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Maurer Michael Saffari Amir Schulter Samuel Seichter Hartmut Zeisl Bernhard Lex Alexander Arth Clemens Barakonyi István Bauer Joachim Beichel Reinhard Bischof Horst Bornik Alexander Reitinger Bernhard Bauer Christian Gruber Lukas Kainz Bernhard Pirchheim Christian Wagner Daniel Kalkofen Denis Donoser Michael Elbischger Pierre Ferstl David Fraundorfer Friedrich Reitmayr Gerhard Godec Martin Graber Gottfried Grabner Markus Grubert Jens Hartl Andreas Hauswiesner Stefan Riemenschneider Hayko Grabner Helmut Hirzer Martin Hofer Manuel Hoppe Christof Irschara Arnold Newman Joseph Junghanns Sebastian Khan Inayatullah Kalkusch Michael Karner Konrad Khlebnikov Rostislav Klaus Andreas Klopschitz Manfred Kluckner Stefan Köstinger Martin Kontschieder Peter Pirker Katrin Kruijff Ernst Langlotz Tobias Langs Georg Leberl Franz Lee Felix Leistner Christian Leitner Raimund Lenz Martin Mauthner Thomas Meixner Philipp Mendez Erick Grabner Michael Heber Markus Mühl Judith Mulloni Alessandro Ober Sandra Pacher Georg Partl Christian Pflugfelder Roman Pinz Axel Roth Peter M. Pock Thomas Puff Werner Pan Qi Ram Surinder Grasset Raphael Recky Michal Regenbrecht Holger Reinbacher Christian Rüther Matthias Rumpler Markus Santner Jakob Sareika Markus Schall Gerhard Schmalstieg Dieter Schulz Hans-Jörg Sormann Mario Steinberger Markus Sternig Sabine Storer Markus Straka Matthias Streit Marc Tatzgern Markus Nguyen Thanh Nguyen Thuy Trobin Werner Unger Markus Uray Martina Urschler Martin Veas Eduardo Waldner Manuela Wendel Andreas Werlberger Manuel Winter Martin Wohlhart Paul Zach Christopher Zebedin Lukas Zollmann Stefanie
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  Title     Abstract     Start     End  
AUGUR: portable AR visualization of structure within structure using high precission detection
(details)

This project aims to develop portable measurement tools with in-situ visualization for the construction industry. A future measurement tool will provide a direct augmented reality view of measured properties over the real environment together with instructions as to where and how a certain task can be completed. For example, a metal detection tool should be able to provide direct visual feedback on the location of hidden metallic structures over a live video view of the inspected wall area. Furthermore it can guide a construction engineer to the optimal position for drilling a hole, avoiding any damage to existing structures.

Thus the tools should combine information from several sources to provide interactive and contextaware

guidance: Measurements from built-in sensors; location-aware through online tracking and registration; spatial, semantic information retrieved from a building information system (BIM). At the same time, future tools need to be simple to be used by non-expert users; therefore the system needs to be intuitive and guide users in the correct operation to fulfil their tasks. To accomplish this goal, The project addresses the following challenges:

  • Tracking for mobile devices in changing and unknown environments for correct visual overlays. We will investigate the combination of visual online reconstruction methods with range finders and coarse models for absolute registration.
  • X-Ray visualization of hidden and abstract information in unknown environments. Here we will investigate automatic approaches that take the environment’s appearance and the virtual information into account to select the best visualization method.
  • User guidance based on measured and plan information requires automatic analysis of the spatial arrangements and automatic visualization.
2012 2013
CONSTRUCT: Construction Site Monitoring and Change Detection using UAVs
(details)

The goal of the project is to develop methods for modeling and surveying large construction sites. The project will make use of unmanned aerial vehicles and existing stationary or pan-tilt zoom cameras at the construction site. The goal is to provide accurate 3D models on a regular basis of the whole site. This will generate a 4D data set (3D+time). This data can then be used for documentation, visualization (we will use a mobile augmented reality system to overlay e.g. the plan or a model of the building) as well as measurement (e.g., how much material has been transported). From a scientific point of view we will have to solve following tasks:

