@incollection{DoernerTeschRueggebergetal.2026, author = {D{\"o}rner, Ralf and Tesch, Alexander and R{\"u}ggeberg, Jim and Fuchs, Andreas and Grimm, Paul and Hillig, Julian and Pfeiffer, Thies and Blattgerste, Jonas and Bernloehr, Annette and Vogel, Kristina and Bauer, Nicola H. and Pestov, Alec and Spierling, Ulrike and Geiger, Christian and Hildebrand, Axel and Tropper, Tobias and Wilke, Wilhelm and Winkler, Christian and Makled, Elhassan and Schott, Ephraim and Broll, Wolfgang and Weidner, Florian and Fr{\"o}hlich, Bernd and G{\"o}bel, Gunther and Steinhauser, Marco and Schwandt, Tobias and Kumari, Gunjan and Stolz, Georg and Werner, Stephan and Uzun, Y{\"u}cel and Oppermann, Leif}, title = {Fallbeispiele f{\"u}r VR/AR}, series = {Virtual und Augmented Reality (VR/AR): Grundlagen und Methoden von Extended Realities (XR)}, booktitle = {Virtual und Augmented Reality (VR/AR): Grundlagen und Methoden von Extended Realities (XR)}, editor = {D{\"o}rner, Ralf and Broll, Wolfgang and Grimm, Paul and Jung, Bernhard}, publisher = {Springer Nature}, address = {Berlin, Heidelberg}, isbn = {9783662723081}, doi = {10.1007/978-3-662-72309-8_11}, pages = {579 -- 628}, year = {2026}, subject = {Virtuelle Realit{\"a}t}, language = {de} } @article{HimmeleinvonBergPoerschmannetal.2025, author = {Himmelein, Hendrik and von Berg, Markus and P{\"o}rschmann, Christoph and Steffens, Jochen}, title = {Influence of mental effort on sound evaluations in virtual and real experimental environments}, series = {Frontiers in Virtual Reality}, volume = {6}, journal = {Frontiers in Virtual Reality}, publisher = {Frontiers Media SA}, issn = {2673-4192}, doi = {10.3389/frvir.2025.1672595}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-57985}, year = {2025}, abstract = {Psychoacoustic research increasingly relies on virtual reality (VR) to account for the complexity of acoustic scenarios and enhance the ecological validity of laboratory findings. However, recent studies suggest that virtual environments can alter mental effort compared to real-world settings, for example, through increased perceptual complexity which in turn may affect auditory perception.This could bias experimental outcomes and compromise the ecological validity of studies conducted in VR. To investigate this, a 2 × 2 between-subjects experiment was conducted to assess whether VR environments increase mental effort and thereby influence auditory perception. A real office environment was visually reconstructed in Unity and presented to the participants via a head-mounted display (HMD) and compared to its real counterpart. Participants in both environments were asked to retrospectively rate the loudness and unpleasantness of dynamically rendered binaural office noise scenarios presented via headphones and to report perceived sound sources. Moreover, participants were divided into two groups to induce different levels of mental effort. One group was asked to listen only to the sounds, while the other performed the Stroop Color-Word interference test in parallel. The results show no significant difference in the overall induced mental effort between environment conditions. Furthermore, performing the Stroop test had an effect on loudness and unpleasantness that was mediated by subjective effort. The results also suggest that auditory jugment depend primarily on individual sound properties, regardless of the visual environment.