Dan Bürger

Mr. Dan Bürger

orcid

Research Focus & Metrics

Academic Career Length

5Years (2022-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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24 August 2023 in Sensors
Verified
Journal Article
Open access
PDF file
SMSebastian Merker
Sebastian Merker
SPStefan Pastel
Stefan Pastel
DBDan Bürger
Dan Bürger
ASAlexander Schwadtke
Alexander Schwadtke
KWKerstin Witte
Kerstin Witte
For realistic and reliable full-body visualization in virtual reality, the HTC VIVE Tracker could be an alternative to highly complex and cost- and effort-intensive motion capture systems such as Vicon. Due to its lighter weight and smaller dimensions, the latest generation of trackers is proving to be very promising for capturing human movements. The aim of this study was to investigate the accuracy of the HTC VIVE Tracker 3.0 compared to the gold-standard Vicon for different arrangements of the base stations and various velocities during an athletic movement. Therefore, the position data from three trackers attached to the hip, knee and ankle of one sporty participant were recorded while riding a bicycle ergometer at different pedaling frequencies and different base station arrangements. As parameters for the measurement accuracy, the trajectories of the linear motion of the knee and the circular motion of the ankle were compared between VIVE and Vicon by calculating the spatial distance from the raw data at each point in time. Both the pedaling frequency and the arrangement of the base stations significantly affected the measurement accuracy, with the lowest pedaling frequency of 80 rpm and the rectangular arrangement recommended by the manufacturer showing the smallest spatial differences of 10.4 mm ± 4.5 mm at the knee and 11.3 mm ± 5.1 mm at the ankle. As the pedaling frequency increased gradually (120 rpm and 160 rpm), the measurement accuracy of the trackers per step decreased less at the knee (approximately 5 mm) than at the ankle (approximately 10 mm). In conclusion, the measurement accuracy for various athletic skills was high enough to enable the visualization of body limbs or the entire body using inverse kinematics in VR on the one hand and, on the other hand, to provide initial insights into the quality of certain techniques at lower speeds in sports science research. However, the VIVE trackers are not suitable for exact biomechanical analyses.

24 November 2022 in Human Movement Science
Verified
Journal Article
Closed access
YRYvonne Ritter
Yvonne Ritter
DBDan Bürger
Dan Bürger
SPStefan Pastel
Stefan Pastel
MSMaria Sprich
Maria Sprich
TLTammy Lück
Tammy Lück
KWKerstin Witte
Kerstin Witte

1 January 2024 in Human Behavior and Emerging Technologies
Verified
Journal Article
Open access
DBDan Bürger
Dan Bürger
MSMarc-Kevin Schley
Marc-Kevin Schley
HLHannes Loerwald
Hannes Loerwald
SPStefan Pastel
Stefan Pastel
KWKerstin Witte
Kerstin Witte
In various domains, virtual reality (VR) has emerged as a valuable tool for simulating specific scenarios and facilitating training within controlled and secure conditions. As peripheral vision plays a crucial role in numerous contexts, it must be duly considered in VR simulations. However, while peripheral vision was examined in VR, comparisons between VR and the real world (RW) are rarely made. Therefore, this study is aimed at comparing RW and VR reaction times (RTs) to peripheral visual stimuli and the field of view (FOV). This comparison is achieved using the peripheral perception‐R (PP‐R) of the Vienna Test System and a programmed virtual replica. The virtual replica underwent additional testing, revealing good reliability for RTs but only moderate to poor for measurements of the participant’s FOV. The comparison between the two environments indicates slower RTs to peripheral visual stimuli in VR than in RW. This observed discrepancy is consistent with the results of previous studies investigating RTs to foveal stimuli and can be partially explained by the latencies in the hardware and software configurations used. Nevertheless, the observed correlations between the RTs in both conditions suggest comparable visual processing within the peripheral visual field and affirm the decent replication of the real PP‐R in VR. Overall, the study’s results support the usage of VR as a tool for practicing and examining specific scenarios, including peripheral vision. The discrepancies revealed in the RTs between VR and RW emphasize the need to continue examining hardware and software components in VR research.

22 February 2023 in Virtual Reality
Verified
Journal Article
Open access
PDF file
DBDan Bürger
Dan Bürger
SPS. Pastel
S. Pastel
CCC.-H. Chen
C.-H. Chen
KPK. Petri
K. Petri
MSM. Schmitz
M. Schmitz
KWK. Witte
K. Witte
Previous studies showed similar spatial orientation ability (SO) between real world (RW) and virtual reality (VR). As the SO deteriorates with age, it is crucial to investigate whether the degradation is similar in VR, as it may affect the use of VR tools for older people, such as in physical therapy. Therefore, we extended our previous study, in which similar SO between RW and VR was measured for younger participants (18–35 years) with a higher age group (> 55 years) to examine the VR's influence on their SO. Two main tests were conducted. In the first test, the participants were blindfolded, asked to rotate (0°, 45°, 180°, 225°) on a fixed starting position, and walk straight to different objects they had memorized before. This test was conducted twice. An ANOVA only revealed a significant interaction between the factors Age (young/old) and Condition (VR/RW) for the 45°-rotation in the second run. Here, both age groups performed similarly in RW, while in VR, greater deviations in the older participants appeared. Nevertheless, the overall Age*Condition-interaction in the first test was not significant. In the second test, subjects were required to walk blindfolded to two objects starting from different positions. The starting position and objects changed three times in each condition but were equal between RW and VR. No interactions between the factors Age and Condition were found (p > 0.05). Both tests showed a similar influence of VR on the SO of both age groups, supporting the usage of VR, regardless of age.

