Realistic Material Models
Graphical Realism through crowdsourcing
- Funded by:
- Deutsche Forschungsgemeinschaft (DFG)
- 01.04.2018 – 31.03.2021
- Prof. Dr.-Ing. Martin Fuchs
Digital games and virtual realities need credible material models to enable immersion through graphic realism. We would like to support this with a large collection of examples (what do surfaces really look like when the light situation changes, when the player moves?). For this we need the help of the crowd: maybe we can motivate it with gamification ... ?
In line with a user-centric experience design approach, application development focuses on the user experience. In the process, natural and media-specific competences are combined through the intensive cooperation of the interdisciplinary team of both institutions. Moreover, the iterative development process can ensure the teaching of fun and natural knowledge. As part of the project in the area of Game Design already several first playtest with users of the target group, e.g. in the computer games school of the city media center Stuttgart have been performed.
As part of the research project "Digital Paths to Museum II", several prototypes have been created in collaboration with the Staatsgalerie Stuttgart. To explore novel levels of interactive mediation, creative coding and decoding of digital content, these three prototypes are evaluated using an iterative player-centered design approach.
Due to our experimental lean UX research approach, we enable our research partner, the Staatsgalerie Stuttgart, to playfully try out different museum experiences before deciding on a digital strategy. The long-term goal is to strengthen digital, interactive skills and foster the game industry in Baden-Württemberg by working with local game developers.
The goal of the research project is to enable stroke patients to have faster and more sustainable rehabilitation of their musculoskeletal system by using computer games in virtual reality.
The core of the innovation is that in the virtual world, the patient perceives a successful movement of the paralyzed limb, which is controlled by a real-time analysis of individual brain and muscle signals. This optimizes the healing process through network reorganization in the brain. With the help of the games should be achieved that the patients train frequently and with fun. At our institute the gamification concepts and the games for the realization of the therapeutic goals are developed.
Virtual Reality, allows to duplicate teaching scenarios identically or with variation of individual parameters with different subjects, which is not possible in reality.
With the help of comparative studies, the effects of different aspects on different groups of students can be scientifically investigated. In addition, it is possible to examine the influence of technical and design aspects of the VR environment on the acceptance by the subjects and on the learning success.
Classification and evaluation of interaction, movement and system control in virtual reality.
Previous research has investigated player immersion and how it may affect gameplay. However, there is little research discussing diegesis in games and how diegetic and non-diegetic elements might influence the level of immersion...
Research in the context of a master thesis on virtual reality gaming with haptic interaction.