}, subject = {Psychoakustik}, language = {en} } @article{NeuhausRingfortFelnerFeitschetal.2025, author = {Neuhaus, Robin and Ringfort-Felner, Ronda and Feitsch, Jochen and Kempken, Gabriel and Dakhane, Sarvesh and Hassenzahl, Marc}, title = {"Virtual Unreality": Unreal Augmentation of Perception and Action Must Fit the Task to Be Beneficial}, series = {Frontiers in Virtual Reality}, journal = {Frontiers in Virtual Reality}, publisher = {Frontiers}, issn = {2673-4192}, doi = {10.3389/frvir.2025.1658463}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-58057}, pages = {12}, year = {2025}, abstract = {"Unreal" augmentations of perception and action (e.g., looking through walls, flying) represent a distinctive design opportunity in Virtual Reality (VR), allowing users to transcend real-world limitations. Yet the conditions under which such augmentations yield positive experience remain unclear. In this study, we tested whether the experience of being augmented depends on compatibility with the given task. In a between-subject experimental vignette study (N=120 experienced VR users), participants watched first-person videos in one of three conditions: (1) reality-oriented object manipulation (control), (2) task-compatible augmentation (growing/shrinking), or (3) non-task-compatible augmentation (distant grasping). As expected, the augmentation-oriented design only led to a greater sense of augmentation when it was compatible with the task. In turn, the experience of augmentation was positively related to positive affect, need fulfillment, and hedonic quality. These findings suggest that unreal augmentations are beneficial, but only when the new abilities match the task.}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @inproceedings{GeigerAliDilchert2025, author = {Geiger, Christian and Ali, Soren and Dilchert, Philipp}, title = {The BildKlangPoet - a technical framework for designing mixed reality painting experiences using generative AI}, series = {KUI 2025: XXII. Conference on Culture and Computer Science: Remixing analog and digital; September 25 - 26, 2025}, booktitle = {KUI 2025: XXII. Conference on Culture and Computer Science: Remixing analog and digital; September 25 - 26, 2025}, pages = {5}, year = {2025}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @article{NapetschnigDeitersBrixiusetal.2025, author = {Napetschnig, Alina and Deiters, Wolfgang and Brixius, Klara and Bertram, Michael and Vogel, Christoph}, title = {Development and Evaluation of an Immersive Virtual Reality Application for Road Crossing Training in Older Adults}, series = {Geriatrics}, volume = {10}, journal = {Geriatrics}, number = {4}, publisher = {MDPI}, issn = {2308-3417}, doi = {10.3390/geriatrics10040099}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-57571}, pages = {19}, year = {2025}, abstract = {Background/Objectives: Aging is often accompanied by physical and cognitive decline, affecting older adults' mobility. Virtual reality (VR) offers innovative opportunities to safely practice everyday tasks, such as street crossing. This study was designed as a feasibility and pilot study to explore acceptance, usability, and preliminary effects of a VR-based road-crossing intervention for older adults. It investigates the use of virtual reality (VR) as an innovative training tool to support senior citizens in safely navigating everyday challenges such as crossing roads. By providing an immersive environment with realistic traffic scenarios, VR enables participants to practice in a safe and controlled setting, minimizing the risks associated with real-world road traffic. Methods: A VR training application called "Wegfest" was developed to facilitate targeted road-crossing practice. The application simulates various scenarios commonly encountered by older adults, such as crossing busy streets or waiting at traffic lights. The study applied a single-group pre-post design. Outcomes included the Timed Up and Go test (TUG), Falls Efficacy Scale-International (FES-I), and Montreal Cognitive Assessment (MoCA). Results: The development process of "Wegfest" demonstrates how