Demo Data from VLDB 2026 / reviewers in the wild / expert
Thomas Waltemate
dblp:152/9076
· DBLP profile ↗
7ranked-venue papers
3as first author
0since 2021 · last 2018
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-authorArtificial intelligence and machine learning · 1Human-computer interaction and ubiquitous computing · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › avatar
avatar customization |
0.3 | 1 | 2018 | The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional Response · IEEE Trans. Vis. Comput. Graph. 2018 |
Virtual and augmented reality › embodiment
virtual body ownership |
0.3 | 1 | 2018 | The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional Response · IEEE Trans. Vis. Comput. Graph. 2018 |
Virtual and augmented reality
presence |
0.1 | 1 | 2018 | The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional Response · IEEE Trans. Vis. Comput. Graph. 2018 |
Methods — techniques the papers use, named apart from their topics
user study · 0.3photogrammetry · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Design and evaluation of reduced marker layouts for hand motion captureabstractAbstract We present a method for automatically generating reduced marker layouts for marker‐based optical motion capture of human hands. The employed motion reconstruction method is based on subspace‐constrained inverse kinematics, which allows for the recovery of realistic hand movements even from sparse input data. We additionally present a user‐specific hand model calibration procedure that fits an articulated hand model to point cloud data of the user's hand. Our marker layout optimization is sensitive to the kinematic structure and the subspace representations of hand articulations utilized in the reconstruction method, in order to generate sparse marker configurations that are optimal for solving the constrained inverse kinematics problem. We propose specific quality criteria for reduced marker sets that combine numerical stability with geometric feasibility of the resulting layout. These criteria are combined in an objective function that is minimized using a specialized surface‐constrained particle swarm optimization scheme, which generates marker layouts bound to the surface of an animated hand model. Our method provides a principled way for determining reduced marker layouts based on subspace representations of hand articulations. We demonstrate the effectiveness of our motion reconstruction and model calibration methods in a thorough evaluation. Matthias Schröder 0002, Thomas Waltemate, Jonathan Maycock, Tobias Röhlig, Helge J. Ritter, Mario Botsch |
Comput. Animat. Virtual Worlds | 2 |
| 2018 | The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional ResponseabstractThis article reports the impact of the degree of personalization and individualization of users' avatars as well as the impact of the degree of immersion on typical psychophysical factors in embodied Virtual Environments. We investigated if and how virtual body ownership (including agency), presence, and emotional response are influenced depending on the specific look of users' avatars, which varied between (1) a generic hand-modeled version, (2) a generic scanned version, and (3) an individualized scanned version. The latter two were created using a state-of-the-art photogrammetry method providing a fast 3D-scan and post-process workflow. Users encountered their avatars in a virtual mirror metaphor using two VR setups that provided a varying degree of immersion, (a) a large screen surround projection (L-shape part of a CAVE) and (b) a head-mounted display (HMD). We found several significant as well as a number of notable effects. First, personalized avatars significantly increase body ownership, presence, and dominance compared to their generic counterparts, even if the latter were generated by the same photogrammetry process and hence could be valued as equal in terms of the degree of realism and graphical quality. Second, the degree of immersion significantly increases the body ownership, agency, as well as the feeling of presence. These results substantiate the value of personalized avatars resembling users' real-world appearances as well as the value of the deployed scanning process to generate avatars for VR-setups where the effect strength might be substantial, e.g., in social Virtual Reality (VR) or in medical VR-based therapies relying on embodied interfaces. Additionally, our results also strengthen the value of fully immersive setups which, today, are accessible for a variety of applications due to the widely available consumer HMDs. Thomas Waltemate, Dominik Gall, Daniel Roth 0001, Mario Botsch, Marc Erich Latoschik |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2017 | The Intelligent Coaching Space: A Demonstration
