ARTDAYS 2017 Preliminary Programme

Thursday, June 1


ART General Management

Virtual Reality: The new industrial revolution

Dr. Carolina Cruz-Neira University of Arkansas Little Rock / USA


ART Roadmap for 2017 and beyond

Dr. Armin Weiss, ART General Management
Ulrich Probost, ART Sales Director

AVP3 Research Project

Acoustically advanced virtualization of products and production processes, in order to enable an early review, evaluation and optimisation of the aural impression based on virtual prototypes

Michaela Dierking Virtalis
Tobias Clauß Fraunhofer IDMT


Both Virtalis and Fraunhofer-Institute for Digital Media Technology IDMT are participants in the public founded research project "Acoustically enhanced virtualization of products and production processes (AVP³)".

The talk gives an overview of the research project. Goals, approaches and first results of current research will be presented.

Exhibition fast forward

Quick presentation of each exhibition booth by their partners

Moving from qualitative to quantitative ergonomics assessment data through ART motion capturing system

Carlos Fujao, Volkswagen Autoeuropa, Portugal



Assessing job demands has been one of the main Ergonomics topics in industry. Most of the assessment methods are supported on qualitative data which are collected by observational techniques. Besides time consuming the results might present some deviations between different analysts and even between different moments for the same analyst. Having the chance to move from qualitative to quantitative data was one of the most relevant advantages concerning ergonomics assessment in order to improve, in early process development stages, the decision making process about the compliance of the planned working conditions with the ergonomics criteria. The ART motion capturing system was used, in Volkswagen Autoeuropa (Volkswagen plant in Portugal) to collect quantitative data about one of the most relevant work related musculoskeletal disorders risk factors: body postures. This analysis was performed for the manual processes, belonging to Assembly area. The most relevant advantages were: (1) the elimination of analysts influence on data collection, as time and posture data are recorded by ART system; (2) the disposal of accurate body posture data (time spent at each body posture category) in order to check compliances; (3) a significant reduction of the time needed to deliver the ergonomics report; (4) a better understanding, by planners staff, about which working conditions are contributing the most for the ergonomics score; (5) the increase of simulated scenarios and the correspondent ergonomics impact; (6) the identification of the working conditions that could lead to a high risk category workplace and the redesigning of 50% of them during the simulation timeframe.


Overview and contribution of developing virtual touch for immersive simulations in the automotive industry.

Javier Posselt Groupe Renault


With the increasing use of immersion systems in the phases of assessments on car projects and the increasingly realistic representativeness of the digital mock-up, engineers and designers are asking to interact with this virtual model by touching it. By including the virtual touch in immersive simulations, this allows users to co-locate their self in the digital model, to feel the coherence between the visual and the nature of the material with haptic modes, to interact with the virtual controls, to manipulate the digital model and even to transform it.

This speech will allow the audience to have an overview of the needs of deploying virtual touch in the use cases of the automotive industry.

Virtual Reality for Bio-Medical Visualization

The Erasmus MC is the first university hospital to install a fully immersive CAVE-like virtual reality system for both clinical and research purposes. This virtual reality system, a Barco I-Space, allows multi-disciplinary teams of researchers and clinicians to explore 3D ultra sound, CT, MRI and similar datasets in an infinite 3D world. This makes it possible to identify structures that have not been detected using normal tools on conventional 2D computer screens and to perform measurements in 3D that are otherwise not feasible.

In order to bring this VR technology closer to the clinicians, a 3D desktop virtual reality system has been developed, that offers the same functionality as the I-Space application. So far our VR related research has resulted in 50 publications in the PubMed database.

VR & Therapy

Prof. Dr. André Hinkenjann, Hochschule Bonn-Rhein-Sieg


The recently renewed interest in Virtual Reality, driven by computer games enables new and affordable uses of VR in other fields, too. One of these fields is psychology.
A recent Europe-wide study showed that about a seventh of all Europeans suffer from phobias. Examples are fear of heights, fear of spiders or fear of open spaces. One approach for therapy of anxiety disorders is the exposure therapy where a patient is exposed to the feared situation in a safe environment, e.g by talking about it or by being accompanied to a feared situation by a therapist.
By using Virtual Reality, a safe and configurable environment for the exposure therapy of a phobia can be created. This allows the therapist to control the situation better and to safe time, because she/he does not need to drive to the next tall building to expose the patient to heights, e.g.
To increase the level of exposure, we add multi-channel output, like audio, scent and vibration.
In this talk I will briefly introduce the Institute of Visual Computing at the Bonn-Rhein-Sieg University of Applied Sciences in Sankt Augustin, Germany. I will present its research in interactive visualization and especially the recent research on multi-sensory interactive environments for Virtual Reality therapy.