a highly realistic street environment can be created for VR-based road-crossing training. Significant improvements were found in the Timed Up and Go test (p = 0.002, d = 0.784) and fall-related self-efficacy (FES-I, p = 0.005). No change was observed in cognitive function (MoCA, p = 0.56). Participants reported increased subjective safety (p \< 0.001). Discussion: The development of the VR training application "Wegfest" highlights the feasibility of creating realistic virtual environments for skill development. By leveraging immersive technology, both physical and cognitive skills required for road-crossing can be effectively trained. The findings suggest that "Wegfest" has the potential to enhance the mobility and safety of older adults in road traffic through immersive experiences and targeted training interventions. Conclusions: As an innovative training tool, the VR application not only provides an engaging and enjoyable learning environment but also fosters self-confidence and independence among older adults in traffic settings. Regular training within the virtual world enables senior citizens to continuously refine their skills, ultimately improving their quality of life.}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @inproceedings{GerhardtGeigerSaeger2025, author = {Gerhardt, Emil and Geiger, Chris and S{\"a}ger, Mitja}, title = {Designing Fractal Expressions for Immersive Aesthetic Experiences}, series = {2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)}, booktitle = {2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)}, publisher = {IEEE}, address = {Piscataway, NJ}, doi = {10.1109/VRW66409.2025.00466}, pages = {1642 -- 1643}, year = {2025}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @article{ErdmannvonBergSteffens2025, author = {Erdmann, Matthias and von Berg, Markus and Steffens, Jochen}, title = {Development and evaluation of a mixed reality music visualization for a live performance based on music information retrieval}, series = {Frontiers in Virtual Reality}, volume = {6}, journal = {Frontiers in Virtual Reality}, publisher = {Frontiers}, issn = {2673-4192}, doi = {10.3389/frvir.2025.1552321}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-51110}, pages = {18}, year = {2025}, abstract = {The present study explores the development and evaluation of a mixed reality music visualization for a live music performance. Real-time audio analysis and crossmodal correspondences were used as design guidelines for creating the visualization, which was presented through a head-mounted-display. To assess the impact of the music visualization on the audience's aesthetic experience, a baseline visualization was designed, featuring the same visual elements but with random changes of color and movement. The audience's aesthetic experience of the two conditions (i.e., listening to the same song with different visualizations) was assessed using the Aesthetic Emotions Scale (AESTHEMOS) questionnaire. Additionally, participants answered questions regarding the perceived audiovisual congruence of the stimuli and questionnaires about individual musicality and aesthetic receptivity. The results show that the visualization controlled by real-time audio analysis was associated with a slightly enhanced aesthetic experience of the audiovisual composition compared to the randomized visualization, thereby supporting similar findings reported in the literature. Furthermore, the tested personal characteristics of the participants did not significantly affect aesthetic experience. Significant correlations between these characteristics and the aesthetic experience were observed only when the ratings were averaged across conditions. An open interview provided deeper insights into the participants' overall experiences of the live music performance. The results of the study offer insights into the development of real-time music visualization in mixed reality, examines how the specific audiovisual stimuli employed influence the aesthetic experience, and provides potential technical guidelines for creating new concert formats.