“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 Golden Ratio in 3D human face modeling
June 28, 2011

The freehand modeling of three-dimensional human faces with an usual 3D-animation software is still a big challenge for many CG Artists. A problem during the modeling process of real, human-like characters is the observance of certain natural proportions.  An important role plays the famous Golden Ratio, which is difficult to be applied in many ways.