Christian Eichhornمشاهده پروفایل
استادیار
Christian Eichhorn is an Assistant Professor in the Department of Computer Science at Technical University of Munich, specializing in Human-Computer Interaction, Virtual Reality, and Augmented Reality applications. His research primarily focuses on developing serious games and immersive technologies for healthcare, education, and older adults. He has established a strong collaborative network, particularly with David A. Plecher and Gudrun Klinker, resulting in numerous publications in top HCI and VR venues. Dr. Eichhorn's research interests center around creating accessible and engaging technology applications. His work demonstrates particular expertise in developing serious games for various educational purposes (language learning, history education), healthcare applications (rehabilitation, dementia care), and technologies specifically designed for older adults. His research combines technical innovation in AR/VR systems with practical applications addressing real-world challenges in healthcare and education. Analysis of his recent publications (2022-2025) reveals a consistent focus on practical applications of immersive technologies. His work spans educational tools for programming and language learning, healthcare applications for rehabilitation and clinical training, and specialized technologies for older adults. The research demonstrates a strong interdisciplinary approach, bridging computer science with healthcare, education, and gerontology. His technical contributions include innovations in AR/VR system design, collaborative environments, and novel interaction techniques. Dr. Eichhorn has been actively involved in organizing workshops and contributing to major conferences in the VR/AR field, including IEEE VR and ISMAR. His collaborative approach is evident in his extensive co-authorship network spanning multiple institutions. His laboratory work focuses on developing practical AR/VR applications, with particular emphasis on creating systems that bridge virtual and physical experiences. Current projects include serious games for health behavior change, rehabilitation assessment tools using wearable sensors, and social VR environments for older adults.









