Gruppenleiter

Betty Mohler, PhD
Tel: 07071 601-217
Fax: 07071 601-616
betty.mohler[at]tuebingen.mpg.de
 
Martin Dobricki, Dr. Phil.
Tel: 07071 601-215
Fax: 07071 601-616
Opens window for sending emailmartin.dobricki[at]tuebingen.mpg.de
 

PAVE-Poster


Neuigkeiten

 
 
 

Aktuellste Veröffentlichungen

Alexandrova IV, Rall M, Breidt M, Tullius G, Kloos C, Bülthoff HH und Mohler BJ (Februar-2012) Enhancing Medical Communication Training Using Motion Capture, Perspective Taking and Virtual Reality In: Medicine Meets Virtual Reality 19: NextMed, , 19th Medicine Meets Virtual Reality Conference (MMVR 2012), IOS Press, Amsterdam, Netherlands, 16-22.
pdf
Dobricki M und Lips M (Januar-2012) Communication in Swiss farming cooperatives Journal of Rural Cooperation 40(1) 29-43.
Meilinger T, Franz G und Bülthoff HH (Januar-2012) From Isovists via Mental Representations to Behaviour: First Steps Toward Closing the Causal Chain Environment and Planning B: Planning and Design 39(1) 48-62.
pdf

Export als:
BibTeX, XML, pubman, Edoc, RTF

 

Wahrnehmen und Handeln in virtuellen Umgebungen

Betty Mohler sieht ihren eigenanimierten Avatar in ihrem Head-Mounted Display.
Betty Mohler sieht ihren eigenanimierten Avatar in ihrem Head-Mounted Display.
Ziel der Forschungsgruppe “Wahrnehmen und Handeln in virtuellen Umgebungen” ist die Erforschung menschlicher Wahrnehmung, Kognition und Verhaltens in natürlicher Umgebung. Hierfür bedienen wir uns realitätsgetreuer und mit vielen Sinnen erfahrbarer virtueller Welten (virtual reality, VR). Dies ermöglicht es uns einerseits sensorische Reize in einer kontrollierten Umgebung zu präsentieren als auch sie in einer Art und Weise zu verändern wie das in der realen Welt nicht möglich wäre.

Im Speziellen ermöglicht unsere hochmoderne VR-Technologie den sichtbaren Körper, den Inhalt der virtuellen Welt sowie sensorische Reize (visuell, vestibulär, kinästhetisch, taktil und auditorisch) während dem Wahrnehmen oder Handeln zu verändern. Unsere Forschungsgruppe konzentriert sich auf verschiedene Forschungsfragen, bezieht sich jedoch immer auf die Messung menschlicher Leistungsfähigkeit in komplexen, alltäglichen Situationen, z.B. beim Gehen, Fahren, Kommunizieren oder während der räumlichen Orientierung. Wir untersuchen die Auswirkung eines animierten, den Nutzer repräsentierenden Avatars auf die räumliche Wahrnehmung, die Kommunikation oder das Gefühl einen bzw. einen bestimmten Körper zu haben. Wir interessieren uns dafür, wie sich andere Avatare auf Leistung, Emotions-Wahrnehmung, Lernen und Training sowie die visuelle und körperliche Kontrolle von Fortbewegungsprozessen auswirkt. Außerdem erforschen wir wie sich Menschen in alltäglichen Umwelten wie Gebäuden oder Städten orientieren und wie sie diese im Gedächtnis repräsentieren. Zusammengefasst arbeitet unsere Forschungsgruppe daran, menschliches Verhalten, Wahrnehmung und Kognition komplexer Alltagsprozesse besser zu verstehen. Dazu nutzen und verbessern wir modernste VR-Technologien.

Main research areas

Visual body influences perception:
Seeing a virtual avatar in the virtual environment influences egocentric distance estimates. If this avatar is a self-animated avatar, egocentric distances are even more influenced (Mohler, Presence, 2010).  Eye-height influences egocentric space and dimension estimates in virtual environments (Leyrer, APGV 2011).  Seeing a virtual character (self or other) impacts subsequent performance of common tasks in virtual environments (McManus, supervised by Mohler, APGV 2011).  The size of visual body parts (hands/arm length) influences size and distance estimates in virtual worlds (Linkenauger, ECVP and VSS 2011).  These results taken together argue that the body plays a central role in the perception of our surrounding environment.
 
The role of visual body information in human interaction and communication:
Current state-of-the-art in motion capture tracking enables scientists to animate avatars with multiple participant’s body motion in real time. We have used this technology to conduct experiments investigating the role of body language on successful communication and interaction. We have found that body language is important for successful communication in a word-communication task and that both the speaker’s and the listener’s body movements (as seen through animated avatars) impacts communication (Dodds, CASA, 2010).  We have further shown that people move more if they are wearing the xSens Moven suits and using large-screen projection technology as compared to when they are wearing Vicon rigid body tracking objects and viewing the virtual world in a low field-of-view head-mounted display (Dodds, PLoS One 2011). We have also investigated the role of the visual information of the interaction partner on task performance in a table-tennis paradigm. We have shown that the social context (competitive or cooperative) mediates the use of visual information about the interaction partner (Streuber, EBR 2011). We have also used motion capture technology to investigate the use of VR for medical training (Alexandrova CASA, 2011) and the emotional expression of body language (Volkova, IMRF, 2011).
 
