This thesis provides a list and classication of existing text entry methods for VR to this date and ones that could potentially be used in VR. It spans the design space for text entry in VR including non-evaluated variables. After that six QWERTY based text entry methods (Pointing, Head Gaze, Freehand, Pen Based, Touch Pad and Discrete Touch Pad) are implemented for the HTC Vive. They were presented to 14 users in a primary informal study followed by the main empirical study to explore their usability and user experience against criteria regarding text entry and VR: Words per Minute (WPM), Keystrokes per Character (KSPC), error rate, immersion, motion sickness, mental and physical demand (NASA task load index), as well as user experience. Pointing with a tracked hand held controller turned out to be the "best" method out of these regarding nearly all tested measures. Those measures where Pointing was not the "best" method showed no signicant differences between the methods. It also turned out that the method had no signicant effect on immersion or motion sickness. Based on the findings of the study open questions of the design space are answered, older design rules are updated and possible future work is proposed. This work allows developers of VR applications to choose an appropriate text entry method depending on the available hardware and kind of application. This is achieved through justied design guidelines.
Monsters in the Box is a game developed during and for my Bachelors thesis.
The idea of the game is to catch little "Monsters" through a mobile application and to set them free at a media facade. It combines concepts of popular games like "Pokemon" or "Polly Pocket". The game is centered around the idea that small creatures from another dimension accidentally enter our world. Through the mobile application one can catch and see them in 2D. Through the facade application one can set them free and see them in 3D.
In "Coral Rift", you have to navigate a pirate ship through the dangers of the sea to reach a glorious treasure island.
The game is projected onto three walls. Within this interactive room, 2-10 players move from left to right to control the direction of the ship. If they move forwards or backwards, they also change its speed. In order to survive, the ship's crew has to work together with the captain, a player who wears the Oculus Rift VR glasses and can see much further.
A VR Game. You find yourself in the endless universe in front of an overgrown planet. From here you can slip into two perspectives. A fragile snail and a weakened God-like force are connected and depend on each other's abilities. They work together to improve each other's existence. In the game, the player will collect God-power, which will be only obtainable in the sunlight. The God-like force and the snail are both vulnerable to sunlight. Only the snail has the ability to gather the God-power but since it suffers damage from the sun, the God has to pave the snail's path as safe as possible. The controles of the God are designed for motion controller usability and provide you with the power to manipulate the environment with your hands. The snail has a rail locomotion system with a look at feature to aim for the next move. As the snail, you have to become aware of your speed and move wisely.
Telling stories 3.0 is a mobile, media concept, where the storyteller is supported by modern technologies. The content of a specially built mobile app is projected into the room through a tablet and a mini projector. The story teller is able to control animations matching to the story. To involve the listeners even more, sound recording is integrated. As this concept and technology is easy to use, it could be applicable in kindergartens, schools, museums, book fairs, story telling festivals or simply at home with the whole family.
Magic Room VR is a virtual reality game experience devloped for the consumer version of the Oculus Rift + Oculus Touch. The player sits in a room which (s)he can interact with by using a wand. (S)he can manipulate objects by shrinking or moving them around the room.
"Controlling a Baxter Robot using Gaze and Gesture in a 3D Setup" is a group project developed for the Cobots Seminar 2015 at Saarland University. The goal was, as the title suggests, to control a Baxter robot using gaze and gesture in a 3D Setup while sitting at a table in front of the robot.
Controlling a Baxter Robot using Gaze and Gesture in a 3D Setup
Throughout the winter semester 2015/16 I worked on an own ray tracer. The task for this competition was to create an original scene and to use this raytracer to render an image. My group decided to render a checkerboard with some pawns using different materials like glass, mirror, phong, lamertian and perlin noise. Both Pictures are rendered with 400 rays per pixel.
In the course of the design of an interactive dancing shoe, we created a prototype with woollen socks. We equipped the socks with pressure sensors and vibration motors to monitor and guide the feet movement of the pair dancers. These are controlled by a master application running on an Android phone. The steps are indicated by vibration signals at specific positions of the foot, at the heel for a forward step, etc. When a user makes a mistake or gets out of sync, negative feedback is provided. We shortly evaluated how many haptic signals at which intensity a foot can distinguish and be processed by the brain/user which let to the decision to use 5 vibration motors. It is possible to dance in the socks for several minutes without making a mistake.