Daniel is an Associate Professor of Computer Science at the Technical University of Denmark (DTU). Previously, he worked as a postdoctoral researcher in the HCI group at Trier University, Germany. He earned his doctoral degree in 2020 from the Virtual Reality and Immersive Visualization group at RWTH Aachen University (Germany), specializing in desk-centered Cross-Reality applications. His interdisciplinary collaborations have involved neuroscientists, psychologists, medical technicians, archaeologists, biologists, and geologists in projects such as the EU flagship initiative HBP (Human Brain Project). In 2013, he obtained his Master’s degree in Computer Science from RWTH Aachen University, focusing on algorithmic correction mechanisms for optically tracked anatomical joints.
Daniel is passionate about spatial user interaction and human perception, particularly how perception can be influenced and applied within the sandbox of extended reality. He is equally dedicated to methodological rigor and robust research practices, ensuring that his work contributes reliable and transferable insights. His research explores areas such as virtual locomotion, spatial orientation, and ergonomic factors like cybersickness. Moreover, he is dedicated to transferring insights from these fields into various application domains, with a particular focus on biological and geological simulation and areas that serve the greater good, such as health, well-being, and environmental change.
CAREER HISTORY
ACADEMIC & UNIVERSITY SERVICES
BIBLIOGRAPHY
2020-Present
Habilitation in Computer Science, Trier University, Germany
Thesis: Bridging the Gap in Virtual Locomotion: Hybrid Approaches to Seamless and Comfortable Movement in XR
The German Habilitation is the highest academic qualification after the doctorate and is often seen as comparable to tenure-track in other academic systems. It certifies both research excellence and the formal right to teach and supervise as a full professor.
2013-2020
Dr. rer. nat., RWTH Aachen University, Germany
Thesis: DeskVR: Seamless Integration of Virtual Reality into Desk-Based Data Analysis Workflows
2011-2013
Master of Computer Science, RWTH Aachen University, Germany
Thesis: Reduction of Disturbances When Determining Anatomical, Three-Dimensional Joint Angles of the Upper Extremities by Means of Optical 3D Tracking Systems
Minor: Neuroscience
2006-2011
Bachelor of Computer Science, RWTH Aachen University, Germany
Thesis: Simultaneous Localization and Mapping with the LEGO NXT Using Sonar - Supported by a Bluetooth-Connected More Powerful Computational Unit
Minor: Biology
starting September 2025
Associate Professor in Computer Science, Technical University of Denmark (DTU), Denmark
2020-Present
Founder and Owner, lummeland, Trier, Germany
Production and distribution of agricultural, handcrafted, and natural products
2020-2025
Postdoctoral Researcher, Trier University, Human-Computer Interaction, Germany
2022
Visiting Researcher, Simon Fraser University, School of Interactive Arts & Technology, Vancouver, Canada, BC
2019-2020
Research Associate (EU-funded), Trier University, Human-Computer Interaction, Germany
Project: The Human Brain Project (HBP)
2013-2019
Research Associate, RWTH Aachen University, IT Center, Virtual Reality, Germany
Project: Supercomputing and Modelling for the Human Brain (SMHB)
2013
Graduate Research Assistant, RWTH Aachen University, IT Center, Virtual Reality, Germany
2009-2013
Student Research Assistant, University Hospital Aachen, Helmholtz-Institute for Biomedical Engineering, Chair for Rehabilitation and Prevention Engineering, Germany
Project: Processing 3D Tracking Data for the Movement Analysis of the Upper Extremities
Project: Processing and Visualization of Micro-controller Data in Context of Pathological Movement Patterns in Spasticity Patients
2005-2010
CEO, Franzen & Zielasko GbR, Stolberg (Rhld.), Germany
Web- & Software Development
virtual travel/locomotion
spatial user interaction
ergonomics
immersive storytelling
pseudo/passive haptics
plausibility & place illusion
game design
simulation of biological behavior
algorithms
software architecture
board & computer games
wood & steelwork
archery
growing chicken, bees, and vegetables
hiking
photography
"brewing" beer, wine, cheese, etc.
electronics
swimming
This project is open to everyone and contains a simple but very robust human joystick interface for virtual travel. When the users are seated they can tilt their upper body or head to move this way, when they are standing they can step or balance, and the interface is even functional when crouching or lying... find your way of moving forward!
