“Where’s Pinky?”: The Effects of a Reduced Number of Fingers in Virtual Reality
October 18, 2017

The hands of one’s avatar are possibly the most visible aspect when interacting in virtual reality (VR). As video games in VR proliferate, it is important to understand how the appearance of avatar hands influence the user experience. Designers of video games often stylize hands and reduce the number of fingers of game characters. Previous work shows that the appearance of avatar hands has significant effects on the user’s presence—the feeling of ‘being’ and ‘acting’ in VR. However, little is known about the effects of missing fingers of an avatar in VR. In this paper, we present a study (N = 24) that investigated the effect of hand representations by parametrically varying the number of fingers of abstract and realistically rendered hands.

“These are not my hands!”: Effect of Gender on the Perception of Avatar Hands in Virtual Reality
February 22, 2017

Rendering the user’s body in virtual reality increases immersion and presence – the illusion of ‘being there’. Recent technology enables determining the pose and position of the hands to render them accordingly while interacting within the virtual environment. Virtual reality applications often use realistic male or female hands, mimic robotic hands, or cartoon hands. However, it is unclear how users perceive different hand styles. We conducted a study with 14 male and 14 female participants in virtual reality to investigate the effect of gender on the perception of six different hands.

Starting the exploration of the Uncanny Valley
February 11, 2013

After the last half year full of trouble and many events, I’m beginning with my doctoral studies at the University of Stuttgart. It is a great honor for me to be in the research group of doctoral students in the collegue “Digital Media” and be part of a scholarship for three years. Subject of my research is the Uncanny Valley and writing a thesis in the next 3-5 years. Unfortunately, I must reduce my freelance work and academic employment at the Stuttgart Media University of course.

The Common Computer Animation Project
October 10, 2012

This semester the computer science departement of the Stuttgart Media University starts a common computer animation under the working title “Ascension” – a short movie about a little girl waking up on a flying crystal. 5 bachelor and 2 master students, 1 alumni, 3 external students and 2 acedemic assistants work on this common computer animation project. More about this short: https://blog.hdm-stuttgart.de/cg/category/ca/ascension/

A Photorealistic Earth
July 21, 2012

One of the most complicated shader types in cg are the earth shaders. Although there are only a few 3d spheres with textured surfaces and one sunlight you have to choose unlimited opportunities to design a performant, realistic and detailed scene of the earth, the moon and the sun. There are many different techniques and material properties to design an earth surface model – realistic or abstract. I’ve created a photorealistic earth & moon shader for V-Ray Renderer based on the NASA Blue Marble Earth Maps. You can download this models here.

The Making of the “Santa Maria”
July 25, 2011

In May 2011 I was commissioned by the Film Academy Ludwigsburg and Korion GmbH for a computer game to visualize a high-rez model of an explorer’s ship. The first thing I thought of this was the “Santa Maria” of Christopher Columbus, who reached America in 1492. For a game trailer I’ve rendered a ship and a few additional models for four CG sequences.