Methods & Infrastructure
Our research pipeline integrates XR prototyping, human-subject experimentation, and multimodal measurement to deliver evidence-based outcomes across healthcare, education, and interactive media.
Immersive Environments
Room-scale XR setups and panorama-driven tours support studies on navigation, collaboration, and situated interaction design.
- Multi-room laboratory environment
- 360° capture and walkthrough workflows
- Rapid prototyping for VR/AR/MR scenarios
Psychophysiological Measurement
Objective quality and workload assessment is supported through multimodal biosignal instrumentation.
- EEG-based cognitive and affective markers
- Eye tracking for attention and interaction analysis
- Behavioral logging linked with subjective measures
Applied Digital Health Research
User-centered development and evaluation methods support interventions for older adults and people with impairments.
- Participatory design with target groups
- Tablet and agent-based assistance systems
- Clinical and care-process integration studies
Transfer and Standardization
Research outputs are translated into publications, demonstrators, and standards-oriented contributions.
- Industry and public-sector collaboration projects
- Open demonstrators and project-linked outputs
- Standardization-focused dissemination activities
Equipment
A CAVE with one pixel per millimetre, head-mounted displays across every current platform, and the tracking and biosignal instruments to measure what people do while they wear them.
26 head-mounted displays in current use · 6 of them with integrated eye tracking · 4 kept as a working historic collection
Rooms
- CAVE Four projection surfaces — left, centre, right and floor — each 4096 × 2160 pixels on 4096 × 2160 mm, one pixel per millimetre. Dedicated ART tracking, a five-machine PC cluster of the Blackwell generation, Unreal Engine 5 preconfigured.
- IRL main laboratory Workstations, headsets and accessories for HMD-based experiments and development, with floor space for room-scale applications and tracking volumes.
Headsets
- Varjo XR-4 Series High-resolution mixed reality, on a certified Varjo XR Station.
- Varjo XR-3 Mixed reality with eye tracking.
- Meta Quest Pro (2×) Eye and face tracking, for avatars and social presence.
- Meta Quest 3 / 3S (8×) Colour passthrough for mixed reality.
- Meta Quest 2 (4×) Group studies and teaching.
- HTC Vive Pro 2, Vive Pro, Vive XR Elite (3×) The SteamVR ecosystem.
- Pico 4 (2×)
- Pico Neo 3 Pro Eye (2×) With eye tracking.
- Microsoft HoloLens 2 (2×) Augmented and mixed reality.
- Pimax VR Extended field of view.
Historic collection
- Oculus Rift, HTC Vive, HoloLens 1, Google Daydream View (4×) Kept working rather than shelved. Students who have felt the screen-door effect of a first-generation panel argue differently about resolution.
Tracking and motion capture
- ART motion capture system Optical outside-in tracking.
- ART Flystick 3 (2×)
- ART Finger Tracking
- Microsoft Kinect (Windows and Xbox 360) Camera-based body and skeleton tracking.
- VIVE Tracker 3.0 (4×) Run on SteamVR Base Stations 2.0. Real objects, props and body points are carried into the virtual scene precisely enough to be picked up and put down.
- VR treadmill Locomotion in virtual environments.
Biosignals
- EEG system (Brain Products) Neural activity during immersive presentation.
- Empatica EmbracePlus Electrodermal activity, pulse, skin temperature, movement.
Smart glasses
- tooz glasses (3×) Displays in a spectacle form factor.
- Ray-Ban Stories
Cameras
- Logitech BRIO 4K (5×)
- Nest Cam Indoor (4×) Documentation of study procedures.
Computers and mobile devices
- Dell Precision 5570 mobile workstations VR-capable, for studies run outside the lab.
- Desktop workstations in the main laboratory
- iPad Pro, Surface Pro, Galaxy Tab S8 Ultra, iPhone 15/16 Pro, Pixel, Galaxy S21/S22, Oppo Find X5 Pro Tablets and phones for mobile augmented reality, across both platforms and several screen sizes, because an AR application that works on one device is not yet an AR application.
Evaluation & Assessment Tool
Beyond equipment and measurement, we develop systematic evaluation instruments to assess the impact and success of our research activities and knowledge transfer initiatives.
Our modular questionnaire is designed to capture the resonance and perceived success of workshops, networking events, and transfer activities across different stakeholder groups.
Data & Tools
We publish datasets and validated instruments so that other groups can reuse and build on our methods.
Storytime Dataset
Simulated video-call clips for quality-perception research.
License: CC BY 4.0
Access datasetSTAGA Dataset
Annotated GPS and accelerometer data from everyday activity.
License: CC BY 4.0
Access datasetValidated instruments
- Pictographic scales for rapid affect assessment in VR
- Questionnaires embedded in virtual environments
- Modular questionnaire for evaluating knowledge- and technology-transfer formats (2026)