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Veranstaltungsbeschreibung

119651a Mixed Reality Design

Zuletzt geändert:23.07.2025 / Ghellal
EDV-Nr:119651a
Studiengänge: Mobile Medien (Bachelor, 7 Semester), Prüfungsleistung im Modul Mixed Reality Design in Semester 4 6 7
Häufigkeit: S25
Dozent: Prof. Dr. Sabiha Ghellal
Sprache: Deutsch
Art: -
Umfang: 4 SWS
ECTS-Punkte: 6
Workload:
    Total hours: 180 Contact hours: 60 Self-study: 120
Inhaltliche Verbindung zu anderen Lehrveranstaltungen im Modul: It is recommended to take the course 3D Experience Design either prior to or alongside this seminar
Prüfungsform:
Beschreibung: The module is structured in three interconnected phases, each with distinct learning goals:


1. Theoretical Foundations and Academic Discourse
- Students explore key concepts such as presence, immersion, and interactivity.
- The aim is to understand these principles and apply them as analytical and creative tools in the design process.
Assignment 1: Analyze selected VR experiences (360° video and interactive applications) using theoretical design patterns.

2. Design and Development Skills
- Students acquire hands-on experience using state-of-the-art Mixed Reality prototyping tools and hardware.
- A strong emphasis is placed on applying theoretical insights from Phase 1.
Assignment 2: Design and develop an original VR prototype – assessment focuses on creativity, design execution, technical implementation, and theoretical transfer from Assignment 1.

3. Reflection and Evaluation
-Students learn to evaluate immersive experiences using research-based methods.
- Evaluation strategies focus on measuring user experience in terms of presence, immersion, and interactivity.
Assignment 3: Develop and implement an evaluation strategy, conduct user testing, and discuss results in a peer-reviewed group session.


English Abstract: This seminar introduces students to the core scientific concepts essential for designing meaningful and engaging Mixed Reality (MR) experiences. Rather than focusing solely on technological innovation or visual fidelity, the course emphasizes the experiential dimensions that shape how users perceive, interact with, and feel within hybrid environments. The seminar is structured around five key principles: Virtual World – defines the content structure and rules of the experience Immersion – describes the depth of mental and physical absorption into the environment Presence – refers to the subjective feeling of “being there” in the virtual or mixed space Sensory Feedback – enables real-time system responses that create a sense of acknowledgement and connection Interactivity – allows users to actively influence and shape the experience Together, these five pillars form the foundation for creating intuitive, impactful, and human-centered MR environments. Students will explore these concepts through both theoretical discussion and practical application, gaining the skills to critically analyze and design immersive spatial experiences.
Literatur:
    Benford, S., & Giannachi, G. (2011). Performing mixed reality. MIT press.
      Billinghurst, M., Clark, A., & Lee, G. (2015). A Survey of Augmented Reality. Foundations and Trends in Human-Computer Interaction, 8(2-3), 73-272.
        Flavián, C., Ibáñez-Sánchez, S., & Orús, C. (2019). The Impact of Virtual, Augmented and Mixed Reality Technologies on the Customer Experience. Journal of Business Research, 100, 547-560.
          McDowell, S. (2020). Projection Mapping: Theory and Application. CRC Press.
            Milgram, Paul; H. Takemura; A. Utsumi; F. Kishino (1994) “Augmented Reality: As class of display on the reality-virutality continiuum” Proceedings of SPIE - The International Society for Optical Engineering Vol. 2351. Retrieved 2021-06-01

            Weitere Literatur finden Sie in der HdM-Bibliothek.
            Internet:
              Mixed Reality Toolkit: https://microsoft.github.io/MixedRealityToolkit-Unity
                Zoe App https://zoeimmersive.com/app/
                  VR Sketching in Meta Quest: https://vrsketch.io
                    Projection Mapping Guide: https://projection-mapping.org
                      Die Geschichte der (AR) Augmented Reality und ihre Zukunft