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Geschichte(n) in Virtual Reality - Perspektiven der Informatik


Torsten Wolfgang Kuhlen
In Christian Kuchler und Kristopher Muckel (eds): Virtual Reality - Zukunft der Historischen Bildung? Wallstein Verlag, Göttingen, ISBN 978-3-8353-5826-3, pp. 54-63
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Den Bau der Pyramiden von Gizeh beobachten – und dann gleich weiter ins antike Rom? Das und mehr soll mit Virtual Reality möglich werden. Doch was macht das mit unserem Verständnis von Geschichte?

Virtual-Reality-Anwendungen mit historischem Inhalt haben Konjunktur. Sie versprechen virtuelle Zeitreisen und die Möglichkeit, endlich zeigen zu können, wie die Vergangenheit wirklich war. Daraus resultieren Formen des Umgangs mit Geschichte, die nicht nur die außerschulische Geschichtskultur und -vermittlung prägen, sondern auch zunehmend in den Geschichtsunterricht hineinwirken. Im Zentrum dieses Bandes steht daher die Frage: Was macht Virtual Reality mit Geschichte? Während aus Sicht der Informatik historische Inhalte »nur« besondere Gestaltungskriterien mit sich bringen, sieht sich die Geschichtswissenschaft mit einer Konkurrenz im Bereich der Geschichtsdarstellung konfrontiert, die womöglich sogar droht, diese obsolet zu machen. Museen und Gedenkstätten sehen sich mit der Aufgabe konfrontiert, VR-Anwendungen in ihr Angebot einzubinden und trotzdem – oder gerade damit – Besuchende für ihre Institutionen zu gewinnen. Die Geschichtsdidaktik diskutiert vor diesem Hintergrund die Folgen virtueller Darstellungen innerhalb und außerhalb des Unterrichts auf historische Lernprozesse. Zu Wort kommen Expert:innen aus den genannten Fachbereichen, um ihre Perspektive auf die Frage darzulegen: Ist Virtual Reality die Zukunft der historischen Bildung?



Front Matter: The Third Workshop on Locomotion and Wayfinding in XR (LocXR)


Tim Weissker, Daniel Zielasko
IEEE Conference on Virtual Reality and 3D User Interfaces, Abstracts and Workshops (VRW) 2025
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The Third Workshop on Locomotion and Wayfinding in XR, held in conjunction with IEEE VR 2025 in Saint-Malo, France, is dedicated to advancing research and fostering discussions around the critical topics of navigation in extended reality (XR). Navigation is a fundamental form of user interaction in XR, yet it poses numerous challenges in conceptual design, technical implementation, and systematic evaluation. By bringing together researchers and practitioners, this workshop aims to address these challenges and push the boundaries of what is achievable in XR navigation.

» Show BibTeX

@inproceedings{Weissker2025,
author={T. {Weissker} and D. {Zielasko}},
booktitle={2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
title={The Third Workshop on Locomotion and Wayfinding in XR (LocXR)},
year={2025},
volume={},
number={},
pages={239-240},
doi={10.1109/VRW66409.2025.00058}
}





PASCAL - A Collaboration Technique Between Non-Collocated Avatars in Large Collaborative Virtual Environments


David Gilbert, Abhirup Bose, Torsten Wolfgang Kuhlen, Tim Weissker
IEEE Transactions on Visualization and Computer Graphics 2025
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Collaborative work in large virtual environments often requires transitions from loosely-coupled collaboration at different locations to tightly-coupled collaboration at a common meeting point. Inspired by prior work on the continuum between these extremes, we present two novel interaction techniques designed to share spatial context while collaborating over large virtual distances. The first method replicates the familiar setup of a video conference by providing users with a virtual tablet to share video feeds with their peers. The second method called PASCAL (Parallel Avatars in a Shared Collaborative Aura Link) enables users to share their immediate spatial surroundings with others by creating synchronized copies of it at the remote locations of their collaborators. We evaluated both techniques in a within-subject user study, in which 24 participants were tasked with solving a puzzle in groups of two. Our results indicate that the additional contextual information provided by PASCAL had significantly positive effects on task completion time, ease of communication, mutual understanding, and co-presence. As a result, our insights contribute to the repertoire of successful interaction techniques to mediate between loosely- and tightly-coupled work in collaborative virtual environments.

» Show BibTeX

@article{Gilbert2025,
author={D. {Gilbert} and A. {Bose} and T. {Kuhlen} and T. {Weissker}},
journal={IEEE Transactions on Visualization and Computer Graphics},
title={PASCAL - A Collaboration Technique Between Non-Collocated Avatars in Large Collaborative Virtual Environments},
year={2025},
volume={31},
number={5},
pages={1268-1278},
doi={10.1109/TVCG.2025.3549175}
}





Minimalism or Creative Chaos? On the Arrangement and Analysis of Numerous Scatterplots in Immersi-ve 3D Knowledge Spaces


Melanie Derksen, Torsten Wolfgang Kuhlen, Mario Botsch, Tim Weissker
IEEE Transactions on Visualization and Computer Graphics 2025
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Working with scatterplots is a classic everyday task for data analysts, which gets increasingly complex the more plots are required to form an understanding of the underlying data. To help analysts retrieve relevant plots more quickly when they are needed, immersive virtual environments (iVEs) provide them with the option to freely arrange scatterplots in the 3D space around them. In this paper, we investigate the impact of different virtual environments on the users' ability to quickly find and retrieve individual scatterplots from a larger collection. We tested three different scenarios, all having in common that users were able to position the plots freely in space according to their own needs, but each providing them with varying numbers of landmarks serving as visual cues - an Emptycene as a baseline condition, a single landmark condition with one prominent visual cue being a Desk, and a multiple landmarks condition being a virtual Office. Results from a between-subject investigation with 45 participants indicate that the time and effort users invest in arranging their plots within an iVE had a greater impact on memory performance than the design of the iVE itself. We report on the individual arrangement strategies that participants used to solve the task effectively and underline the importance of an active arrangement phase for supporting the spatial memorization of scatterplots in iVEs.

» Show BibTeX

@article{Derksen2025,
author={M. {Derksen} and T. {Kuhlen} and M. {Botsch} and T. {Weissker}},
journal={IEEE Transactions on Visualization and Computer Graphics},
title={Minimalism or Creative Chaos? On the Arrangement and Analysis of Numerous Scatterplots in Immersive 3D Knowledge Spaces},
year={2025},
volume={31},
number={5},
pages={746-756},
doi={10.1109/TVCG.2025.3549546}
}






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