  • Dense 3D reconstruction from highly overlapping data, we will use variational methods implemented on the GPU.
  • Accurate registration of subsequent models over time. Since the 3D reconstruction is changing (per definition) the method needs to handle this. This is an instance of the highly relevant 3D model updating problem.
  • Integration of multiple camera sources. Using the 3D model and additional cameras poses the problem of localization of the additional cameras with respect to the 3D model which is again an instance the registration problem.
  • Development of a handheld AR platform for visualization. In order to use AR technology the pose of the platform with respect to the model and the reconstruction needs to be determined.
2011 2014
Caleydoplex- Information Exploration in Teams
(details)

Critical decisions involving a lot of data are rarely made by a single person, but are rather discussed and evaluated by a team of experts. Examples are doctors deciding for treatment of severe illness, emergency services having to react to ongoing crises, or engineers collaborating to make technical decisions concerning expensive products. These activities can be assisted by information visualization tools. However, traditional information visualization rarely considers the collaborative nature of data analysis tasks. The foundation of our research proposal is the extension of a multiple view visualization system to a multi-display environment. Multiple view visualization shows data in different representations and thereby accommodates for different knowledge backgrounds and user preferences. Multi-display environments turn unused wall and table spaces into interactive surfaces using off-the-shelf projection technology and integrate private workstations smoothly into this shared interactive workspace. Our research aim is the design and creation of a co-located collaborative information visualization workspace dealing with two principal challenges: display space management and collaborative interaction techniques. Intelligent display space management adopts information visualizations and placement of views automatically to the physical display properties and supports the users interacting with the environment. Combined with visual linking of related data entities distributed across the environment, it will help to establish a common knowledge ground. Collaborative interaction techniques are required to organize such a rich, but potentially complex environment. We will investigate high-level activity support for typical tasks in shared information workspaces and how users can maintain awareness of each other’s activities. The proposed research benefits from two ongoing projects at Graz University of Technology: Deskotheque delivers the basic technology necessary for collaborative work in multi-display environments, while Caleydo, a visualization project from the biomedical domain, provides an excellent use case, including the necessary experts willing to collaborate in studies. Using these frameworks, we plan to conduct several usability studies, with prototypes of different levels of sophistication. This research is part of the project Caleydo.

2011 2014
Managed Volume Processing (MVP)
(details)
Volumetric data is very common in medicine, geology or engineering, but the high complexity in data and algorithms has prevented widespread use of volume graphics. Recently, however, 3D image processing and visualization algorithms have been parallelized and ported to graphics processing units (GPUs). This proposal is concerned with new ways of designing volume graphics algorithms for the GPU that can interactively cope with these huge problems by better utilization of GPU capacity. Unfortunately, only certain parts of common image or volume processing algorithms can be mapped to the standard GPU stream processing model. For most real-world problems, writing programs for this architecture is a tedious task. As a result, most algorithms use the available processing power only for small subtasks -- the number crunching in inner loops. For example, direct volume rendering (DVR) methods send rays into a volumetric object, accumulate intensities, divide rays into sub-rays, scatter rays in materials and/or extract certain features. All GPU implementations of DVR use one processing unit for one pixel, regardless of whether the pixel will require very complex calculations or not. This strategy frequently leads to strong load imbalances. A particular problem of interactive applications such as volume graphics is that they are not traditional number crunching tasks, which only require optimal computational throughput, while having relaxed or no constraints concerning latency. On the contrary, interactive applications demand meeting real-time deadlines to ensure interactive response. This is a classical real-time resource scheduling problem. It can only be achieved by adaptive algorithms that rely on complex flow control and memory management decisions during the parallel execution. Both is currently only available on the CPU, which allows access to privileged mode through the operating system. On the GPU, components for high level scheduling involving latency hiding and memory management are missing or inaccessible. The desired full utilization of the GPU is very difficult to achieve for complex graphics algorithms with real-time demands. Building a toolset that allows harvesting the full GPU power for a general class of real-time volume graphics algorithms is the main goal of this proposal. We propose a managed volume processing system that incorporates the missing components. Its key modules are a task model, a workload scheduler with real-time capabilities and a virtual memory management system executed in tandem on the GPU and CPU. We will rely on the most recent hardware developments and use OpenCL as the standardized interface to access them. 2011 2014
Smart Reality - Innovation Network for Smart Applications and Media
(details)