}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @inproceedings{GeigerGerhardSaeger2023, author = {Geiger, Chris and Gerhard, Emil and S{\"a}ger, Mitja}, title = {persona.fractalis II - A trialog between artist, user and algorithm}, series = {ARTECH '23: Proceedings of the 11th International Conference on Digital and Interactive Arts}, booktitle = {ARTECH '23: Proceedings of the 11th International Conference on Digital and Interactive Arts}, editor = {Olivero, Lucas Fabian and Veiga, Pedro Alves da and Bandeira Ara{\´u}jo, Ant{\´o}nio and Dourado, Patr{\´i}cia and Silva, Bruno Mendes da}, publisher = {ACM}, address = {New York}, isbn = {979-8-3315-1484-6}, doi = {10.1145/3632776.3632819}, pages = {4}, year = {2023}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @inproceedings{HaileMelekotKrugerNiemann2023, author = {Haile-Melekot, Yafet and Kruger, Karel and Niemann, J{\"o}rg}, title = {Virtual Reality for Interacting with a Manufacturing System Digital Twin—A Case Study}, series = {Smart, Sustainable Manufacturing in an Ever-Changing World: Proceedings of International Conference on Competitive Manufacturing (COMA '22)}, booktitle = {Smart, Sustainable Manufacturing in an Ever-Changing World: Proceedings of International Conference on Competitive Manufacturing (COMA '22)}, editor = {Leipzig, Konrad von and Sacks, Natasha and Mc Clelland, Michelle}, publisher = {Springer Nature}, address = {Cham}, isbn = {9783031156014}, issn = {2194-0525}, doi = {10.1007/978-3-031-15602-1_14}, pages = {179 -- 190}, year = {2023}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @inproceedings{HarthZimmerZupanic2024, author = {Harth, Jonathan and Zimmer, Christian-Norbert and Zupanic, Michaela}, title = {Balancing the Virtual World: Exploring the Efficacy of a Virtual Layer in Mitigating Cyber Sickness}, series = {Data Management Technologies and Applications. 12th International Conference, DATA 2023, Rome, Italy, July 11-13, 2023, Revised Selected Papers. Communications in Computer and Information Science, vol 2105}, booktitle = {Data Management Technologies and Applications. 12th International Conference, DATA 2023, Rome, Italy, July 11-13, 2023, Revised Selected Papers. Communications in Computer and Information Science, vol 2105}, editor = {Gusikhin, Oleg and Hammoudi, Slimane and Cuzzocrea, Alfredo}, publisher = {Springer Nature}, address = {Cham}, isbn = {9783031689185}, issn = {1865-0929}, doi = {10.1007/978-3-031-68919-2_1}, pages = {1 -- 24}, year = {2024}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @inproceedings{OPUS4-1625, title = {Virtuelle und Erweiterte Realit{\"a}t - 9. Workshop der GI-Fachgruppe VR/AR}, editor = {Geiger, Christian and Herder, Jens and Vierjahn, Tom}, publisher = {Shaker Verlag}, address = {Aachen}, isbn = {978-3-8440-1309-2}, year = {2012}, abstract = {Der neunte Workshop "Virtuelle und Erweiterte Realit{\"a}t" der Fachgruppe VR/AR der Gesellschaft f{\"u}r Informatik e.V. >> wurde an der FH D{\"u}sseldorf vom 19.09. - 20.09.2012 durchgef{\"u}hrt. Dies ist der Tagungsband des neunten Workshops zum Thema "Virtuelle und Erweiterte Realit{\"a}t", die von der Fachgruppe VR/AR der Gesellschaft f{\"u}r Informatik e.V. ins Leben gerufen wurde. Als etablierte Plattform f{\"u}r den Informations- und Ideenaustausch der deutschsprachigen VR/AR-Szene bot der Workshop den idealen Rahmen, aktuelle Ergebnisse und Vorhaben aus Forschung und Entwicklung - auch provokative Ideen - im Kreise eines fachkundigen Publikums zur Diskussion zu stellen. Insbesondere wollten wir auch jungen Nachwuchswissenschaftlern die M{\"o}glichkeit geben, ihre Arbeiten zu pr{\"a}sentieren; darunter fielen laufende Promotionsvorhaben oder auch herausragende studentische Arbeiten von Hochschulen und Forschungseinrichtungen. Eine Auswahl der besten Artikel aus dem Workshop werden in einer Sonderausgabe des Journal of Virtual Reality and Broadcasting (JVRB) ver{\"o}ffentlicht.