Matthew McGinity

dblp:01/5786 · DBLP profile ↗
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7ranked-venue papers
0as first author
7since 2021 · last 2026
0000-0002-8923-6284ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 5 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021
YearPublicationVenuePosition
2026 Actionspaces - Storytelling through Proxemic Interactions in Augmented Exhibitions
abstract
The modern museum continually transforms, reflecting broader social, political, and technological shifts. Post-colonial critiques, intangible cultural heritage, and the mass digitisation of collections underscore the need for new methods to mediate contextualised knowledge embedded within collections through narrative forms, moving beyond traditional object-centered modes of display. This work examines how augmented exhibition can enact digital storytelling through proxemic interactions in embedded hybrid spaces. Specifically, we examine how proxemics (the study of the social and cultural use of space) can inform the design of augmented exhibitions delivered through head-mounted displays. We translate structural and semantic aspects of proxemic interaction into a design framework for augmented exhibitions, leading to the concept of actionspaces.
Fabian Töpfer, Lars Engeln, Franziska Hannß, Matthew McGinity
Creativity & Cognition4
2026 PointShopVR: Immersive Authoring of Large Point Clouds in Virtual Reality
abstract
This paper presents PointShopVR, an immersive point cloud authoring system in Virtual Reality (VR) that enables intuitive creation, manipulation, and refinement of large 3D point clouds. To support real-time interaction with dense data, our system integrates a simple acceleration data structure and a continuous level-of-detail (CLOD) rendering, ensuring high frame rates in VR. PointShopVR provides a handful of authoring operations—including point addition, deletion, labeling, copy-paste, translation and deformation—each offering instant visual feedback for seamless editing. We evaluate PointShopVR through a user study in which users complete diverse editing tasks within minutes, demonstrating both the usability and effectiveness of immersive point cloud authoring. Compared to traditional desktop-based tools, PointShopVR offers enhanced accessibility, natural interaction, and immersive feedback, making it a powerful platform for large-scale 3D data exploration and creative editing in VR.
Tianfang Lin, Matthew McGinity, Stefan Gumhold
VR2
2025 IGUANA: Immersive Guidance, Navigation, and Control for Consumer UAV
abstract
As the markets for unmanned aerial vehicles (UAVs) and mixed reality (MR) headsets continue to grow, recent research has increasingly explored their integration, which enables more intuitive, immersive, and situationally aware control systems. We present IGUANA, an MR-based immersive guidance, navigation, and control system for consumer UAVs. IGUANA introduces three key elements beyond conventional control interfaces: (1) a 3D terrain map interface with draggable waypoint markers and live camera preview for high-level control, (2) a novel spatial control metaphor that uses a virtual ball as a physical analogy for low-level control, and (3) a spatial overlay that helps track the UAV when it is not visible with the naked eye or visual line of sight is interrupted. We conducted a user study to evaluate our design, both quantitatively and qualitatively, and found that (1) the 3D map interface is intuitive and easy to use, relieving users from manual control and suggesting improved accuracy and consistency with lower perceived workload relative to conventional dual-stick controller, (2) the virtual ball interface is intuitive but limited by the lack of physical feedback, and (3) the spatial overlay is very useful in enhancing the users’ situational awareness.
Victor Victor, Tania Krisanty, Matthew McGinity, Stefan Gumhold, Uwe Aßmann
VRST3
2024 An immersive labeling method for large point clouds
Tianfang Lin, Zhongyuan Yu, Matthew McGinity, Stefan Gumhold
Comput. Graph.3
2024 ViewR: Architectural-Scale Multi-User Mixed Reality With Mobile Head-Mounted Displays
abstract
The emergence of mobile head-mounted displays with robust "inside-out" markerless tracking and video-passthrough permits the creation of novel mixed reality (MR) experiences in which architectural spaces of arbitrary size can be transformed into immersive multi-user visualisation arenas. Here we outline ViewR, an open-source framework for rapidly constructing and deploying architectural-scale multi-user MR experiences. ViewR includes tools for rapid alignment of real and virtual worlds, tracking loss detection and recovery, user trajectory visualisation and world state synchronisation between users with persistence across sessions. ViewR also provides control over the blending of the real and the virtual, specification of site-specific blending zones, and video-passthrough avatars, allowing users to see and interact with one another directly. Using ViewR, we explore the transformation of large architectural structures into immersive arenas by creating a range of experiences in various locations, with a particular focus on architectural affordances such as mezzanines, stairs, gangways and elevators. Our tests reveal that ViewR allows for experiences that would not be possible with pure virtual reality, and indicate that, with certain strategies for recovering from tracking errors, it is possible to construct large scale multi-user MR experiences using contemporary consumer virtual reality head-mounted displays.
Florian Schier, Daniel Zeidler, Krishnan Chandran, Zhongyuan Yu, Matthew McGinity
IEEE Trans. Vis. Comput. Graph.5
2023 Pearl: Physical Environment based Augmented Reality Lenses for In-Situ Human Movement Analysis
abstract
This paper presents Pearl, a mixed-reality approach for the analysis of human movement data in situ. As the physical environment shapes human motion and behavior, the analysis of such motion can benefit from the direct inclusion of the environment in the analytical process. We present methods for exploring movement data in relation to surrounding regions of interest, such as objects, furniture, and architectural elements. We introduce concepts for selecting and filtering data through direct interaction with the environment, and a suite of visualizations for revealing aggregated and emergent spatial and temporal relations. More sophisticated analysis is supported through complex queries comprising multiple regions of interest. To illustrate the potential of Pearl, we developed an Augmented Reality-based prototype and conducted expert review sessions and scenario walkthroughs in a simulated exhibition. Our contribution lays the foundation for leveraging the physical environment in the in-situ analysis of movement data.
Weizhou Luo, Zhongyuan Yu, Rufat Rzayev, Marc Satkowski, Stefan Gumhold, Matthew McGinity, Raimund Dachselt
CHI6
2023 Dynascape : Immersive Authoring of Real-World Dynamic Scenes with Spatially Tracked RGB-D Videos
abstract
In this paper, we present Dynascape, an immersive approach to the composition and playback of dynamic real-world scenes in mixed and virtual reality. We use spatially tracked RGB-D cameras to capture point cloud representations of arbitrary dynamic real-world scenes. Dynascape provides a suite of tools for spatial and temporal editing and composition of such scenes, as well as fine control over their visual appearance. We also explore strategies for spatiotemporal navigation and different tools for the in situ authoring and viewing of mixed and virtual reality scenes. Dynascape is intended as a research platform for exploring the creative potential of dynamic point clouds captured with mobile, tracked RGB-D cameras. We believe our work represents a first attempt to author and playback spatially tracked RGB-D video in an immersive environment, and opens up new possibilities for involving dynamic 3D scenes in virtual space.
Zhongyuan Yu, Daniel Zeidler, Victor Victor, Matthew McGinity
VRST4