Looking for Participants

The MPI for Biological Cybernetics is looking for participants for some of their research experiments [more].
 

Most recent Publications

de la Rosa S: Wie real sind virtuelle Realitäten? Über Chancen und potenzielle Risiken von virtuellen Realitäten, 99-126. In: Gehirne unter Spannung: Kognition, Emotion und Identität im digitalen Zeitalter, (Ed) C. Gorr, Springer, Berlin, Germany, (2019).
Nassirpour S, Chang P and Henning A (December-2018) MultiNet PyGRAPPA: Multiple neural networks for reconstructing variable density GRAPPA (a 1H FID MRSI study) NeuroImage 183 336-345.
Ladd ME, Bachert P, Meyerspeer M, Moser E, Nagel AM, Norris DG, Schmitter S, Speck O, Straub S and Zaiss M (December-2018) Pros and cons of ultra-high-field MRI/MRS for human application Progress in Nuclear Magnetic Resonance Spectroscopy 109 1-50.
Pfrommer A and Henning A (November-2018) The ultimate intrinsic signal-to-noise ratio of loop- and dipole-like current patterns in a realistic human head model Magnetic Resonance in Medicine 80(5) 2122-2138.
Hinterecker T, Pretto P, de Winkel KN, Karnath H-O, Bülthoff HH and Meilinger T (October-2018) Body-relative horizontal–vertical anisotropy in human representations of traveled distances Experimental Brain Research 236(10) 2811-2827.

 

Body Motion Capture and Animation Technology

For full-body motion capture we use two different setups. One setup consists of a leightweight lycra suit with attached reflective markers which are captured and processed with Vicon iQ or Blade software. After the capturing process, the data can be post-processed for the desired need. The second setup is used for real-time motion capture and animation. For this we use two Xsens MVN Suits, consisting of 17 MTx inertial measurement units each. The MVN system software was upgraded in 2014 to MVN Biomech which allows for synchronized 60fps video recordings with an external camera. It also offers integrated data visualization of joint angles and accelerations as well as direct export into game engines like Unity. Custom-built plugins enable the use of these suits for real-time animation (e.g. of virtual avatars). For post-processing and animation of body parts or the full body we use Autodesk 3ds Max, Autodesk Maya and Autodesk Motion Builder. The avatars generally used for experiments involving motion capture and animation are part of the Rocketbox Studios GmbH Complete Characters Library. Through the work of the independent research group, Space and Body Perception (Betty Mohler) in collaboration with the Max Planck Institute for Intelligent Systems (Michael Black) we can now create personalized self-avatars for our experiments. We currently do so for patient populations where we investigate distortions in body image.

Last updated: Friday, 14.10.2016