Research

A selection of projects from the Quality and Usability Lab, TU Berlin: how people experience immersive technology, measured in controlled studies and in the places where it is used.

EU projects

EU project · Horizon Europe

DIDYMOS-XR

Real-time digital twins of cities and industrial sites that combine multi-sensor data and AI. Our user-centred evaluation looks at how people perceive the quality and realism of these twins, and what makes them useful in practice.

Related papers

DIDYMOS-XR is funded by the European Union under grant agreement No. 101092875.

Applications

Interaction modalities

Hand tracking vs controllers

Best Workshop Paper · MMVE 2025

The same tasks done with bare hands or with controllers. Modalities are not interchangeable: each has its own trade-offs in usability, comfort and engagement, and there is no single best one.

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One distant person
Few distant persons
Few close persons
Many close persons
Static game
Dynamic game

Context · Public spaces

Social acceptability

Honorable Mention · IEEE VR 2021

Participants played VR games inside 360° recordings of public places, so we could control how many people were around and how close they were. The more people nearby, the lower the feeling of safety and the worse the experience: players fear collisions and being recorded.

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Predefined distance
Dynamic distance

Proxemics · Mobile AR

Personal space in AR

How close may a virtual person come? Humanoid characters walked towards participants in mobile AR, female or male, placed either at a predefined or at a dynamic distance. How the character was placed changed the position and width of people's personal-space boundaries and how much they enjoyed the experience; the character's gender affected the inner boundary and social presence.

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Health · Motivation

Exergames

VR exercise on a rowing machine and in multiplayer games. We study what keeps people moving: the virtual environment, the interface, biofeedback, other players and network delay.

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Readability · Comfort

Reading in VR

Participants adjusted text in VR until it was most comfortable to read. This gave practical values for text distance, size and contrast, and eye tracking showed how readability affects the experience.

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DATAVR was funded by the German Federal Ministry of Education and Research (BMBF) through the Software Campus programme.

Methods