[Code] [Video]
The OpenTSST-VR is a freely accessible virtual reality adaption of the Trier Social Stress Test (TSST).
Please get in touch with me for access.
[Video]
A part of my current work focuses on transitions between different contexts and hybrid spaces, such as in cross-reality applications. These are applications that, through specific state-of-the-art hardware (Varjo XR-3), allow for the visualization of both VR and AR content and dynamically switch between them.
The design of a spatial memory game provided us with unique insights into user navigation behavior between hybrid spaces [Feld et al., 2024]. Showcasing our prototype at the prestigious IEEE Virtual Reality conference in Orlando, Florida, this year, we were honored with the Best Research Demo Award 🏆.
[Video]
Since 2015, I have been iterating on an interface commonly referred to as leaning, which enables virtual locomotion in virtual environments solely through inclinations of the user’s upper body, without the need for controllers [Zielasko et al., 2016] [Video][Video].
This interface has always been at the center or a component of many scientific investigations I have conducted. In 2022, I visited Professor Bernhard Riecke at the School of Interactive Arts and Technology, Simon Fraser University, for half a year, where I joined the second group of researchers focusing on such motion interfaces. Together, we refined the method further and showcased it at SIGHGRAPH’s Immersive Pavilion [Riecke et al., 2022] [Video].
In a student project from 2022, [Flemming et al., 2022], we introduced a hoverboard as a narrative component to the interface [Video]. This addition aims to better immerse the user in the experience (willing suspension of disbelief), illustrating why they are moving while seated, without proprioceptive or vestibular stimulation.
In the future, I aim to investigate how this user-friendly interface, can be used to enable more inclusive access to VR. Initial studies have already shown that the lower technological barrier, achieved by eliminating the need for controllers, significantly increases technology acceptance.
This is particularly important as fear of failure often hinders acceptance.
This endeavor started with my participation in the 2015 3DUI Contest at the IEEE Virtual Reality Conference [Zielasko et al., 2015]. The goal was to create a virtual musical instrument. I led the organization, design, and implementation of the project, which involved almost all doctoral students from the VR groups at RWTH Aachen University.
We implemented an interface based on state-of-the-art finger tracking by Leap Motion at that time. The user could trigger and manipulate the amplitude of tones by blowing into a microphone.
Virtual notes flowed from the user’s ten fingers, and when they hit virtual bottle openings in the 3D world, they produced tones corresponding to the bottle’s fill level. This allowed up to 10 notes to be played simultaneously. Additionally, users could manipulate the bottles within the VR environment. [Video]
This project led to many subsequent projects where I explored the use of non-verbal vocal inputs (NVVI) and their potential as alternative inputs [Zielasko et al., 2015, Zielasko et al., 2017] ultimately leading to BlowClick a muti-purpose, multi-context trigger interface [Video].
Together with the Classical Archaeology department in Trier, I have been working for years on integrating classical excavation data with a 3D reconstruction of ancient Augusta Treverorum. I have contributed two significant components to this project.
Firstly, I designed a backend based on OpenStreetMap and other GIS-related software stacks, capable of dynamically loading and, importantly, altering virtual cities in real-time. This is motivated by the fact that archaeological knowledge of the site continuously evolves due to ongoing excavations. Instead of constantly updating the 3D reconstructed city to reflect the current model, the city is stored digitally and can be loaded and visualized at any time. It adjusts to the terrain, and city sections are automatically filled with generated buildings according to the street network. One of the city’s landmarks, the Porta Nigra and the Römerbrücke, were modeled by me in 3D and provided for the project.
