#Immersive Media (AR, VR, 360°)

Augmented und Virtual Reality sowie 360°-Videos ermöglichen neue Formen der Immersion, des Eintauchens in virtuelle Welten – unter anderem für den Einsatz in der Kunst- und Medienwelt, in der Industrie 4.0 und im digitalen Gesundheitswesen.

Projekte

DEV-GRACE

Entwicklung eines gemeinsamen Erasmus Mundus Joint Master Programme für "Gamification in Extented Realities"

VRinMotion

Untersucht, wie die Charakteristika von analogen Stop-Motion-Animationen und Motion-Capturing-Datensätzen im aktuellen Kunstdiskurs als erweiterte Animation angepasst werden können.

Dataskop

Das Forschungsprojekt „Dataskop“ entwickelt mobile, ins Umfeld eingebettete Datenvisualisierungsmethoden, um physische Umwelt- und abstrakte Datendarstellung zu verbinden. Oder einfacher ausgedrü...

Publikationen

Franziska, B. (2023, June 14). VRinMotion: Experimental Stop-Motion and Puppeteering in Virtual Environments [Vortrag]. Society for Animation Studies 34th Annual Conference – The Animated Environment, Online – Glassboro. https://www.sas34.org/
Franziska, B., & Julian, S. (2023, June 6). Redefining Animated Frames for Virtual Environments [Vortrag]. Animafest Scanner, Zagreb, Croatia. http://www.animafest.hr/en/2023/side_event_pro/read/redefining_animated_frames_for_virtual_environments_franziska_bruckner_st_polten_university_of_applied_sciences_austria_julian_salhofer_st_polten_university_of_applied_sciences_austria
Bruckner, F., & Salhofer, J. (2023, March 26). Artistic Exploration of Stop-Motion Animation in Virtual Reality: Spatializing the Analog Techniques of Replacement, Cut-Out, and Object Animation [Online Vortrag]. IEEE VR ANIVAE Workshop Series on Animation in Virtual and Augmented Environments, Shanghai.
Bruckner, F., Salhofer, J., Gürtler, C., Hattler, M., & Husinsky, M. (2023). Artistic Exploration of Stop-Motion Animation in Virtual Reality: Spatializing the Analog Techniques of 2D Replacement and Object Animation by Using Digital Cutout and Realtime Rendering. 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 7–12. https://doi.org/10.1109/VRW58643.2023.00009
Vulpe-Grigorasi, A. (2023). Cognitive load assessment based on VR eye-tracking and biosensors. Proceedings of the 22nd International Conference on Mobile and Ubiquitous Multimedia, 589–591. https://doi.org/10.1145/3626705.3632618
Vulpe-Grigorasi, A. (2023). Multimodal machine learning for cognitive load based on eye tracking and biosensors. 2023 Symposium on Eye Tracking Research and Applications, 1–3. https://doi.org/10.1145/3588015.3589534
Aigner, W., Miksch, S., Schumann, H., & Tominski, C. (2023). Visualization of Time-Oriented Data (2nd ed.). Springer. https://www.timeviz.net
Stefan, N., & Julian, S. (2023). VRinMotion – ExperiMotion 1 [VR – Installation]. http://www.animafest.hr/en/2023/side_event/read/vrinmotion_experimotion_1
Aigner, W. (2022, November 18). Data and the City: Making data about the city and its people visible. Vienna Perspectives ― Art, Urban Space and Social In-/Equality, Vienna, Austria. https://muk.ac.at/veranstaltung/international-study-sessions-wiener-perspektiven-01.html
Bruckner, F. (2022, November 11). Spatiality of Cut-Out Animation in Virtual Environments [Vortrag]. Dimensions of Animation, Hochschule Luzern. https://blog.hslu.ch/dimensionsofanimation/

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