
Staff Member
Goethe-Universität Frankfurt am Main
Robert-Mayer-Straße 15
Room 308
D-60325 Frankfurt am Main
Office Hour: Wednesday 10-12pm
Mail:
Thesis topic proposals
2025
Description
Corresponding Lab Member:
Description
- Open-Universe Indoor Scene Generation using LLM Program Synthesis and Uncurated Object Databases
- PartCrafter: Structured 3D Mesh Generation via Compositional Latent Diffusion Transformers
- Va.Si.Li-Lab
Corresponding Lab Member:
Description
- NVIDIA Redefines Game AI With ACE Autonomous Game Characters
- Va.Si.Li-Lab
- Model Context Protocol
- AI characters and directors for interactive computer games
Corresponding Lab Member:
Previous topics
2025
Description
- NeuralRecon: Real-Time Coherent 3D Reconstruction from Monocular Video
- NeRF: Representing Scenes as Neural Radiance Fields for View Synthesis
- MetaHuman
- A Multimodal Data Model for Simulation-Based Learning with Va.Si.Li-Lab
- Va.Si.Li-Lab
Corresponding Lab Member:
Projects
Va.Si.Li-Lab
Originally developed as part of the “Digital Teaching and Learning Lab” (DigiTeLL), Va.Si.Li-Lab is a VR-Lab for Simulation-based Learning, designed to support simultaneous multi-user engagement in virtual environments. The lab’s core focus lies in leveraging the vast amount of both active and passive multi-modal annotations created by participants, capturing their interactions and responses within the immersive VR space.
It is a powerful framework for fostering immersive, collaborative learning, enabling a deep exploration of complex concepts through an engaging and interactive VR setting.
FACES

The FACES project (Feasibility, Acceptance, and Data Quality of New Multimodal Surveys) aims to create a multimodal data space for survey research that can expand and replace face-to-face interviews in the future through the use of virtual reality (VR) and artificial intelligence (AI). This multi-interface system for online surveys is designed to offer a high degree of variability in terms of avatars, situational parameters, interfaces and AI technologies for the automatic processing of speech and behavioral data. It is part of the New Data Spaces for Social Sciences program (SPP 2432).
New Data Spaces for the Social Sciences

In order to more precisely research the major societal challenges of the coming decades, including digitization, climate change, and war- and pandemic-related societal changes, and to be able to identify the need for political action on this basis, the social sciences need innovative research data and methods. The DFG has established the long-term infrastructure priority program “New Data Spaces” (SPP 2431) to open up and develop such new data spaces.
It is managed by the program committee, consisting of Prof. Dr. Cordula Artelt (spokesperson) and Prof. Dr. Corinna Kleinert (both LIfBi), Prof. Dr. Reinhard Pollak (GESIS), Prof. Dr. Stefan Liebig (FU Berlin) and Prof. Dr. Alexander Mehler (Goethe University Frankfurt).
Publications
2025
BibTeX
@article{Bagci:et:al:2025,
author = {Bagci, Mevl{\"u}t and Mehler, Alexander and Abrami, Giuseppe and Schrottenbacher, Patrick
and Spiekermann, Christian and Konca, Maxim and Schreiber, Jakob and Saukel, Kevin
and Quintino, Marc and Engel, Juliane},
title = {Simulation-Based Learning in Virtual Reality: Three Use Cases
from Social Science and Technological Foundations in Terms of
Va.Si.Li-Lab},
journal = {Technology, Knowledge and Learning},
publisher = {Springer Nature},
year = {2025},
month = {April},
day = {01},
abstract = {This article examines the predictability of communication scenarios
within the context of simulation-based learning in virtual reality
(VR). The aim is to investigate multimodal patterns of social
interaction that accompany human communication in conflict situations.
Understanding these patterns can ultimately enhance educational
technologies' ability to address problematic learning situations
and support learners in benefiting from VR-based learning. To
achieve this, the system must accurately predict the task context.