Secondly, I led the design of a small virtual museum that serves as a bridge between the classical excavation data, which we process and make searchable on a traditional web interface, and the 3D reconstructed city [Zielasko et al., 2020]. Users can navigate from the website to this museum or exhibition room, where they can view exhibits and media. They can then jump to the exact location in the 3D reconstructed city by interacting with the presented city model and return when needed. The museum acts as a narrative link between the two worlds. Everything is operated using a simple orb metaphor, where objects the user picks up transform into semi-transparent spheres. These spheres can be thrown at walls to display media content or used to navigate the city, as described above.
[Video]
CartVR is a student project that I initiated, lead, and actively contribute to wherever possible. I am responsible for welding the metal frame, handling the electrical components, and creating the 3D model of the ancient Roman circus. The project originated from the idea that a significant portion of my research involves virtual locomotion in VR, combined with our department’s extensive engagement in Roman history at Trier University. My goal was to create a method for locomotion within our virtual Augusta Treverorum that is contextually convincing.
This led me to the concept of reconstructing a Roman chariot in VR, complete with a corresponding motion platform to create a realistic simulation. What makes CartVR unique is our focus not only on building the simulation for the user’s experience but also for the bystanders who are typically present during a demonstration. Therefore, we have always emphasized ensuring everything is presented impressively to these observers. Consequently, we began building a chariot with corresponding horses, specifically Achal-Tekkiner horses bred historically for racing chariots, to scale.
The simulation is designed for multimodal stimulation, extending beyond proprioceptive, vestibular, and tactile feedback from the motion platform. In the future, users will also experience simulated wind in their faces and genuine reins attached to load cells that enable the control of the horses.
[Project's Website in German]
budget
title
role
carrier
145,800€
Emotional Resonance through AI-Driven Cross Reality Transitions in Large-Scale Immersive Systems, 2024
writing
CNRS, France
24,000€
Support for International Scientific Events: ACM Symposium on Virtual Reality Software and Technology, 2024
PI
DFG, Germany
450,000€
Put me There: A Systematic Investigation of the Foundations of Egocentric Selection-Based Travel in Virtual Reality, 2023, (pro rata 225,000€)
PI
DFG, Germany
4,000€
Initiation of International Collaboration: Virtual Reality Awareness Mediation of Geological Phenomena in Education and for Decision-Making, 2022, (pro rata 2,000€)
PI
DFG, Germany
23,000€
AKuT (Antikes Kulturerbe Trier- Ancient Cultural Heritage Trier), 2020
writing and project supervision
Research Fund Rhineland-Palatinate, Germany
5,000€
Determination of Biophysical Markers of Cybersickness, 2020
PI
Research Fund Trier University, Germany
500€
Travel Grant: IEEE Virtual Reality, 2020
PI
Research Fund Trier University, Germany
DFG (German Research Foundation), 2023
IEEE Transactions on Visualization and Computer Graphics, 2020, 2021, 2022, 2023, 2024, 2025
Frontiers in Virtual Reality, 2021, 2022, 2023