Self-motion perception while walking and reaching:
We have conducted studies to investigate the sensory contribution to encoding walking velocity (visual, vestibular, proprioceptive, efferent copy) and have found a new measure for self-motion perception: active pointing trajectory (Campos, PLoS One, 2009). We have further demonstrated that imagined walking is different than physical walking, in that participants point in a way that indicates that they are not simulating all of their sensory information for walking when imagining walking. Additionally, we have investigated human’s ability to detect when they are walking on a curved path and the influence of walking speed on curvature sensitivity. We have found that walking speed does influence curvature sensitivity, showing that when walking at a slower velocity people are less sensitive to walking on a curve. We exploit this perceptual knowledge and designed a dynamic gain controller for redirected walking, which enables participants to walk unaided in a virtual city (Neth, IEEE-VR 2011).  Finally, we have investigated motor learning in for reaching given different viewpoints and different visual realism of the arm and environment and make suggestions for the use of VR for rehabilitation and motor-learning experiments (Shomaker, Tesch, Buelthoff & Bresciani, EBR 2011).
 
Spatial perception and cognition:
Visiting Prof. Roy Ruddle investigated the role of body-based information on spatial navigation. He found that walking improves humans cognitive map in large virtual worlds (Ruddle, ToCHI 2011) and he investigated the role of body-based information and landmarks on route knowledge (Ruddle, Memory & Cognition 2011).  We have also found that pointing to locations within one’s city of residence relies on a single north-oriented reference frame likely learned from maps [Frankenstein, PsychScience in press]. Without maps available navigators primarily memorize a novel space as local interconnected reference frames corresponding to a corridor or street [Meilinger 2010 and Hensen, supervised by Meilinger 2011 Cog Sci,]. Consistent with these results, entorhinal grid cells in humans quickly remap their grid orientation after changing the surrounding environment (Pape, supervised by Melinger SfN 2011). Additionally, we have found that egocentric distance estimates are also underestimated in large screen displays, and are influenced by the distance to the screen (Alexandrova, APGV 2010).

Selected Publications

26. Bresciani J-P, Ernst MO, Drewing K, Bouyer G, Maury V und Kheddar A (Februar-2004): Feeling What You Hear: An Auditory-Evoked Tactile Illusion, 7th Tübingen Perception Conference (TWK 2004), Tübingen, Germany.
CiteID: 2513
25. Sarlegna F, Blouin J, Vercher J-L, Bresciani JP, Bourdin C und Gauthier GM (2004) Online control of the direction of rapid reaching movements Experimental Brain Research 157 468-471.
pdfCiteID: 2734
24. Blouin J, Bresciani J-P und Gauthier GM (2004) Shifts in the retinal image of a visual scene during saccades contribute to the perception of reached gaze direction in humans Neuroscience Letters 357 29-32.
pdfCiteID: 2455
23. Bresciani J-P, Blouin J, Bourdin C, Vercher J-L und Gauthier GM (November-2003): Low level vestibular control of arm movement during whole-body rotations, 33rd Annual Meeting of the Society for Neuroscience (Neuroscience 2003), New Orleans, LA, USA.
CiteID: 2436
22. Sarlegna F, Blouin J, Bresciani J-P, Bourdin C, Vercher J-L und Gauthier GM (August-2003) Target and hand position information in the online control of goal-directed arm movements Experimental Brain Research 151(4) 524-535.
pdfCiteID: 2214
21. Hasler F, Dobricki M, Grimberg U und Vollenweider FX (Juli-2003): Cognitive and psychopathological aspects of the 5-HT2A model experimental psychosis, Summer Meeting of the British Association for Psychopharmacology, Cambridge, UK, Journal of Psychopharmacology, 17(Supplement) A44.
CiteID: HaslerDGV2003
20. Totzke I, Meilinger T und Krüger H-P (Juni-2003) Erlernbarkeit von Menüsystemen im Fahrzeug: mehr als "nur" eine Lernkurve [Learnability of Menu Systems in Vehicles: Beyond a Learning Curve], Der Fahrer im 21. Jahrhundert: Anforderungen, Anwendungen, Aspekte für Mensch-Maschine-Systeme, VDI-Verlag, Düsseldorf, Germany, 171-195, Series: VDI-Berichte ; 1768.
CiteID: 2458
19. Tesch J, Dietze L und Encarnação LM (Mai-2003) Personal Interfaces-To-Go: Mobile Devices for Data Exchange and Interaction in Heterogeneous Visualization Environments, 23rd International Conference on Distributed Computing Systems (ICDCSW '03), IEEE Computer Society, Los Alamitos, CA, USA, 290.
CiteID: TeschDE2003
18. Stephenson P, Encarnação LM, Branco P, Tesch J und Zeltzer D (Februar-2003) Studydesk: semi-immersive volumetric data analysis, 1st International Conference on Computer Graphics and Interactive Techniques in Australasia and South East Asia (GRAPHITE '03), ACM Press, New York, NY, USA, 251-252.
CiteID: StephensonEBTZ2003
17. Webster R, Haluck RS, Mohler B, Boyd J, Reeser J, Benson A und DeSanto D (Januar-2003) A Haptic Surgical Simulator for Operative Setup and Exposure in Laparoscopic Cholecystectomy, 11th Annual Medicine Meets Virtual Reality Conference (MMVR 2003), 1-5.
CiteID: WebsterHMBRBD2003
16. Gauthier GM, Bresciani JP und Blouin J (2003) Are hand and eyes stabilized in space through similar processes?, From basic motor control to functional recovery III, From basic motor control to functional recovery III, 139-146.
CiteID: 2897
15. Dobricki M: Der Einfluss von Psilocybin auf kognitive Funktionen und weitere psychologische Parameter: Eine Dosis-Effekt-Studie, Universität Zürich: Psychologisches Institut, (2003). Master thesis
CiteID: Dobricki2003
Seite:  
1, ... , 14, 15, 16, 17, 18, 19

Export als:
BibTeX, XML, pubman, Edoc, RTF
Last updated: Freitag, 23.02.2018