Welcome



Welcome to the Virtual Reality & Immersive Visualization Group
at RWTH Aachen University!

The Virtual Reality and Immersive Visualization Group started in 1998 as a service team in the RWTH IT Center. Since 2015, we are a research group (Lehr- und Forschungsgebiet) at i12 within the Computer Science Department. Moreover, the Group is member of the Visual Computing Institute and continues to be an integral part of the RWTH IT Center.

In a unique combination of research, teaching, services and infrastructure, we provide Virtual Reality technologies and the underlying methodology as a powerful tool for scientific-technological applications.

In terms of basic research, we develop advanced methods and algorithms for multimodal 3D user interfaces and explorative analyses in virtual environments. Furthermore, we focus on application-driven, interdisciplinary research in collaboration with RWTH Aachen institutes, Forschungszentrum Jülich, research institutions worldwide, and partners from business and industry, covering fields like simulation science, production technology, neuroscience, and medicine.

To this end, we are members of / associated with the following institutes and facilities:

Our offices are located in the RWTH IT Center, where we operate one the largest Virtual Reality labs worldwide. The aixCAVE, a 30 sqm visualization chamber, makes it possible to interactively explore virtual worlds, is open to use by any RWTH Aachen research group.

Profile Area Information and Communication Technology now on LinkedIn

The Profile Area Information and Communication Technologies (ICT) plays an important role in all global challenges the institutional strategy of RWTH Aachen University addresses. Major topics of ICT such as Smart Systems, eHealth & AAL, Wireless Communication or Data Mining have an enormous research potential and a considerable practical relevance. However, the challenges occurring in this fields can only be solved on an interdisciplinary level. Therefore, the RWTH Aachen University founded the interdisciplinary Profile Area ICT with the respective Project House ICT Foundations of a Digitized Industry, Economy, and Society. Both, the Visual Computing Institute as well as the Chair of Computer Science 12, are members of this Project House with, in total, three projects.

In order to share and discuss ICT related information, the Profile Area ICT now has a LinkedIn presence. So, visit our profile and follow us on LinkedIn.

May 15, 2017

Upcoming Event: VR in Industry

Virtual Reality offers a wide range of new and innovative ways for the industry in areas like product development, product presentations or training courses.

But - how can VR be optimally integrated into the existing processes, which hardware and software are required and which costs are incurred for a company?

To answer these questions we teamed up with the TEMA Technologie Marketing AG, in order to organize and host The VR in Industry Days in Aachen on July, 4th to 5th. The varied conference program contains business cases and live demonstrations, presented by industrial partners as well as academic VR experts.

More information can be found on the respective event's website:
https://vr-in-industry.de.

We look forward to seeing you!

April 26, 2017

Thomas Beer receives doctoral degree from RWTH Aachen University

Today, our colleague Thomas Beer successfully passed his Ph.D. defense and received a doctoral degree from RWTH Aachen University for his thesis on "Plattform zur kollaborativen Simulation und Visualisierung von Szenarien des Integrative Computational Engineering ". Congratulations!

March 29, 2017

Co-Chair on WOIV’17

ISC 2017 accepted the second edition of the "ISC Workshop on in situ visualization”. Tom Vierjahn will be one of the co-chairs together with Guido Reina, Steffen Frey (both Univ. Stuttgart), and Gunther Weber (LBNL). The submission system is open …


Link: www.woiv.org
Call for Papers: Read more...

March 24, 2017

3DUI and IEEE VR 2018 will be held in Germany

We are very happy to announce, that next year’s 3DUI and IEEE VR will be located in Reutlingen, Baden-Württemberg, Germany. We are particularly pleased that Torsten W. Kuhlen is one of the conference co-chairs together with Betty Mohler (Max Planck Institute for Biological Cybernetics, Tuebingen, Germany), Evan Suma Rosenberg (University of Southern California, Institute of Creative Technologies, California) and Matthias Bues (Frauenhofer IAO, Stuttgart, Germany).

We look forward to seeing you in Reutlingen in March 2018!

March 24, 2017

Successful participation in 3DUI and IEEE VR 2017: Presentations & Contest Chair of 3DUI Contest

Our group presented three papers at 3DUI and three workshop papers as well as six posters at IEEE VR 2017 in Los Angeles, California, USA on March 18-22.

Furthermore, Benjamin Weyers continued his engagement for the 3DUI contest: He was one of the co-chairs together with Rongkai Guo (Kennesaw State University, USA) and Ryan R. McMahan (University of Texas in Dallas, USA).

March 24, 2017

Recent Publications

Utilizing Immersive Virtual Reality in Everyday Work

Workshop on Everyday Virtual Reality (WEVR)

Applications of Virtual Reality (VR) have been repeatedly explored with the goal to improve the data analysis process of users from different application domains, such as architecture and simulation sciences. Unfortunately, making VR available in professional application scenarios or even using it on a regular basis has proven to be challenging. We argue that everyday usage environments, such as office spaces, have introduced constraints that critically affect the design of interaction concepts since well-established techniques might be difficult to use. In our opinion, it is crucial to understand the impact of usage scenarios on interaction design, to successfully develop VR applications for everyday use. To substantiate our claim, we define three distinct usage scenarios in this work that primarily differ in the amount of mobility they allow for. We outline each scenario's inherent constraints but also point out opportunities that may be used to design novel, well-suited interaction techniques for different everyday usage environments. In addition, we link each scenario to a concrete application example to clarify its relevance and show how it affects interaction design.

 

Efficient Approximate Computation of Scene Visibility Based on Navigation Meshes and Applications for Navigation and Scene Analysis

Proceedings of the IEEE Symposium on 3D User Interfaces (2017)

Scene visibility - the information of which parts of the scene are visible from a certain location—can be used to derive various properties of a virtual environment. For example, it enables the computation of viewpoint quality to determine the informativeness of a viewpoint, helps in constructing virtual tours, and allows to keep track of the objects a user may already have seen. However, computing visibility at runtime may be too computationally expensive for many applications, while sampling the entire scene beforehand introduces a costly precomputation step and may include many samples not needed later on. Therefore, in this paper, we propose a novel approach to precompute visibility information based on navigation meshes, a polygonal representation of a scene’s navigable areas. We show that with only limited precomputation, high accuracy can be achieved in these areas. Furthermore, we demonstrate the usefulness of the approach by means of several applications, including viewpoint quality computation, landmark and room detection, and exploration assistance. In addition, we present a travel interface based on common visibility that we found to result in less cybersickness in a user study.

 

Approximating Optimal Sets of Views in Virtual Scenes

Proceedings of IEEE Virtual Reality Conference 2017

Viewpoint quality estimation methods allow the determination of the most informative position in a scene. However, a single position usually cannot represent an entire scene, requiring instead a set of several viewpoints. Measuring the quality of such a set of views, however, is not trivial, and the computation of an optimal set of views is an NP-hard problem. Therefore, in this work, we propose three methods to estimate the quality of a set of views. Furthermore, we evaluate three approaches for computing an approximation to the optimal set (two of them new) regarding effectiveness and efficiency.

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