Computers & Graphics, 2020, 2021, 2022, 2023, 2025
Computer Graphics Forum 2025
ACM Transactions on Applied Perception, 2022, 2023
Springer Virtual Reality, 2022, 2025
Elsevier International Journal of Human-Computer Studies, 2025
International Journal of Human-Computer Interaction, 2025
Computers & Education, 2022
IEEE Transactions on Emerging Topics in Computing, 2022, 2023, 2024
IEEE VR, 2015, 2016, 2017, 2018, 2020, 2021, 2022, 2023, 2024, 2025
IEEE ISMAR, 2021, 2022, 2023, 2024, 2025
IEEE 3DUI, 2017
ACM CHI, 2021, 2022, 2024, 2025
IEEE VIS, 2021
ACM Symposium on Virtual Reality Software and Technology (VRST), 2017, 2018, 2019, 2020, 2023, 2025
ACM Symposium on User Interface Software and Technology (UIST), 2024
ACM International Conference on Multimodal Interaction (ICMI), 2024
ACM Games: Research and Practice, 2023, 2024
Displays, 2021, 2024, 2025
Cell Press Heliyon, 2023
ACM Interactive Surfaces and Spaces, 2023
MDPI Applied Sciences, 2021
ACM Symposium on Spatial User Interaction (SUI), 2018, 2019, 2020, 2021, 2024
IEEE International Conference on Artificial Intelligence & extended and Virtual Reality (AIxVR), 2024
ACM CHI Late-Breaking Work, 2023, 2024
INTERACT, 2023
GI Mensch & Computer, 2019, 2020, 2021, 2022
CLEI, 2021, 2022
ICAT-EGVE, 2013
GI Workshop VR/AR, 2022, 2023, 2024, 2025
Journal of Open Hardware, 2020
SALENTO AVR, 2015
BDVA, 2018
VARECo Workshop, 2018, 2019, 2020
Workshops @ IEEE VR:
Seated VR, 2020, 2021
Everyday Virtual Reality, 2020
Emerging Novel Input Devices and Interaction Techniques, 2020
Distributed Interactive Systems for Collaboration Experiences, 2021
Workshops @ IEEE ISMAR:
Workshop on Locomotion and Wayfinding in XR, 2024
Joint Workshop on Cross Reality, 2024
IEEE VR, Associate Program Chair, 2026
IEEE VR, Research Demo Chair, 2026
ACM VRST, Program Chair, 2025
IEEE VR, Program Super Committee, 2025
IEEE VR, Poster Awards Committee, 2025
GI Grand Challenges der Informatik - The Grand Challenges of Computer Science: World Wide Metaverse, Co-Coordinator and Author, 2025
IEEE VR, Workshop on XR Accessibility, Co-organizer, 2025
ACM VRST, General Chair, 2024
ACM SUI, Program Chair, 2024
VERA (Virtual Experience Research Accelerator) Systems & Operations Committee, since 2024
Member of the Faculty Council for Business and Economics, Computer Science, Mathematics, and Sociology/Ethnology at Trier University, 2024, 2025
IEEE International Conference on Artificial Intelligence & Extended and Virtual Reality, Program Committee, 2024
IEEE VR, Publication Chair, 2024, 2025
IEEE ISMAR, Poster Awards Committee, 2024
IEEE ISMAR, Program Committee Journal & Conference Papers, 2024, 2025
IEEE VR, Workshop on Locomotion and Wayfinding in XR, Organizer, 2024, 2025
IEEE VR, Workshop on Immersive Sickness Prevention, Co-organizer, 2024, 2025
IEEE ISMAR, Workshop on Locomotion and Wayfinding in XR, Organizer, 2024
IEEE ISMAR, Joint Workshop on Cross Reality, Co-organizer, 2024
IEEE ISMAR, Session Chair, 2024
GI VR/AR, Session Chair, 2024
ISO/IEC JTC 1 SC 24, Standards and Standardization for the Metaverse: Computer Graphics, Image Processing, and Environmental Data Representation, 2024, 2025
DIN Standards Committee, NA 043-01-24 AA Metaverse und Extended Reality, 2023, 2024, 2025
IEEE ISMAR, Program Committee Journal Papers, 2023
IEEE VR, Mentor in the Mentorship Program , 2023, 2024
ACM CHI Late-Breaking Work, Program Committee, 2023, 2024
ACM VRST, Program Committee, 2023
GI VR/AR, Extended Steering Committee, since 2022
