Bildschirm mit virtueller Simulation, Person mit VR-Headset im Hintergrund.

Equipment

Modernste Simulationstechnik ermöglichte es den Wissenschaftlern, sensorische Reize in einer virtuellen Umgebung zu kreieren, diese konstant zu halten oder ganz gezielt zu manipulieren. Es konnten sogar Experimente gestaltet werden, die in der Realität nicht möglich wären. Einen Überblick der Technologie finden Sie hier:

For full-body motion capture we used three different setups. One setup consisted of a leightweight lycra suit with attached reflective markers which were captured and processed with Vicon Blade software. For post-processing and animation of body parts or the full body we used Autodesk 3ds Max, Autodesk Maya and Autodesk Motion Builder.
 
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Electrophysiological signals, measured from skin electrodes, allowed us to evaluate brain-, heart- and muscle-activity, eye movements, respiration, galvanic skin response and many other physiological and physical parameters. The core of our electrophysiological recording devices consisted of a 32-channel multi-purpose USBamp system (gTec, Austria) as well as a wireless 64-channel EEG system (Brain Products, Germany). In addition, we employed stand-alone sensors for dedicated experimental setups.
 
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Implicit measurements of eye movements helped us make stronger inferences about the psychological processes that underlie task completion across a variety of experimental scenarios. Our eye-tracking facilities were suited and could be flexibly tailored to a range of experimental demands.
 
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We were using multiple commercial graphic engines (Unity, Unreal) to facilitate the development of Virtual Reality experiments for our different hardware setups.
 
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In order to provide operators with a force feedback during execution of some task, we use several different haptic devices. [mehr]
For the display device we currently have five types of head-mounted displays (HMDs) which offer us different levels of visual resolution, weights and field-of-view. [mehr]
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