}, language = {mul} } @inproceedings{OPUS4-1587, title = {Virtuelle und Erweiterte Realit{\"a}t - 15. Workshop der GI-Fachgruppe VR/AR}, editor = {Herder, Jens and Geiger, Christian and D{\"o}rner, Ralf and Grimm, Paul}, publisher = {Shaker Verlag}, address = {Herzogenrath}, isbn = {978-3-8440-6215-1}, doi = {10.2370/9783844062151}, year = {2018}, abstract = {Der f{\"u}nfzehnte Workshop "Virtuelle und Erweiterte Realit{\"a}t" der Fachgruppe VR/AR der Gesellschaft f{\"u}r Informatik e.V. wurde an der Hochschule D{\"u}sseldorf vom 10.-11.10.2018 durchgef{\"u}hrt. Als etablierte Plattform f{\"u}r den Informations- und Ideenaustausch der deutschsprachigen VR/AR-Szene bot der Workshop den idealen Rahmen, aktuelle Ergebnisse und Vorhaben aus Forschung und Entwicklung - auch provokative Ideen - im Kreise eines fachkundigen Publikums zur Diskussion zu stellen. Insbesondere wurde auch jungen Nachwuchswissenschaftlern die M{\"o}glichkeit gegeben, ihre Arbeiten zu pr{\"a}sentieren; darunter fielen laufende Promotionsvorhaben oder auch herausragende studentische Arbeiten von Hochschulen und Forschungseinrichtungen. Das Programmkomitee hat 12 Lang- und 6 Kurzbeitr{\"a}ge aus {\"u}ber 29 Gesamteinreichungen ausgew{\"a}hlt. Die Beitr{\"a}ge decken das Spektrum der Virtuellen und Erweiterten Realit{\"a}t ab. Der Workshop fand am 10. Oktober gleichzeitig mit dem Innovationstag des Innovationshubs in D{\"u}sseldorf statt. F{\"u}r einen Beitrag eigneten sich alle Themenfelder der "Virtuellen und Erweiterten Realit{\"a}t", insbesondere: 3D Eingabeger{\"a}te und Interaktionstechniken Avatare und Agenten Displaytechnologien und Tracking (Echtzeit-)Rendering Education und Edutainment Entertainment und Experiences Gesellschaft und soziotechnische Aspekte Human Factors Industrielle Einsatzszenarien Innovative Anwendungen K{\"u}nstlerische Anwendungen Modellierung und Simulation Multimodale Interaktion Systemarchitekturen und Intelligente Umgebungen Verteilte und kooperative VR/AR-Umgebungen}, language = {mul} } @misc{OPUS4-485, title = {305 - Satzung zur Einstellung des Master-Studiengangs „Virtuelle Realit{\"a}t" an der Fachhochschule D{\"u}sseldorf vom 03.07.2012}, address = {D{\"u}sseldorf}, organization = {Fachhochschule D{\"u}sseldorf}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-7382}, pages = {1}, year = {2012}, abstract = {Aufgrund des \S 2 Abs. 4 und des \S 64 des Gesetzes {\"u}ber die Hochschulen des Landes Nordrhein-Westfalen (Hochschulgesetz HG) vom 31.10.2006 (GV.NRW S. 474) in der aktuell g{\"u}ltigen Fassung hat die Fachhochschule D{\"u}sseldorf die folgende Ordnung als Satzung erlassen:}, language = {de} } @misc{OPUS4-169, title = {103 - Ordnung zur Feststellung der besonderen Vorbildung (VorbO) f{\"u}r den Master-Studiengang Virtuelle Realit{\"a}t an der Fachhochschule D{\"u}sseldorf vom 06.07.2006}, address = {D{\"u}sseldorf}, organization = {Fachhochschule D{\"u}sseldorf}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-2942}, pages = {6}, year = {2006}, abstract = {Aufgrund des \S 2 Abs. 4 und des \S 66 Abs. 2 des Gesetzes {\"u}ber die Hochschulen im Lande Nordrhein-Westfalen (Hochschulgesetz - HG) vom 14. M{\"a}rz 2000 (GV.NRW S. 190), zuletzt ge{\"a}ndert durch Gesetz vom 21. M{\"a}rz 2006 (GV. NRW. S. 119), hat die