21 August 2024 in JMIR XR and Spatial Computing
Verified
Journal Article
Open access
APAlexander Prinz
Alexander Prinz
DBDan Bürger
Dan Bürger
JKJelena Krafft
Jelena Krafft
MBMatteo Bergmann
Matteo Bergmann
AWAlexander Woll
Alexander Woll
KWKerstin Witte
Kerstin Witte
Background: Physical activity interventions for people with dementia have shown promising effects in improving cognition and physical function or slowing disease-related decline. Immersive virtual reality (iVR), using head-mounted displays, facilitates realistic experiences by blurring the boundaries between VR and the real world. The use of iVR for people with dementia offers the potential to increase active time and improve dementia therapy and care through exercise interventions. However, the feasibility of using VR use in people with dementia, considering changes in motor, cognitive, psychological, and physiological parameters, remains insufficiently investigated. Objective: This study aims to investigate the feasibility of using iVR in people with dementia or mild cognitive impairment in nursing homes. Specifically, we examined changes in motor performance (balance and mobility), cognitive performance (global cognition and executive functions), emotional responses, and fear of falling using iVR. Methods: Utilizing a pre-post design, this study recruited 35 participants with mild-to-moderate dementia, assessed by the Mini-Mental State Examination (MMSE). Participants underwent a single session involving iVR exposure, with pre- and postexposure assessments and a feedback form, to exclude negative effects on cognitive and motor functions, mood, anxiety levels, and balance performance. The use of iVR involved 4 scenes, with a total length of 8 minutes. These scenes depicted a park with short and rather passive impressions presented as a 360° video in a head-mounted display. Before and after using the iVR, cognitive parameters were assessed using the Trail-Making Test A (TMT-A), motor parameters were assessed using the FICSIT-4 (Frailty and Injuries: Cooperative Studies of Intervention Techniques-4) and Timed-Up-and-Go (TUG) tests, and psychological parameters were assessed using the Dementia Mood Picture Test, State-Trait Anxiety Inventory, and Short Falls Efficacy Scale-International (Short FES-I). The Emotion Rating Scale and the duration of use were recorded during use, and a feedback questionnaire was completed afterward in addition to the posttests. Paired t tests and Wilcoxon tests were used to examine pre-post differences. Results: Of the 35 initial participants, 33 completed the study, which corresponds to a dropout rate of 6%. All 33 participants, who had a mean of 83.71 (SD 5.01) years, had dementia. They showed no statistically significant difference in cognitive and motor performance before and after iVR use. Thus, no negative effects on cognitive and motor functions, mood, anxiety levels, and balance performance were observed. The emotion rating scale also showed that 72% (n=24) felt joy and fun during iVR use, 100% (n=33) showed no emotions such as fear, sadness, or anger, and 93% (n=31) were attentive during iVR use. Conclusions: The feasibility of using iVR for people with dementia can be rated positively. There were no changes in motor, cognitive, or emotional parameters that would increase the risk of falls or other negative emotional reactions during or after iVR use. Further studies are needed to investigate prolonged use in a more stimulating computer-generated environment and possible physical and cognitive tasks for people with dementia in nursing homes. Trial Registration: German Clinical Trials Register DRKS00030616; https://drks.de/search/de/trial/DRKS00030616

8 October 2025 in Human Movement Science
Verified
Journal Article
Open access
SMSebastian Merker
Sebastian Merker
SPStefan Pastel
Stefan Pastel
DBDan Bürger
Dan Bürger
KWKerstin Witte
Kerstin Witte
Virtual reality in artistic gymnastics has hardly been researched yet, but could have positive effects on learning movements, particularly on the balance beam, whose width and height demand significant effort. This study aimed to identify suitable gymnastics elements for the execution with a head-mounted display (HMD), considering potential performance impacts related to its size, weight, and limited field of view. Twelve basic elements covering the characteristics of the balance beam were performed by 36 competitive gymnasts (16.5 ± 6.6 years) on a low beam (10 cm) with and without the HTC VIVE Pro Eye HMD, which displayed the real environment through its cameras instead of a virtual one. A helmet with similar dimensions and weight to the HMD was used as a third condition to isolate vision effects. Licensed judges evaluated all trials for recognition and execution based on international scoring rules. Both analyses show that the performance was more impacted by restricted vision than by additional weight. Execution quality varied significantly between the condition with and without HMD for all movement characteristics, although the differences were smaller for jumps, holds/acrobatic non-flight elements and leaps than for elements with turns. Consistent with this, no significant differences in jumps and holds/acrobatic non-flight were found between the original and helmet conditions. In summary, elements without longitudinal axis rotations are well-suited for HMD execution, and results can be improved with better hardware and longer familiarization. Future studies should prioritize good optical resolution, a large field of view, and compact design over low weight when selecting HMDs.