Dennis Wolf, M.Sc.
Dennis Wolf war von 2010 bis 2016 Student an der Universität Ulm. Seit 2016 promoviert er in der Forschungsgruppe Mensch-Computer-Interaktion.
Dennis hat einen B.Sc. in Medieninformatik (2013) und einen M.Sc. in Medieninformatik (2016) von der Universität Ulm. Der Titel seiner Masterarbeit lautet: "OctiCam: An Immersive and Mobile Video Communication System for Relatives and Children".
Im Winter 2016 absolvierte er ein 3 monatiges Forschungspraktikum an der Universität Cambridge, UK in der Intelligent Interactive Systems Group unter der Leitung von Dr Per Ola Kristensson. Dies führte zu einer Kooperation an zwei noch immer laufenden Projekten.
- Mobile Devices
- Virtual/Augmented Reality
- Touch Interaction
- Ubiquitous Computing
Vorlesungen, Projekte und Seminare
- Intergration of vibro-tactile, thermal, and EMS actuators into a virtual reality head-mounted display for increased immersion (MA, Leo Hnatek, 2017)
- An Augmented Reality Framework for Assisted Activities in Dementia Therapy (MA, Daniel Besserer, 2018)
- Exploring Hand-Tracking and Smartwatch-Based Pointing in Virtual Reality (MA, Suhasaleem Holalkere, 2018)
- An Augmented Reality Framework to Assist Maintenance Workers (MA, Aman Tiwari, 2018)
Offene Themen für Abschlussarbeiten
- Exploring a Wearable Touch Screen (and Multi-User Interaction) in Virtual Reality
- Haptic Feedback in Virtual Reality: Exploring a Deformable Input/Output Device
- Exploring Teleportation Techniques for Virtual Reality
- Leveraging Facial Expressions and Brain Activity for Engaging In-Game Dialogues in Virtual Reality
Bei Interesse schreiben Sie mir einfach eine Mail oder kommen in meinem Büro vorbei. Weitere mögliche Themen wären:
- Haptisches Feedback in VR/AR
- Integration von biometrischem Feedback in VR Umgebungen
- Neuartige Aktuatoren/Artefakte, die eine virtuelle Welt greifbarer machen
Since 360 degree movies are a fairly new medium, creators are facing several challenges such as controlling the attention of a user. In traditional movies this is done by applying cuts and tracking shots which is not possible or advisable in VR since rotating the virtual scene in front of the user’s eyes will lead to simulator sickness. One of the reasons this effect occurs is when the physical movement (measured by the vestibular system) and the visual movement are not coherent.
GyroVR uses head worn flywheels designed to render inertia in Virtual Reality (VR). Motions such as flying, diving or floating in outer space generate kinesthetic forces onto our body which impede movement and are currently not represented in VR. GyroVR simulates those kinesthetic forces by attaching flywheels to the users head which leverage the gyroscopic effect of resistance when changing the spinning axis of rotation.
OctiCam is a mobile and child-friendly device that consists of a stuffed toy octopus on the outside and a communication proxy on the inside. Relying only on two squeeze buttons in the tentacles, we simplied the interaction with OctiCam to a child-friendly level. A build-in microphone and speaker allows audio chats while a build-in camera streams a 360 degree video using a fish-eye lens.
This project deals with a novel multi-screen interactive TV setup (smarTVision) and its enhancement through Companion-Technology. Due to their flexibility and the variety of interaction options, such multi-screen scenarios are hardly intuitive for the user. While research known so far focuses on technology and features, the user itself is often not considered adequately. Companion-Technology has the potential of making such interfaces really user-friendly. Building upon smarTVision, it’s extension via concepts of Companion-Technology is envisioned. This combination represents a versatile test bed that not only can be used for evaluating usefulness of Companion-Technology in a TV scenario, but can also serve to evaluate Companion-Systems in general.
ColorSnakes is an authentication mechanism based solely on software modification which provides protection against shoulder surfing and to some degree to video attacks. A ColorSnakes PIN consists of a starting colored digit and is followed by four consecutive digits. From the starting colored digit, users indirectly draw a path (selection path) consisting of their PIN. The input path can be drawn anywhere on the grid.
- Conference Reviewer: CHI '17, '18 PerDis '17