A central goal of this article is to shed light on this potential.
Additionally, our research extends to visual communication beyond
purely linguistic interactions, aiming to enhance VR immersion
in communicative practices. To this end, the article examines
the associations between multimodal information units generated
by individuals interacting in three distinct learning scenarios:
work organization, school pedagogy, and social life. Several experiments
demonstrate that predictability exists when multimodal communication
is analyzed at the level of eight coarse-grained modalities, including
speech, head and body movements, and gestures. The interactions
are observed in VR using Va.Si.Li-Lab, a simulation-based system
that virtualizes learning scenarios, enabling participants to
collaboratively manage potentially conflicting tasks through multimodal
communication (Mehler et al. in: Duffy (ed) Digital human modeling
and applications in health, safety, ergonomics and risk management,
Springer Nature Switzerland, Cham, 2023). The article discusses
the technology underlying Va.Si.Li-Lab, its database, and the
post-processing of interaction data, including speech data. It
provides theoretical motivation for the application scenarios
and presents experimental data to illustrate the system's usefulness.
Based on these data, the article details experiments on the multimodal
detection of social scenarios, positioning Va.Si.Li-Lab as a use
case in simulation-based learning.},
issn = {2211-1670},
doi = {10.1007/s10758-025-09837-7},
url = {https://doi.org/10.1007/s10758-025-09837-7}
}
BibTeX
@article{Schrottenbacher:et:al:2025,
author = {Schrottenbacher, Patrick and Mehler, Alexander and Berg, Theresa
and Hustedt, Jasper and Gagel, Julian and Lüttig, Timo and Abrami, Giuseppe},
title = {Geo-spatial hypertext in virtual reality: mapping and navigating
global news event spaces},
journal = {New Review of Hypermedia and Multimedia},
volume = {31},
number = {1-2},
pages = {76--105},
year = {2025},
publisher = {Taylor \& Francis},
doi = {10.1080/13614568.2024.2383601},
url = {https://doi.org/10.1080/13614568.2024.2383601},
eprint = {https://doi.org/10.1080/13614568.2024.2383601},
abstract = {Every day, a myriad of events take place that are documented and
shared online through news articles from a variety of sources.
As a result, as users navigate the Web, the volume of data can
lead to information overload, making it difficult to find specific
details about an event. We present News in Time and Space (NiTS)
to address this issue: NiTS is a fully immersive system integrated
into Va.Si.Li-Lab that organises textual information in a geospatial
hypertext system in virtual reality. With NiTS, users can visualise,
filter and interact with information currently based on GDELT
on a virtual globe providing document networks to analyse global
events and trends. The article describes NiTS, its event semantics
and architecture. It evaluates NiTS in comparison to a classic
search engine website, extended by NiTSs information filtering
capabilities to make it comparable. Our comparison with this website
technology, which is directly linked to the user's usage habits,
shows that NiTS enables comparable information exploration even
if the users have little or no experience with VR. That is, we
observe an equivalent search result behaviour, but with the advantage
that VR allows users to get their results with a higher level
of usability without distracting them from their tasks. Through
its integration with Va.Si.Li-Lab, a simulation-based learning
environment, NiTS can be used in simulations of learning processes
aimed at studying critical online reasoning, where Va.Si.Li-Lab
guarantees that this can be done in relation to individual or
groups of learners.}
}
2024
BibTeX
@inbook{Mehler:et:al:2024:a,
author = {Mehler, Alexander and Bagci, Mevl{\"u}t and Schrottenbacher, Patrick
and Henlein, Alexander and Konca, Maxim and Abrami, Giuseppe and B{\"o}nisch, Kevin
and Stoeckel, Manuel and Spiekermann, Christian and Engel, Juliane},
editor = {Zlatkin-Troitschanskaia, Olga and Nagel, Marie-Theres and Klose, Verena
and Mehler, Alexander},
