Studies and analyses
Below you will find an overview of the studies and analyses carried out.
If you are interested in conducting a study or have any questions, please do not hesitate to contact us.
| Study | Description | 
|---|---|
| 
                    Teichmann (2025)
                     How to Design Immersive Virtual Learning Environments Based on Real-World Processes for the Edu-Metaverse - A Design Process Framework  | 
                
                     Development of a design process framework for immersive virtual learning environments in the Edu-Metaverse. The focus was on: 
  | 
            
| Whitepaper on the use and potential of augmented reality and virtual reality for SMEs (2025) | 
                     Investigation of the current status of the use of augmented reality and virtual reality in practice The focus was on: 
  | 
            
| 
                    Gonnermann-Müller & Krüger (2024) Unlocking Augmented Reality Learning Design Based on Evidence From Empirical Cognitive Load Studies - A Systematic Literature Review  | 
                
                     Development of AR design principles The focus was on: 
  | 
            
| 
                    Gonnermann-Müller et al. (2024) Value by Design: Reducing Cognitive Load by Using Visual Guidance in Augmented Reality - An Eye-Tracking Study  | 
                
                     Investigation of AR-specific design principles using eye-tracking The focus was on: 
  | 
            
| 
                    Ritterbusch & Teichmann (2024)
                     Defining the Metaverse: A Systematic Literature Review  | 
                
                     Scientific definition and main characteristics of the metaverse through a systematic literature review. The focus was on: 
  | 
            
Student research projects
| Student research project | Description | 
| 
                    1. Leins et al. (2024)
                     Comparing head-mounted and handheld augmented reality for guided assembly  | 
                
                     In this thesis, the influence of Video-See-Through Head-Mounted AR (Varjo XR-3) and Handheld AR (Apple iPad) on motivation and cognitive load during assembly tasks was investigated. The focus was on: 
  | 
            
| 2. Augmented Reality for corporate knowledge management | 
                     In this seminar, students developed AR applications for the area of corporate knowledge management. The following ideas were developed and implemented as prototypes: 
  |