TY - CHAP A1 - Morat, Paul A1 - Schwerdtfeger, Aaron A1 - Heidmann, Frank T1 - In Case You Don’t Know What To Play : framework for a VR application that manipulates time perception through spatial distortion T2 - Tagungsband : Mensch und Computer 2021 N2 - In Case You Don’t Know What To Play is a framework for designing a Virtual Reality application that uses spatial distortion to influence the user’s visual perception and ultimately shall manipulate their sense of time. Spatial orientation allows us to judge distances regarding their temporal component. In particular, in self-motion we can estimate the duration it takes to cover a given distance, since time and spatial perception are connected. This connection can be broken with the help of Virtual Reality technology and a perceptual conflict can be created. KW - Interaction design KW - Mensch-Maschine-Kommunikation KW - Virtuelle Realität KW - Mixed Reality KW - Erweiterte Realität KW - Gamification Y1 - 2021 SN - 978-1-4503-8645-6 U6 - https://doi.org/10.1145/3473856.3474035 SP - 609 EP - 613 PB - Association for Computing Machinery CY - New York ER - TY - CHAP A1 - Morat, Paul A1 - Schwerdtfeger, Aaron A1 - Heidmann, Frank T1 - Nachtalb BT - A multisensory Neurofeedback VR-Interface T2 - Proceedings SIGGRAPH Asia 2021 XR N2 - Nachtalb is an immersive interface that enables brain-to-brain interaction using multisensory feedback. With the help of the g.tec Unicorn Hybrid Black brain-computer-interface (BCI), brain-activity-data is measured and translated visually with the Oculus Quest 2, tactilely with the bHaptics TactSuit and auditorily with 3D Sound. This intends to create a feedback loop that turns brain activity from data-input into sensory output which directly influences the brain activity data-input again. KW - extended reality KW - brain computer interfaces KW - virtual reality KW - neurofeedback KW - Gehirn-Computer-Schnittstelle KW - Virtuelle Realität KW - Neurofeedback Y1 - 2021 SN - 978-1-4503-9075-0 U6 - https://doi.org/10.1145/3478514.3487621 VL - 2021 SP - 1 EP - 2 PB - The Association for Computing Machinery CY - New York ER - TY - CHAP A1 - Morat, Paul A1 - Schwerdtfeger, Aaron A1 - Feucht, Max Emanuel A1 - Heidmann, Frank ED - Yamashta, Naomi ED - Evers, Vanessa ED - Yatani, Koji ED - Ding, Xianghua T1 - Der Trog BT - Prototype for an embodied contactless Breath-To-Water-Interface T2 - CHI EA '25 : Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems N2 - Der Trog is a prototype for a contactless, embodied breath-to-water interface, exploring the potential of Artificial Intelligence as a mediator to facilitate emotional and sensory interactions with nature. By tracking respiration via thermal image analysis and translating it into wave patterns on a water surface, the installation provides a tangible experience translating the user’s corporal rhythm onto a natural material. The present research project investigates whether such interactions can help bridging the gap between environmental knowledge and action within the ecological crisis, encouraging holistic empathy for nature. Der Trog aims to inspire new perceptions of our connection to natural elements, advocating for sustainable behaviour through meaningful, embodied encounters with the environment. KW - Künstliche Intelligenz KW - Maschinelles Sehen KW - Nachhaltigkeit Y1 - 2025 SN - 979-8-4007-1395-8 U6 - https://doi.org/10.1145/3706599.3721173 SP - 1 EP - 5 CY - New York ER - TY - CHAP A1 - Morat, Paul A1 - Schwerdtfeger, Aaron A1 - Heidmann, Frank T1 - Nachtalb BT - A multisensory Neurofeedback VR-Interface T2 - Proceedings SIGGRAPH 2022 : Immersive Pavilion N2 - Nachtalb is an immersive interface that enables brain-to-brain interaction using multisensory feedback. With the help of the g.tec Unicorn Hybrid Black brain-computer-interface (BCI), brain-activity-data is measured and translated visually with the Oculus Quest 2, tactilely with the bHaptics TactSuit and auditorily with 3D Sound. This intends to create a feedback loop that turns brain activity from data-input into sensory output which directly influences the brain activity data-input again. KW - brain computer interfaces KW - extended reality KW - virtual reality KW - Gehirn-Computer-Schnittstelle KW - Virtuelle Realität KW - Neurofeedback Y1 - 2022 SN - 978-1-4503-9369-0 U6 - https://doi.org/10.1145/3532834.3536207 SP - 1 EP - 2 PB - Association for Computing Machinery CY - New York ER -