The overall goal of the innovation network XR-INTERACTION is the cross-partner implementation of research and development work on innovative technologies and applications of Extended Reality for social and cultural application areas.

Areas of research

Technological core areas of research and development work in the innovation network XR-INTERACTION

Technical development goals

The network pursues the development of holistic implementation chains from the digitization, transmission, display and interaction of virtual content to its embedding in scalable multi-user applications.

One of the network’s implementation goals is to increase the experience of XR applications while simultaneously taking transmission and performance limitations into account. Therefore, the development and advancement of basic technologies for 3D-based recording (I) and real-time capable processing and transmission of real content (II), such as people, objects and environments, as well as for a presentation (III) and interaction (IV) based on these technologies is pursued. The technology-open approach integrates different technology areas from visual streaming, motion capturing, the creation of virtual environments and objects to AI. Another implementation goal focuses on improving and scaling social functions for joint interaction and collaboration. For this reason, corresponding infrastructure technologies are being developed that allow content to be distributed in a scalable manner and interactions to be implemented individually even for a large number of participants. The transfer of these technological approaches into innovative and marketable applications enables a holistic implementation chain and is part of the innovation strategy of the network.

Lines of development for use in social and cultural areas

Social E-Commerce

Immersive and spatial computer technologies offer great potential, especially for retail. Products can be made tangible and social shopping experiences or consulting scenarios can be implemented. Both are lacking in current forms of digital commerce. Even if fully immersive virtual shopping experiences are still a long way off, spatial content can already enrich e-commerce with conventional end devices. That is why hybrid formats and accessibility that is as device-independent as possible also play a major role in the network.

Culture and Live Entertainment

Virtual technologies create a spatial and social experience of presence. A feeling of “being there” and “being together” is made possible, regardless of where one is located. This results in the possibility of participating in cultural activities regardless of location. Passive media consumption, which is dominated by current audio-visual media, can be supplemented by active forms of cultural and social participation. This opens up great potential for the culture and entertainment industry, but can also be applied to other events, such as trade fairs or sports events.