Fachhochschule D{\"u}sseldorf die folgende Ordnung als Satzung erlassen:}, language = {de} } @misc{OPUS4-174, title = {102 - Pr{\"u}fungsordnung f{\"u}r den Master-Studiengang Virtuelle Realit{\"a}t an der Fachhochschule D{\"u}sseldorf vom 06.07.2006}, address = {D{\"u}sseldorf}, organization = {Fachhochschule D{\"u}sseldorf}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-2931}, pages = {18}, year = {2006}, abstract = {Aufgrund des \S 2 Abs. 4 und des \S 94 Abs. 1 des Gesetzes {\"u}ber die Hochschulen des Landes Nordrhein-Westfalen (Hochschulgesetz HG) vom 14. M{\"a}rz 2000 (GV.NRW S. 190), zuletzt ge{\"a}ndert durch Gesetz vom 30. November 2004 (GV. NRW. S. 752), hat die Fachhochschule D{\"u}sseldorf die folgende Pr{\"u}fungsordnung als Satzung erlassen.}, subject = {Pr{\"u}fungsrecht}, language = {de} } @misc{OPUS4-168, title = {101 - Erste Satzung zur {\"A}nderung der Pr{\"u}fungsordnung f{\"u}r den Master-Studiengang Virtuelle Realit{\"a}t an der Fachhochschule D{\"u}sseldorf vom 06.07.2006}, address = {D{\"u}sseldorf}, organization = {Fachhochschule D{\"u}sseldorf}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-2852}, pages = {3}, year = {2006}, abstract = {Aufgrund des \S 2 Abs. 4 und des \S 94 Abs. 1 des Gesetzes {\"u}ber die Hochschulen im Lande Nordrhein-Westfalen (Hochschulgesetz - HG) vom 14. M{\"a}rz 2000 (GV.NRW S. 190), zuletzt ge{\"a}ndert durch Gesetz vom 21. M{\"a}rz 2006 (GV. NRW. S. 119), hat die Fachhochschule D{\"u}sseldorf die folgende Satzung erlassen:}, subject = {Pr{\"u}fungsrecht}, language = {de} } @misc{OPUS4-103, title = {66 - Studienordnung f{\"u}r den Master-Studiengang Virtuelle Realit{\"a}t an der Fachhochschule D{\"u}sseldorf vom 09.08.2005}, address = {D{\"u}sseldorf}, organization = {Fachhochschule D{\"u}sseldorf}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-1871}, pages = {43}, year = {2005}, abstract = {Aufgrund des \S 2 Abs. 4 und des \S 86 Abs. 1 des Gesetzes {\"u}ber die Hochschulen des Landes Nordrhein-Westfalen (Hochschulgesetz HG) vom 14. M{\"a}rz 2000 (GV.NRW S. 190), zuletzt ge{\"a}ndert durch Gesetz vom 30. November 2004 (GV. NRW. S. 752), hat die Fachhochschule D{\"u}sseldorf die folgende Pr{\"u}fungsordnung als Satzung erlassen.}, subject = {Pr{\"u}fungsrecht}, language = {de} } @misc{OPUS4-102, title = {65 - Pr{\"u}fungsordnung f{\"u}r den Master-Studiengang Virtuelle Realit{\"a}t an der Fachhochschule D{\"u}sseldorf vom 09.08.2005}, address = {D{\"u}sseldorf}, organization = {Fachhochschule D{\"u}sseldorf}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-1866}, pages = {18}, year = {2005}, abstract = {Aufgrund des \S 2 Abs. 4 und des \S 94 Abs. 1 des Gesetzes {\"u}ber die Hochschulen des Landes Nordrhein-Westfalen (Hochschulgesetz HG) vom 14. M{\"a}rz 2000 (GV.NRW S. 190), zuletzt ge{\"a}ndert durch Gesetz vom 30. November 2004 (GV. NRW. S. 752), hat die Fachhochschule D{\"u}sseldorf die folgende Pr{\"u}fungsordnung als Satzung erlassen.}, subject = {Pr{\"u}fungsrecht}, language = {de} } @misc{OPUS4-33, title = {44 - Pr{\"u}fungsordnung f{\"u}r den Studiengang Master of Science in Virtuelle Realit{\"a}t (Virtual Reality) an der Fachhochschule D{\"u}sseldorf vom 29.09.2004}, address = {D{\"u}sseldorf}, organization = {Fachhochschule D{\"u}sseldorf}, url = {http://nbn-resolving.de/urn:nbn:de:hbz:due62-opus-470}, pages = {19}, year = {2004}, abstract = {Auf der Grundlage des \S 2 Abs. 4 und des \S 94 Abs. 1 des Gesetzes {\"u}ber die Hochschulen des Landes Nordrhein-Westfalen (Hochschulgesetz-HG) vom 14.03.2000 (GV. NRW S.190), zuletzt ge{\"a}ndert durch Gesetz vom 16. Dezember 2003 (GV. NRW S. 772), hat die Fachhochschule D{\"u}sseldorf die folgende Pr{\"u}fungsordnung als Satzung erlassen.}, subject = {Pr{\"u}fungsrecht}, language = {de} }