GI VR/AR, Program Committee, 2022, 2024, 2025
IEEE VR, Program Committee, 2021, 2022, 2023, 2024, 2025
IEEE VR, Posters Chair, 2021, 2022, 2023
ICAT-EGVE, Posters/Demos Chair, 2021
IEEE ISMAR, Demo Awards Committee, 2021
CollabTech, Publication Chair, 2021
Simposio Latinoamericano de Computación Gráfica, Realidad Virtual y Procesamiento de Imágenes, Program Committee, 2021
ACM SUI, Session Chair, 2021
GI VR/AR, Publication Chair, 2020
ACM VRST, Session Chair, 2020
IEEE VR, Workshop on Seated VR, Organizer, 2020, 2021
GI MUC, Associate Chair, 2019, 2020, 2021, 2022
GI MUC, VARECo Workshop, Co-Organizer, 2018, 2019, 2020, 2021
IEEE Transactions on Visualization and Computer Graphics, Associate Editor, since 2025
The Journal of Visualization and Interaction, Associate Editor, since 2024
Computer Animation and Virtual Worlds, Associate Editor, since 2024
Frontiers in Virtual Reality - Special Issue Everyday Virtual and Augmented Reality: Methods and Applications Vol. 2, 2022
MDPI Computers - Special Issue Advances in Seated Virtual Reality, 2021
Frontiers in Virtual Reality - Special Issue Everyday Virtual and Augmented Reality: Methods and Applications Vol. 1, 2021
Dagstuhl Seminar: Extended Reality Accessibility, 2024
IEEE VR/3DUI, 2015, 2016, 2017, 2018, 2019, 2020, 2021, 2022, 2023, 2024
ACM SIGGRAPH, 2015, 2022
ACM CHI 2023
IEEE VIS, 2014, 2017, 2018
IEEE ISMAR 2021, 2024
ACM VRST, 2020, 2023, 2024
World Conference on Forests and Parks for Public Health, 2025
ACM SUI, 2015, 2020, 2021, 2022, 2024
ACM SIGCHI Futures Summit, 2024
EuroVIS, 2016
CollabTech, 2021
GI MUC, 2018, 2019, 2020, 2021
GI VR/AR, 2015, 2020, 2021, 2023
Meeting Cpp, 2014
EuroVR, 2020
ICAT-EGVE, 2021
[⭐Keynote] Beyond Initial Findings: Replication, Reliability, and Statistics in Empirical Research, IEEE ISMAR Workshop on Replication in Extended Reality (WoRXR), 2025
Designing Interfaces to the Unreachable - Human Experience in and through Extended Realities, Aalborg University, 2025
Designing Access to the Unreachable - Human Experience in and through Virtual Realities, Technical University of Denmark, 2025
Objective and Subjective Aftereffects of Cybersickness: Insights from an OpenCybersicker Study, IEEE VR Workshop on Immersive Sickness Prevention, 2025
Interacting Across Realities: Bridging Virtual and Physical Worlds, University of Koblenz, Germany, 2024
Unconventional Interaction: Expanding Engagement in Virtual Spaces, Kennesaw State University, USA, 2024
Cybersickness Aftereffects, IEEE ISMAR Workshop on Standardization in Cybersickness Research, 2024
Interacting Across Realities: Bridging Virtual and Physical Worlds, TU Munich, Germany, 2024
From Couches and Surfaces to Transitions and Empathy, Télécom ParisTech, France, 2024
Keeping Our Worlds Together - Spatial Awareness From Immersive Analytics to Empathy Mediation, Utrecht University, Netherlands, 2024
Future Directions of Input Devices & Interactions, Panelist at the IEEE VR Workshop on Novel Input Devices and Interaction Techniques (NIDIT), 2024
Cybersickness, Panelist at the IEEE VR Workshop Sickness Prevention (WISP), 2024
From Couches and Surfaces to Forests and Empathy when using XR, DFKI & Saarbrücken University, 2024
From Couches and Surfaces When Using VR, TU Eindhoven, Netherlands, 2023
Seated in VR: Conflicts, Challenges, and Chances, TU Graz, Austria, 2022
Desk & Seated VR, Télécom ParisTech, France, 2022
