Research field

Knowledge Transfer with AR and VR

Results LSWI

Overview

Research profile

Program

Results

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:

  • Lack of design guidelines and standard processes in the literature
  • Application of the Design Science Research Method for framework development
  • Integration of real processes in virtual learning environments
  • Creation of a low-threshold, interdisciplinary framework for research and practice

Link to the paper

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:

  • Investigation of SMEs and comparison with large companies
  • Reasons for and against the use of AR and VR
  • What prevents SMEs from using new technologies such as AR and VR?

Link to the paper

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:

  • Inconsistent research results on cognitive load caused by AR elements and interactions
  • Lack of design guidelines and standard processes in the literature
  • Systematic synthesis of empirical studies to develop evidence-based AR design recommendations
  • Identification of six central design dimensions for the targeted design of AR learning environments


Link to the paper

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:

  • Investigation of AR assistance for learning how to operate a machine
  • How AR learning systems affect the user
  • Use of eye tracking to record cognitive load

    Link to the paper

    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:

    • Lack of scientific consensus on the definition of the metaverse
    • Collection, analysis and synthesis of existing definitions
    • Presentation and discussion of two revised metaverse definitions
    • Consideration of social, economic and technical implications as well as necessary prerequisites for implementation

      Link to the paper

      All Publications

      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:

      • Comparison of head-mounted and handheld AR for work support
      • Measurement of time, errors, motivation and cognitive load
      • Slight advantage of head-mounted AR in terms of time and errors
      • Importance of technical limitations and further research on device-specific differences

      Link to the paper

      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:

      • Knowledge modeling in AR (with KMDL modeling language)
      • Learning how to operate machines with interactive safety systems
      • Onboarding of employees through AR guided tour of the building
      • Safety instruction at your own workplace