The market for mobile media services will expand significantly in the next years. The explosion in the usage of smartphones and the growth of the application store model to sell individual services to smartphone users opens a new and attractive market for developers of simple, useful applications. New revenue streams can be created by in-application one-click purchasing. Aggregation of a camera on Internet-connected smartphones leads to the possibility of having a live video stream of the user's reality augmented by content and services from the Web. Location-based services and augmented reality are seen as potential killer applications of the mobile Internet because users are enabled to access additional information related to where they are, what they are seeing, or what they are doing, as well as instantly purchase related services and content.

For example, instead of just seeing a street poster for a club night and passing by, this new paradigm opens up instant access via the Internet-enabled smartphone to the club‘s location, purchasing an entrance ticket or listening to/buying the DJ mixes. A new co-operation net-work – the Innovation Network for Smart Applications and Media - will bring key Austrian R&D and innovative SMEs together to make real this new paradigm for smart mobile and media applications which we call Smart Reality, and be the first to benefit commercially from it.

2010 2012
Narkissos - Virtual Dressing Room
(details)
The main goal of NARKISSOS is to develop the next generation “magic mirror“ to be installed in a dressing room of a fashion store. The magic mirror is a technical multimedia system, where the consumer can watch himself on a video wall dressed by the clothes which are chosen by touch board or which he did register per RFID tag (embedded in the clothing) at a RFID reader stationed near the video wall of the virtual dressing room. Users can interactively change shape and appearance of the clothing in the mirror image without actually having to change cloths. Customers can also observe themselves (i.e., their avatar) from every side instantaneously. 2009 2012
SMART Vidente - Subsurface Mobile Augmented Reality Technology for Outdoor Infrastructure Workers
(details)

SMART VIDENTE focuses on research on the next-generation field information system for utility companies, providing mobile workforces with capabilities for on-site inspection and planning, data capture and as-built surveying. For achieving this aim, handheld Augmented Reality technology is used for on-site modification and surveying of geometric and semantic attributes of geospatial 3D models on the user’s handheld device. The project aims at providing a fully functional handheld Augmented Reality device for utility field workers. To achieve this goal, we require a software solution that can visualize registered three-dimensional underground models in real time. Registration in 3D requires being able to perform accurate global localization and posing tracking in real time without relying on unrealistic assumptions concerning prior scene knowledge. We will address this issue through fusion of vision, inertial and GPS sensors. Visualization requires the rendering of complex 3D models of underground infrastructure in a way that is easily comprehensible and useful to the mobile worker. This requires visualization techniques for geometric as well as non-geometric information from the geo-database, in particular of hidden objects through so-called “X-ray vision”. These visualization techniques need to be adaptive to scene complexity and environmental conditions. The three-dimensional geometry to be shown is not available per default, but must be extracted from a conventional database system and interpreted on-the-fly as a 3D visualization using procedural modeling techniques. We want to support annotation and even surveying tasks in the field, so the system must also allow to write information back to the geo-database. Finally, we will work with three large Austrian infrastructure companies to assess the usability of our solutions.

2009 2011
MARCUS - Mobile Augmented Reality and Context in Urban Scenarios
(details)

MARCUS is an exchange program with the Human Interface Technologies Laboratory (Christchurch, NZ) and the University of Otago (Otago, NZ). Its aim is to extend the scope of the research work performed in the EU Integrated Project "IPCity" with researchers in New Zealand.

The focus of research will be on how mobile devices can create new types of interactive urban experiences. For example, location specific information overlaid on the real world can be used to aid navigation through cities, in outdoor game play, or for providing user supplied comments at certain sites.