Virtual Reality in the Wild: From Desks to Seats, University of Calgary, Canada, 2022
How to Take a Brake from Embodied Locomotion Interfaces, Carlo Flemming and Daniel Zielasko, IEEE VR - SeatedVR, 2021, [Video]
Challenges of every day VR, Panelist at the IEEE VR Workshop on Everyday Virtual Reality (WEVR), 2018
Guest Lectures
Serious XR for the Greater Good: Enhancing Wellbeing, Empathy, and Environmental Awareness, 2025 (in lecture series Developing Serious XR Applications), University of Calgary, Canada
Beyond the First Result: Replication and Robustness in Applied Statistics, 2024, University of Applied Science Trier, Germany
Preserving Discoveries: Reproducibility, Statistical and Experimental Reporting, Across Realities, 2024 (in Cross Reality Summer School), University of Applied Sciences Upper Austria - Hagenberg
Cybersickness, VR in Industry, Bonn, Germany, 2019
Technical University of Denmark (2025-Present)
course, Information Technology 1, 2025
Trier University (2020-2025)
course, Virtual Reality, 2021, 2022, 2023, 2024
lecture, Cybersickness, 2021 (in course Special Topics in HCI)
lecture, Seated Virtual Reality, 2021 (in course Special Topics in HCI)
exercises, Human-Computer Interaction, 2020, 2021, 2022, 2023, 2024
exercises, Special Topics in Human-Computer Interaction, 2020, 2023, 2024
exercise organization, Basic Course on Programming, 2019, 2020, 2021, 2023, 2024
VR Lab organization, 2020, 2021, 2022
course (teaching substitute): Basic Course on Programming, 2020, 2022
course (teaching substitute): Human-Computer Interaction, 2020, 2022
organization & supervision, Small and Big Student Research Project, 2020, 2021, 2022
lecture, Cybersickness, 2020 (in course HCI)
RWTH Aachen University (2014-2018)
lecture, VR in automotive engineering, 2016, 2017
lecture, Applications of Artificial Intelligence in VR, 2017, 2018 (in course advanced topics in VR)
lecture, Cybersickness, 2018 (in course advanced topics in VR)
VR Lab organization, 2014, 2016, 2018
Pro-Seminar organization, Interaction in Virtual Worlds, 2015, 2016/1, 2016/2, 2017/1, 2017/2
Pro-Seminar supervisor, Interaction in Virtual Worlds, 2015, 2016/1, 2016/2, 2017/1, 2017/2, 2018/1, 2018/2
Seminar supervisor, Current Topics in VR, 2014, 2015, 2016, 2017, 2018/1, 2018/2
Impact of Transition Design on Task Performance in the Mixed Reality Continuum (Ph.D. Thesis), Nico Feld, ongoing
Design and Evaluation of Data Analysis and Augmentation Approaches for Functional-Structural Plant Models (Ph.D. Thesis), Dirk Baker, University of Iceland, 2025
Building on Social Virtual Reality to Support Flexible Collaboration and Enrich Therapy Session (Ph.D. Thesis), Clara Pauline Bimberg, 2025
The Progression of Cybersickness After Exposure (Master's Thesis), Ben Rehling, 2025
Comparative Analysis of the Impact on Psychological Distance and Action Readiness of Students in Grades 5-7 Through Active Participation in an Environmental Protection Campaign and a VR Experience on the Topic of (Micro)Plastics (Master's Thesis), Dominik Trapp, 2024
The Perception of Inclines in VR During Real Walking (Master's Thesis), Michael Becker, 2024
Virtual Reality Awareness Mediation of Geological Phenomena (Internship), Esteban Cruz, 2023
Relationship Between Time and Distance Perception Under Application of Egocentric and Discrete Virtual Locomotion Methods (Bachelor's Thesis), Matthias Wölwer, 2023
Influence of Context in the Use of an Avatar Kit in Virtual Reality, (Bachelor's Thesis), Michael Fedmann, 2023