Friday, June 2


ART General Management

VRGeo – Innovation for the Oil and Gas Exploration

Manfred Bogen, IAIS St. Augustin


The international Oil & Gas industry was one of the early adaptors of Virtual Reality (VR) in the nineties of the last century. International Oil & Gas wanted to find out what this first VR hype could mean for business and workflows in order to enhance recovery from existing fields, to explore new hydrocarbon sources by entering new challenging operational frontiers, and to reduce the environmental footprint. So the VRGeo Consortium was founded in 1998 operated and hosted by GMD in the early days and after that by Fraunhofer IAIS in Sankt Augustin. The VRGeo Consortium is a consortium of the international oil and gas industry. The main goal of this consortium is the development and evaluation of interactive hardware and software technologies for visualization systems in the oil and gas industry. The work in the VRGeo Consortium is addressing oil and gas integrated visualization and interpretation workflows from personal to presentation environments spanning the continuum from tablet-PCs to desktops to small collaboration scenarios to large scale solutions. Major challenges and objectives are: Big Geoscience Data Visualization and Analytics, Novel Human Computer Interaction (HCI) Paradigms and Technologies, and Small and Large-scale Collaborative Environments. A related VRGeo R&D Agenda is defined by the VRGeo Consortium Steering Committee on an annual basis. This presentation describes major achievements, but also paradigm shifts of the last almost 20 years of the international oil & gas industry organized in the VRGeo Consortium on its mission to use Virtual Reality technology for real business.

Virtual Reality in the EU Human Brain Flagship Project – Tool or Toy?

Thorsten Kuhlen RWTH Aachen


The Human Brain Project is a H2020 FET Flagship Project which strives to accelerate the fields of neuroscience, computing and brain-related medicine. The talk will give a brief overview of some of the visualization work in this project with focus on the visual analysis of simulations of biologically realistic neuronal networks. Finally, the (non-)sense of Immersive Virtual Reality in this field will be briefly discussed.

Some unconventional uses of motion tracking in immersive systems

Tracking technologies are basically useful for motion capture of users, to control their avatars in the virtual scenes, and also to compute the stereoscopic view point of users in immersive systems.
In the case of CAVE-like systems this is even more critical, because an adaptive stereoscopic frustum must be computed for each screen. In this talk we focus on some unconventional applications of tracking technologies.

We first present some results about the use of finger-tracking for gesture recognition in multimodal immersive interactions. Then we discuss on 6 DoF tracking to control virtual navigation, an approach which allows reducing in some cases cybersickness effects. Based on some evolutions of this virtual navigation technique, we show how motion tracking is useful for managing several users in a multi-stereoscopic immersive systems and the related collaborative immersions.

To conclude we will point our interests on large-range tracking systems for some experiments related to research in virtual or augmented reality.

ART tracking for live augmented reality

Thomas Harbers, Greenpost GmbH


Thomas Harbers of Greenpost GmbH will show how ART-Tracking was used in the VW Press conference at the Geneva Auto Show 2017 in a live augmented-reality-scenario. The goal was to synchronize movements of cars in a virtual 3D-environment with the movements of real cars on stage in real-time. In this talk Thomas Harbers will show how all the challenges of tracking in live events were overcome with ART technology thanks to high precision and stability.

Virtual Technologies – History and Outlook

Peter Zimmermann,  Virtual Technologies Consulting

About Peter Zimmermann

Peter Zimmermann, born in 1944, studied vehicle technology at the University of Applied Sciences in Hamburg, Germany. In 1969 he started his career as a designer at GM Opel where he was involved in the very first beginning of CAD development. In late 1970 he changed to Volkswagen and continued his experience in CAD systems and later on as a senior researcher for different simulation and applications systems e.g. driving simulators, crashworthiness and the development of a visual system for driving simulation. In 1993 he became responsible for the Virtual Reality activities of the Volkswagen Group. Until his retirement in 2006 he developed and initiated together with his research group numerous VR and AR applications and was active in the management of national and international government funded projects (e.g. iViP, ARVIKA).

After his retirement until today he acts as a private consulter and was a co-leader of 2 government funded projects in the field of virtual technologies (AVILUS, ARVIDA).

Panel Discussion:

HMD, Projection or both – what is the future in VR?


Virtual crime scene and accident reconstruction and how supercomputers could help reconstructing the progression of events

Uwe Wössner HLRS Stuttgart

About Uwe Wössner

Since 2004, Uwe Woessner is heading the visualization department at HLRS. He received his PhD. in Mechanical Engineering from the University of Stuttgart in 2009. Since 1996 he is working in the Collaborative Research Center "Rapid Prototyping" established at the University of Stuttgart in the field of VR based virtual and augmented prototyping.

His current research interests include collaborative virtual environments for scientific visualization, Augmented Reality, 3D user interfaces and interaction techniques for computational steering. He is in the committee of several VR and 3D User Interface related conferences such as IEEE VR, IEEE Vis, EuroVR, GI VRAR.

Connection of Presence, Usability and User Experience

Using virtual environments instead of real field or laboratory environments for training or product development is beneficial. However, before virtual environments are able to replace the traditional environments the differences between the methods must be understood. In the talk a study is presented where a real and a virtual environment is compared concerning presence and its effect on usability and user experience. The results will give insight on the aspects to consider when using VR during product development.

Closing Comments & Farewell

ART General Management