2008 2010
Ludwig Boltzmann Institut für Klinisch-Forensische Bildgebung
(details)

Die klinische Rechtsmedizin gewann in den letzten Jahren aufgrund einer Sensibilisierung der Öffentlichkeit gegenüber häuslicher und sexueller Gewalt, Gewalt gegenüber Kindern und Verdachtsfällen von medizinischen Behandlungsfehlern stark an Bedeutung. Die forensische Untersuchung von Lebenden ist bis heute jedoch auf eine äussere Besichtigung des Körpers beschränkt.

Das neue Ludwig-Boltzmann-Institut (LBI) für klinisch-forensische Bildgebung hat zum Ziel, Verfahren zur Erfassung von inneren Verletzungsbefunden als Grundlage für forensische Gutachten zu entwickeln. Mittels Computertomographie (CT) und Magnetresonanztomographie (MRT), welche in der Klinik etabliert sind, können zusätzliche, objektiv nachweisbare innere Verletzungsbefunde erhoben werden, die eine verbesserte Einschätzung der ausgeübten Gewalt gegen die untersuchte Person ermöglichen. Die Methoden sind jedoch auf klinische Diagnostik ausgerichtet, während forensisch wichtige Befunde nicht oder nicht optimal dargestellt werden.

Das Institut fuer Maschinelles Sehen und Darstellen kooperiert mit dem LBI zur Entwicklung neuer Methoden der Bildverarbeitung und Computergrafik zum Zwecke der Bildgebung.

2008 2015
IMPPACT - Image-based Multi-scale Physiological Planning for Ablation Cancer Treatment
(details)

IMPPACT is a European research project, which develops an intervention planning system for Radiofrequency Ablation of malignant liver tumours. TU Graz is dealing with medical visualization and augmented reality in the project. Problem or Context Radiofrequency Ablation (RFA) is a minimally invasive form to treat cancer without open surgery, by placing a needle inside the malignancy and destroying it through intensive heating. Though the advantages of this approach are obvious, the intervention is currently hard to plan, almost impossible to monitor or assess, and therefore is not the first choice for treatment. Project IMPPACT will develop a physiological model of the liver and simulate the RFA intervention result, accounting for patient specific physiological factors.

  • Closing gaps in the understanding of particular aspects of the RFA treatment by multi-scale studies on cells and animals
  • Transforming microscopic findings and into macroscopic equations
  • Extending the long-established bio-heat equation to incorporate multiple scales
  • Validating results at multiple levels
  • Cross checking validity for human physiology by comparison to images from ongoing patient treatment
  • Visual comparison of simulation and treatment results gathered in animal studies and during patient treatment
  • Extensive validation together with a user-centred software design approach guarantee suitability of the solution for clinical practice

Mathematical modelling together with experimental validation lead to a patient specific intervention planning system. read more Expected Results & Impacts IMPPACT will be modelling a physiological organ including the metabolism and patient specific tissue properties. This alone is a huge step forward as compared to the state-of-the-art intervention planning systems that do not address this issue.

The IPS will allow prediction of treatment results on a patient specific base. It will therefore bring down the risk of local recurrences and eliminate the nowadays so common repeated treatments of the same tumour, making RFA an as effective treatment as resection.

2008 2011
HydroSys - Advanced spatial analysis tools for on-site environmental monitoring and management
(details)

The research aim of the project is to provide a system infrastructure to support teams of users in the on-site monitoring of events and analysis of natural resources. The project will introduce the innovative concept of event-driven campaigns using handheld devices, potentially supported by an unmanned aerial vehicle (UAV). Event-driven campaigns provide users the capacity to analyse and predict environmental changes on-site, supporting the process of taking appropriate countermeasures to avoid environmental degradation. During these campaigns, users will be able to setup and retrieve data from mobile sensorstations, the UAV and external sources (such as permanent sensor networks) in order to generate dense information on a small area. The whole sensor network system will gather and store sensor data, and process simulations based on physical process models. Hence, a shared information system fusing heterogeneous data sources will be provided that supports teams of stakeholders to monitor environmental processes on-site, complementing remote monitoring and management. To enrich the data sets from a specific location, additional remotely controlled cameras will be deployed, mounted on sensorstations and below the UAV. Users will be able to analyse the environment using mobile phones and handheld computers, supported by advanced user interface techniques.

