Realität | unbenotete Prüfungsleistung
|
Studieninformation |
Die verbindlichen Modulbeschreibungen enthalten weitere Informationen, auch zu den "Leistungen" und ihren Anforderungen. Sind mehrere "Leistungsformen" möglich, entscheiden die jeweiligen Lehrenden darüber.
Studiengang/-angebot | Gültigkeit | Variante | Untergliederung | Status | Sem. | LP | |
---|---|---|---|---|---|---|---|
Bioinformatik und Genomforschung / Bachelor | (Einschreibung bis SoSe 2011) | Virtuelle Realität; Mensch-Maschine-Interaktion | Wahlpflicht | 6. | 4 | unbenotet | |
Informatik / Bachelor | (Einschreibung bis SoSe 2011) | Nebenfach | Virtuelle Realität; Mensch-Maschine-Interaktion | Wahlpflicht | 6. | 4 | unbenotet |
Kognitive Informatik / Bachelor | (Einschreibung bis SoSe 2011) | Mensch-Maschine-Interaktion; Virtuelle Realität | Wahlpflicht | 6. | 4 | unbenotet | |
Medieninformatik und Gestaltung / Bachelor | (Einschreibung bis SoSe 2011) | Mensch-Maschine-Inter; Virtuelle Realität | Wahlpflicht | 6. | 4 | unbenotet | |
Medienwissenschaft, interdisziplinäre / Master | (Einschreibung bis SoSe 2014) | Hauptmodul 4; Hauptmodul 6 | Wahlpflicht | 4 | unbenotet | ||
Naturwissenschaftliche Informatik / Bachelor | (Einschreibung bis SoSe 2011) | Mensch-Maschine-Interaktion; Virtuelle Realität | Wahlpflicht | 6. | 4 | unbenotet | |
Studieren ab 50 |
technology)
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