Prof. Dr. Eike Langbehn

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Department Medientechnik

eike.langbehn@haw-hamburg.de

Tätigkeiten

Lehrgebiete/Lehrfächer

  • Human-Computer Interaction
  • Game Engines
  • Mixed Reality
  • Interaktive Systeme / Games

Schwerpunktthemen/Kernkompetenzen

  • Game Development & Game Design
  • Virtual & Augmented Reality
  • Interactive Storytelling
  • 3D User Interfaces

Ämter/Gremien/Mitgliedschaften

Eike is a member of IEEE and ACM and is actively involved in the research community. He is on the program committee of IEEE VR 2021 (and 2020), the most renowned conference in the area of VR/AR and serves as reviewer for several national and international conferences and journals (IEEE TVCG, ACM TOG, PLOS One, ACM UIST, IEEE 3DUI, ACM CHI Play, ACM CHI, INTERACT, ...).

Betreute Abschlussarbeiten/Doktorarbeiten

  • Gemeinsame Objekte in Mehrbenutzer Redirected Walking
  • Audio-Visual Position Estimation of Co-Located Users in a Redirected Walking Environment
  • Entwicklung einer Unity-Schnittstelle zur Steuerung von Drohnenschwärmen am Beispiel eines Teleoperationsszenarios
  • Evaluation von Techniken zur Szenentransition in Virtual Reality
  • Evaluation der kognitiven Anforderungen von Fortbewegungs-
    techniken in VR
  • Stimulation der Bereitschaft zur realen Fortbewegung von Tele-
    portationsbenutzern in VR
  • Automatisierte Pfadgenerierung für virtuelle Umgebungen
  • Evaluation von Kollisionen mit Avataren in Virtueller Realität
  • Prozedurale Level Generierung mit vordefinierten Pfaden
  • Evaluation von Techniken zur Verstärkung der Kopfrotationen in
    virtueller Realität
  • Evaluation von Walking-in-Place-Techniken für VR
  • Apple Watch als Eingabegerät in VR
  • Redirected Feet in VR: Manipulating the virtual position of the
    users‘ feet
  • Entwicklung & Evaluierung von 3D-Selektionstechniken durch Eye- und Head-Tracking in VR
  • Das Blickverhalten von Agenten in Virtual Reality
  • Design of a Hand Posture Vocabulary for Interactive Paint Software
  • Evaluation grafischer Skriptsprachen am Beispiel der Unreal Engine 4
  • Was passiert mit mir bei Gewaltausübung in Virtual Reality? Moralisches Verhalten und dessen Bewertung in VR
  • Entwicklung und Evaluation eines immersiven, avatargestützten Telekonferenzsystems
  • Entwicklung der Rechenkapazität von Computern anhand von Moore's Law
  • Entwicklung und Evaluation von visuellen Wettereffekten für archäologische Modelle am Beispiel der Hammaburg

KURZBIOGRAPHIE

Eike Langbehn is Professor for Media Informatics and his fields of work include XR and games. He studied Computer Science in Oldenburg and Hamburg and graduated with a PhD thesis about perceptual aspects of VR locomotion in 2019. In 2020, he co-founded Curvature Games, a Hamburg-based games studio that is specialised in narrative VR experiences. Since 2012, he has been working in the games industry as a programmer and game designer on titles for different platforms including web, mobile and VR.

Eike published in the most competitive conferences of the field including ACM SIGGRAPH and IEEE VR. His research is focused on 3D interaction in spatial environments. It is driven by the question how stories can be told in interactive media.

Publikationen

Selected Publications:

Eike Langbehn and Frank Steinicke. 2019. Space walk: a combination of subtle redirected walking techniques integrated with gameplay and narration. In ACM SIGGRAPH 2019 Emerging Technologies (SIGGRAPH '19). Association for Computing Machinery, New York, NY, USA, Article 24, 1–2. DOI:https://doi.org/10.1145/3305367.3327976

Eike Langbehn, Frank Steinicke, Markus Lappe, Gregory F. Welch, and Gerd Bruder. 2018. In the blink of an eye: leveraging blink-induced suppression for imperceptible position and orientation redirection in virtual reality. ACM Trans. Graph. 37, 4, Article 66 (August 2018), 11 pages. DOI:https://doi.org/10.1145/3197517.3201335

E. Langbehn, P. Lubos, G. Bruder and F. Steinicke, "Bending the Curve: Sensitivity to Bending of Curved Paths and Application in Room-Scale VR," in IEEE Transactions on Visualization and Computer Graphics, vol. 23, no. 4, pp. 1389-1398, April 2017, doi: 10.1109/TVCG.2017.2657220.

See more: scholar.google.de/citations

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