The project will improve monitoring and management for environmental scientists, institutions, service providers, engineering companies and municipalities through its strong integration of handhelds and sensor networks. The project will progress well beyond the current state in the art, by dealing with short-term events and detailed analysis of small sites. The analysis of such events is hardly supported by current methods, but has a large impact on environmental degradation. Furthermore, information is made available to citizens by providing mechanisms to access top-level environmental data. Within the project, cutting edge inter-disciplinary research will be performed to develop user-centered solutions. When the data is integrated with analytical tools in a shared information space it will also aid a wide range of managers and planners pursuing more environmentally sensitive solutions to engineering problems. To aid the process, the research is steered by considerable end-user involvement in all its phases.

2008 2011
Christian Doppler Laboratory for Handheld Augmented Reality
(details)

Augmented Reality (AR) combines real and virtual in a single view, putting information right were it belongs - into the real world. AR is still a young research field and hence strongly driven by basic research and experimental methods, while only few successful commercial applications have been deployed. One of the reasons is that past hardware (such as head-mounted displays and Tablet PCs) have not been sufficiently inexpensive and ergonomically satisfactory. Therefore, recent AR research shows a trends towards deploying AR on advanced mobile phones, using the phone camera as video see-through interface for a “magic lens” style of AR. Recent research in the proposer’s group has first the first time established a baseline technology for achieving real-time performance AR on mobile phones, and this development has been meet with great interest from industry. This proposal the logical consequence of this development. It is concerned with extending this research in several directions, in particular making techniques more scalable (sometimes several orders of magnitude), so that realistic real world scenarios interesting for commercial applications can be attacked by industry. Firstly, we want to expand our real-time computer-vision based pose tracking and object recognition techniques. Secondly, we propose to develop realistic AR image synthesis and visualization methods. Thirdly, we suggest an investigation into efficient 3D interaction techniques with and for AR phones. Finally, we suggest the creation of a distributed infrastructure based on Web 2.0 technology for scalable content creation and deployment of geo-referenced AR applications on phones.

2008 2015
CranUS - Cranial Ultrasound Simulation
(details)

The use of augmented reality in medicine is an important field, especially in teaching and training of sensitive tasks. To support teaching and training of neonatal cranial sonography, an augmented reality simulator was developed. Physical models of a newborn and an ultrasound probe were tracked and their movements displayed in their virtual representation. The head of the newborn model was augmented with a 3D volume, reconstructed from ultrasound images of a real patient. Reconstructing a 3D volume from irregular source data takes a special focus on positioning the images and the subsequent interpolation. Moving the physical model towards each other, the according slices are generated in realtime.

2007 2008
Doctoral Program for the Confluence of Graphics and Vision
(details)

Computer vision and computer graphics constitute two closely related areas of research: Though both fields rely on the same physical and mathematical principles and on a common set of representations, they mainly differ in how these representations are built. Traditionally these two fields have been treated as separate academic discipline. Exploiting the commonalities between vision and graphics turns out to be a scientifically profitable endeavour. There are many examples of fruitfull combination of graphics and vision, but there is no systematic education of students (especially in Austria). Therefore, the goal of this doctoral program Confluence of Vision and Graphics is to educate highly talented PhD students in this interdisciplinary field and to teach them a common view of this challenging topic from the start. All proposed topics require a significant amount of vision and graphics. The students will be co-supervised jointly by one professor with vision and one professor with graphics expertise. The proposed educational program will ensure that the students will be trained to become future leading scientists, which will face the challenges of research excellence in the interdisciplinary area of graphics and vision, academic leadership, and social competence as a member of a particular research group as well as being a part of the global research network.

