000 Informatik, Wissen, Systeme
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- 2021 (3) (entfernen)
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- FB4 Design (3) (entfernen)
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.
With relational perspectives, we examine the potential of traversing cultural collections along the richness of individual facets and relations through the process of developing an exploration-centered visualization. Cultural collections can contain thousands of artifacts, of which each typically possesses a diverse set of properties and individual facets constituting a unique relationship to the rest of the collection. Therefore, to create an appropriate representation of the complex data of each underlying artifact, oftentimes, it is not only interesting to get an overview of the entire collection from one perspective, but to explore the specific context of an artifact and the various relations it may have to other items. To investigate the potential of relational perspectives, we selected an art collection as a particularly promising case study. By following and reporting from a collaborative and iterative design process with an art museum, we developed a web interface that contrasts a collection overview with three situated visualizations each exposing a different kind of relational perspective on the art collection from an artifact.
Nachtalb
(2021)
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.