Integration of Discrete Virtual Rotation into Continuous Virtual Travel (Bachelor's Thesis), Maximilian Späth, 2022
Non-Verbal Vocal Input for Confirmation in Mobile Applications (Master's Thesis), Javier A. Jaquez Lora, 2022
Seamless Status Control Methods for Leaning Interfaces (Master's Thesis), Carlo Flemming, 2021
Evaluation of Discrete Virtual Rotation Methods in Virtual Reality (Bachelor's Thesis), Jonas Heib, 2021
Interactive 3D-Visualization of Root System Architecture with Immersive Topology Correction (Master's Thesis), Dirk Helmrich, 2021
Design of a Multi-agent Behavioral Simulation for a Virtual Reality Aquarium (Bachelor's Thesis), Margarita Umnova, 2021
Seamless Exploration of Clustered Graphs in Immersive Analytics (Bachelor's Thesis), Bram Kohlen, 2018
Touchable menus in virtual reality at the desk-based workstations (Bachelor's Thesis), Marcel Krüger, 2018
Manipulating Graphs in a deskVR Setting using Hand Interaction (Bachelor's Thesis), Uta Skorzinski, 2018
Biophysiological Measurements to Reduce Cybersickness (Master's Thesis), Sebastian Richter, 2018
Voxel-based 3D Edge Bundling While Keeping the Graph’s Model (Master's Thesis), Xiaoqing Zhao, 2017
Design and Evaluation of a Menu System for an Immersive Virtual Environment using Hands and Fingers (Master's Thesis), Maliheh Haghgoo, 2017
Cybersickness Countermeasures for an HMD-based Seated Navigation Framework in an Immersive Data-Analysis Scenario (Master's Thesis), Alexander Meißner, 2017
Development and evaluation of a reliable non-verbal input metaphor for clicking, enriched with advanced multimodal feedback (Master's Thesis), Neha Neha, 2016
Seated, HMD-based 3D navigation in virtual environments without the use of hands (Master's Thesis), Sven Horn, 2015
Comparative Analysis of the Impact on Psychological Distance and Action Readiness of Students in Grades 5-7 Through Active Participation in an Environmental Protection Campaign and a VR Experience on the Topic of (Micro)Plastics (Bachelor's Thesis), Dominik Trapp, 2024
New Perspectives on Accurately Measuring Cybersickness and Pain in Immersive Virtual Reality (Ph.D. Thesis), Phillip Brown, Tilburg University, 2024
The Perception of Inclines in VR During Real Walking (Master's Thesis), Michael Becker, 2024
Collaborative Analysis of Recorded Motion and Biodata in Immersive Virtual Environments (Bachelor's Thesis), Marvin Minuth, Trier University, 2024
Transition Effects in VR Teleportation and Their Impact On Spatial Orientation (Bachelor's Thesis), Nadine Dubois, Trier University, 2024
Visualized Feedback Through Avatar Animations to Improve the Correctness of Dance Movements (Bachelor's Thesis), Janina Orth, Trier University, 2023
Relationship Between Time and Distance Perception Under Application of Egocentric and Discrete Virtual Locomotion Methods (Bachelor's Thesis), Matthias Wölwer, Trier University, 2023
Influence of Context in the Use of an Avatar Kit in Virtual Reality, (Bachelor's Thesis), Michael Fedmann, Trier University, 2023
Identifying Strategies to Mitigate Cybersickness in Virtual Reality Induced by Flying With an Interactive Travel Interface (Master's Thesis), Daniel W. Page, HIT Lab New Zealand, supervision: Robert W. Lindeman, Stephan Lukosch, 2022
Integration of Discrete Virtual Rotation into Continuous Virtual Travel (Bachelor's Thesis), Maximilian Späth, Trier University, 2022
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