2007 2019
VIPEM - Visual Analytics for Personalized Medicine
(details)

VIPEM ist ein System zur hypothesengesteuerten Analyse multidimensionaler Datenräume im Gebiet der personalisierten Medizin. Ein multidimensionaler Datenraum, bestehend aus molekularen und klinischen Daten, wird unter gleichzeitiger Anwendung algorithmischer Verfahren und direkter Benutzerinteraktion gefiltert und hierarchisch strukturiert. Ein zentrales Forschungsproblem der personalisierten Medizin ist die Frage, wie die Verknüpfungen zwischen genetischen Variationen und Krankheiten, bzw. dem Ansprechen auf bestimmte Medikamente, gefunden werden können. Dazu gilt es, z.B. Gendaten mit klinischen Daten zu verknüpfen und in Folge spezifische Patientengruppen zu identifizieren. Die großen Datenmengen der molekularen Analyseverfahren (genetische Polymorphismen, Genexpressionsdaten, Proteomics) können nur mehr mit Methoden der Bioinformatik und Statistik bewältigt werden. Aber auch Standardmethoden der Statistik und der Bioinformatik versagen, wenn die Daten sehr inhomogen strukturiert sind dies ist bei den klinischen Daten der Fall und wenn Strukturen in den Daten durch Rauschen bzw. dominante Muster verdeckt werden. VIPEM soll mit Hilfe von Visualierungsmethoden die Struktur in den Datenräumen sichtbar machen und eine interaktive Navigation und Strukturierung sowohl der molekularen, als auch der klinischen Daten erlauben. VIPEM baut auf Grundlagenergebnissen in den Bereichen Informations-Visualisierung und multimodale Benutzerschittstellen auf. Durch eine enge Verknüpfung mehrerer gleichzeitig wirksamer Eingabekanäle und die sofortige Sichtbarkeit der Analyseschritte in der Visualisierung steht dem Experten ein Werkzeug zu interaktiven Erkundung von komplexen Datenräumen zur Verfügung. Als Eingabeparameter für Analysealgorithmen nutzt VIPEM hierbei die menschliche Fähigkeit, komplexe Muster und Zusammenhänge visuell bereits in Ansätzen zu erfassen, und erlaubt dadurch das Freilegen sonst verdeckter Strukturen. VIPEM fokussiert auf die hohe Nachfrage nach visualisierter Analytik im Bereich der Bioinformatik. Der innovative Zugang von VIPEM versteht sich als einmaliges Verkaufsargument, zumal sich mit VIPEM ein viel versprechendes Produkt abzeichnet, welches sicher innerhalb der nächsten zwei bis drei Jahre seinen Stellenwert als verwertbares Produkt am Markt behaupten könnte. Diese Forschungsarbeit wird als Teil des Projekts Caleydo durchgeführt.

2007 2009
POMAR 3D - Position and Orientation Measurement in 3D for Augmented Reality
(details)

Positionierungs- und Orientierungsmodul für einen Mobilen Augmented Reality- Client zur 3D-Echtzeitvisualisierung unterirdischer Ver- und Entsorgungsinfrastruktur

2007 2008
Genoptikum - Interactive Biomedical Information Visualization
(details)

Genoptikum is an interactive data exploration system for the visualization of and navigation in molecular and clinical data in the field of personalized medicine. Genoptikum addresses the essential but to date unsolved problem of how to identify connections between genetic variants and their corresponding diseases or the response to certain drugs and treatments, respectively. It is, therefore, necessary to connect gene data and clinical data in order to categorise specific subgroups of patients with certain disease features. The huge amount of data provided by molecular analytical methods (genetic polymorphisms, gene expression data, proteomics) can only be analysed by applying statistical methods and bioinformatics. However, even standard methods of statistics and bioinformatics fail when the data are inhomogeneous as is the case with clinical data and when data structures are obscured by noise and dominant patterns. Genoptikum should make the structure of the data spaces visible by using innovative methods of visualisation based on multiple high resolution displays in combination with data projection technologies. Genoptikum is bases on fundamental results in the fields of visualisation of information and multimodal user interfaces which enable an interactive navigation and structuring of both molecular and clinical data. Through a close link between several input channels, which are simultaneously active, and by immediate visualisation of the steps of the analysis, the expert is provides with a tool for the interactive exploration of complex data spaces. As input parameter for analysis algorithms Genoptikum makes use of the human visual capacity to grasp complex patterns to reveal hidden structures and correlations in large data spaces. This research is part of the project Caleydo.