title = {Towards New Data Spaces for the Study of Multiple Documents with
Va.Si.Li-Lab: A Conceptual Analysis},
booktitle = {Students', Graduates' and Young Professionals' Critical Use of
Online Information: Digital Performance Assessment and Training
within and across Domains},
year = {2024},
publisher = {Springer Nature Switzerland},
address = {Cham},
pages = {259--303},
abstract = {The constitution of multiple documents has so far been studied
essentially as a process in which a single learner consults a
number (of segments) of different documents in the context of
the task at hand in order to construct a mental model for the
purpose of completing the task. As a result of this research focus,
the constitution of multiple documents appears predominantly as
a monomodal, non-interactive process in which mainly textual units
are studied, supplemented by images, text-image relations and
comparable artifacts. This approach is reflected in the contextual
fixity of the research design, in which the learners under study
search for information using suitably equipped computers. If,
on the other hand, we consider the openness of multi-agent learning
situations, this scenario lacks the aspects of interactivity,
contextual openness and, above all, the multimodality of information
objects, information processing and information exchange. This
is where the chapter comes in. It describes Va.Si.Li-Lab as an
instrument for multimodal measurement for studying and modeling
multiple documents in the context of interactive learning in a
multi-agent environment. To this end, the chapter places Va.Si.Li-Lab
in the spectrum of evolutionary approaches that vary the combination
of human and machine innovation and selection. It also combines
the requirements of multimodal representational learning with
various aspects of contextual plasticity to prepare Va.Si.Li-Lab
as a system that can be used for experimental research. The chapter
is conceptual in nature, designing a system of requirements using
the example of Va.Si.Li-Lab to outline an experimental environment
in which the study of Critical Online Reasoning (COR) as a group
process becomes possible. Although the chapter illustrates some
of these requirements with realistic data from the field of simulation-based
learning, the focus is still conceptual rather than experimental,
hypothesis-driven. That is, the chapter is concerned with the
design of a technology for future research into COR processes.},
isbn = {978-3-031-69510-0},
doi = {10.1007/978-3-031-69510-0_12},
url = {https://doi.org/10.1007/978-3-031-69510-0_12}
}
BibTeX
@bathesis{schrottenbacher:2024,
author = {Patrick Schrottenbacher},
title = {Identifying toxic behaviour in online games},
institution = {Goethe University},
pages = {35},
year = {2024},
url = {https://publikationen.ub.uni-frankfurt.de/files/81676/Toxic_video_game_classification.pdf}
repository = {https://github.com/TheBv/toxic-video-games-gnn}
}
BibTeX
@inproceedings{Baumartz:et:al:2024,
author = {Baumartz, Daniel and Konca, Maxim and Mehler, Alexander and Schrottenbacher, Patrick
and Braunheim, Dominik},
title = {Measuring Group Creativity of Dialogic Interaction Systems by
Means of Remote Entailment Analysis},
year = {2024},
isbn = {9798400705953},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3648188.3675140},
doi = {10.1145/3648188.3675140},
abstract = {We present a procedure for assessing group creativity that allows
us to compare the contributions of human interlocutors and chatbots
based on generative AI such as ChatGPT. We focus on everyday creativity
in terms of dialogic communication and test four hypotheses about
the difference between human and artificial communication. Our
procedure is based on a test that requires interlocutors to cooperatively
interpret a sequence of sentences for which we control for coherence
gaps with reference to the notion of entailment. Using NLP methods,
we automatically evaluate the spoken or written contributions
of interlocutors (human or otherwise). The paper develops a routine
for automatic transcription based on Whisper, for sampling texts
based on their entailment relations, for analyzing dialogic contributions