2007 2009
Deskotheque - Collaborative Interaction in Multi Display Environments
(details)

Office space usually consists of private single-user workstations. Team work takes place on separate locations, usually supported by analogue media like printed paper. Digital data exchanges is accomplished through designated channels like e-mail or instant messengers.

Deskotheque is an ongoing project aiming to extend personal workspaces to enhance team work. It represents a flexible, interactive environment for team work, conference and meeting rooms. Unused surfaces in the room, such as empty wall space and table surfaces, can be turned into interactive, digital displays to be used for multi-user co-located teamwork.

2007 2011
Presenccia - Presence: Research Encompassing Sensory Enhancement, Neurosciense, Cerebral-Computer Interfaces and Applications
(details)

This Integrated Project will undertake a research programme that has as its major goal the understanding and exploitation of brain mechanisms for the enhancement of presence and interaction in mixed and virtual reality. The project is highly interdisciplinary, combining neuroscience, computer science, psychiatry, psychology, psychophysics, mechanical engineering, philosophy and drama. By presence we mean the propensity of humans to respond to fake stimuli as if they were real, something observed daily in every virtual reality laboratory. Understanding the neural basis of this ‘presence response’ its enhancement and its application is the fundamental object of study within the IP from many different points of view, and including visual, haptic and auditory modalities. The most interesting, challenging and useful mixed environments are social. The types of interaction we plan in mixed reality are those supporting interactions between real people and other remote real people, real people and virtual people, and between virtual people and virtual people. The aim is to make people’s responses real even if the perception of the reality is based on virtual stimuli. The project will carry out fundamental research adopting a neuroscience methodology and theoretical standpoint combined with research in the delivery of presence through multisensory modelling and rendering, and wide area tracking and display systems. A substantial part of the project is concerned with interaction through brain-computer interfaces. The whole will be brought together through a number of applications, in particular a persistent virtual community that represents the project itself, methods for projecting sensations of ownership to virtual representations of self, and the exploitation of neurofeedback for the enhancement of creativity through mixed reality environments.

2006 2009
IPCity - Interaction and Presence in Urban Environments
(details)

The research aim of the IPCity project is to investigate analytical and technological approaches to presence in real life settings. Analytically, this includes extending the approaches to presence accounting for the participative and social constitution of presence, the multiplicity and distribution of events in time and space. Technologically, this translates into developing portable environments for on-site configuration, mobile and light-weight mixed reality interfaces with the ambition to weave them into "the fabric of everyday life". Methodologically, this calls for moving "out of the lab" with field trials in real settings, applying a triangulation of disciplines and methods for evaluation. These range from interpretative-ethnographic to quasi-experimental approaches and include cognitive science, social-psychological, and cultural-anthropological disciplines. The vision of the IPCity project is to provide citizens, visitors, as well as professionals involved in city development or the organization of events with a set of technologies that enable them to collaboratively envision, debate emerging developments, experience past and future views or happenings of their local urban environment, discovering new aspects of their city. This includes:

  • Extending analytical frameworks for presence, including the participative constitution of presence, the role of (shared) memory and mutual understanding, temporal fluctuations and interruptions (design for non-disruptiveness).
  • Developing an environment for MR interaction prototyping and a platform and toolkit for cross reality content authoring.
  • A range of building blocks and components ranging from mobile and lightweight mixed reality for situated participation to semi-stationary outdoor mixed reality environments that exploit the features of the surrounding physical environment.

The showcases include urban renewal projects, large scale events, and explorative edutainment and story telling applications.

2006 2010

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