along their semantic embeddings, and for classifying interlocutors
and interaction systems based on them. In this way, we highlight
differences between human and artificial conversations under conditions
that approximate free dialogic communication. We show that despite
their obvious classificatory differences, it is difficult to see
clear differences even in the domain of dialogic communication
given the current instruments of NLP.},
booktitle = {Proceedings of the 35th ACM Conference on Hypertext and Social Media},
pages = {153–-166},
numpages = {14},
keywords = {Creative AI, Creativity, Generative AI, Hermeneutics, NLP},
location = {Poznan, Poland},
series = {HT '24}
}
2023
BibTeX
@inproceedings{Abrami:et:al:2023,
author = {Abrami, Giuseppe and Mehler, Alexander and Bagci, Mevl\"{u}t and Schrottenbacher, Patrick
and Henlein, Alexander and Spiekermann, Christian and Engel, Juliane
and Schreiber, Jakob},
title = {Va.Si.Li-Lab as a Collaborative Multi-User Annotation Tool in
Virtual Reality and Its Potential Fields of Application},
year = {2023},
isbn = {9798400702327},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3603163.3609076},
doi = {10.1145/3603163.3609076},
abstract = {During the last thirty years a variety of hypertext approaches
and virtual environments -- some virtual hypertext environments
-- have been developed and discussed. Although the development
of virtual and augmented reality technologies is rapid and improving,
and many technologies can be used at affordable conditions, their
usability for hypertext systems has not yet been explored. At
the same time, even for virtual three-dimensional virtual and
augmented environments, there is no generally accepted concept
that is similar or nearly as elegant as hypertext. This gap will
have to be filled in the next years and a good concept should
be developed; in this article we aim to contribute in this direction
and also introduce a prototype for a possible implementation of
criteria for virtual hypertext simulations.},
booktitle = {Proceedings of the 34th ACM Conference on Hypertext and Social Media},
articleno = {22},
numpages = {9},
keywords = {VaSiLiLab, virtual hypertext, virtual reality, virtual reality simulation, authoring system},
location = {Rome, Italy},
series = {HT '23},
pdf = {https://dl.acm.org/doi/pdf/10.1145/3603163.3609076}
}
BibTeX
@inproceedings{Mehler:et:al:2023:a,
abstract = {Simulation-based learning is a method in which learners learn
to master real-life scenarios and tasks from simulated application
contexts. It is particularly suitable for the use of VR technologies,
as these allow immersive experiences of the targeted scenarios.
VR methods are also relevant for studies on online learning, especially
in groups, as they provide access to a variety of multimodal learning
and interaction data. However, VR leads to a trade-off between
technological conditions of the observability of such data and
the openness of learner behavior. We present Va.Si.Li-Lab, a VR-L
ab for Simulation-based Learn ing developed to address this trade-off.
Va.Si.Li-Lab uses a graph-theoretical model based on hypergraphs
to represent the data diversity of multimodal learning and interaction.
We develop this data model in relation to mono- and multimodal,
intra- and interpersonal data and interleave it with ISO-Space
to describe distributed multiple documents from the perspective
of their interactive generation. The paper adds three use cases
to motivate the broad applicability of Va.Si.Li-Lab and its data
model.},
address = {Cham},
author = {Mehler, Alexander and Bagci, Mevl{\"u}t and Henlein, Alexander
and Abrami, Giuseppe and Spiekermann, Christian and Schrottenbacher, Patrick
and Konca, Maxim and L{\"u}cking, Andy and Engel, Juliane and Quintino, Marc
and Schreiber, Jakob and Saukel, Kevin and Zlatkin-Troitschanskaia, Olga},
booktitle = {Digital Human Modeling and Applications in Health, Safety, Ergonomics
and Risk Management},
editor = {Duffy, Vincent G.},
isbn = {978-3-031-35741-1},
pages = {539--565},
publisher = {Springer Nature Switzerland},
title = {A Multimodal Data Model for Simulation-Based Learning with Va.Si.Li-Lab},
year = {2023},
doi = {10.1007/978-3-031-35741-1_39}
}