Iwan de Kok, Felix Hülsmann, Thomas Waltemate, Cornelia Frank, Julian Hough, Thies Pfeiffer, David Schlangen, Thomas Schack, Mario Botsch, Stefan Kopp |
IVA | 3 |
| 2017 | Fast generation of realistic virtual humansabstractIn this paper we present a complete pipeline to create ready-to-animate virtual humans by fitting a template character to a point set obtained by scanning a real person using multi-view stereo reconstruction. Our virtual humans are built upon a holistic character model and feature a detailed skeleton, fingers, eyes, teeth, and a rich set of facial blendshapes. Furthermore, due to the careful selection of techniques and technology, our reconstructed humans are quite realistic in terms of both geometry and texture. Since we represent our models as single-layer triangle meshes and animate them through standard skeleton-based skinning and facial blendshapes, our characters can be used in standard VR engines out of the box. By optimizing for computation time and minimizing manual intervention, our reconstruction pipeline is capable of processing whole characters in less than ten minutes. Jascha Achenbach, Thomas Waltemate, Marc Erich Latoschik, Mario Botsch |
VRST | 2 |
| 2017 | The effect of avatar realism in immersive social virtual realitiesabstractThis paper investigates the effect of avatar realism on embodiment and social interactions in Virtual Reality (VR). We compared abstract avatar representations based on a wooden mannequin with high fidelity avatars generated from photogrammetry 3D scan methods. Both avatar representations were alternately applied to participating users and to the virtual counterpart in dyadic social encounters to examine the impact of avatar realism on self-embodiment and social interaction quality. Users were immersed in a virtual room via a head mounted display (HMD). Their full-body movements were tracked and mapped to respective movements of their avatars. Embodiment was induced by presenting the users' avatars to themselves in a virtual mirror. Afterwards they had to react to a non-verbal behavior of a virtual interaction partner they encountered in the virtual space. Several measures were taken to analyze the effect of the appearance of the users' avatars as well as the effect of the appearance of the others' avatars on the users. The realistic avatars were rated significantly more human-like when used as avatars for the others and evoked a stronger acceptance in terms of virtual body ownership (VBO). There also was some indication of a potential uncanny valley. Additionally, there was an indication that the appearance of the others' avatars impacts the self-perception of the users. Marc Erich Latoschik, Daniel Roth 0001, Dominik Gall, Jascha Achenbach, Thomas Waltemate, Mario Botsch |
VRST | 5 |
| 2016 | The impact of latency on perceptual judgments and motor performance in closed-loop interaction in virtual realityabstractLatency between a user's movement and visual feedback is inevitable in every Virtual Reality application, as signal transmission and processing take time. Unfortunately, a high end-to-end latency impairs perception and motor performance. While it is possible to reduce feedback delay to tens of milliseconds, these delays will never completely vanish. Currently, there is a gap in literature regarding the impact of feedback delays on perception and motor performance as well as on their interplay in virtual environments employing full-body avatars. With the present study at hand, we address this gap by performing a systematic investigation of different levels of delay across a variety of perceptual and motor tasks during full-body action inside a Cave Automatic Virtual Environment. We presented participants with their virtual mirror image, which responded to their actions with feedback delays ranging from 45 to 350 ms. We measured the impact of these delays on motor performance, sense of agency, sense of body ownership and simultaneity perception by means of psychophysical procedures. Furthermore, we looked at interaction effects between these aspects to identify possible dependencies. The results show that motor performance and simultaneity perception are affected by latencies above 75 ms. Although sense of agency and body ownership only decline at a latency higher than 125 ms, and deteriorate for a latency greater than 300 ms, they do not break down completely even at the highest tested delay. Interestingly, participants perceptually infer the presence of delays more from their motor error in the task than from the actual level of delay. Whether or not participants notice a delay in a virtual environment might therefore depend on the motor task and their performance rather than on the actual delay. Thomas Waltemate, Irene Senna, Felix Hülsmann, Marieke Rohde, Stefan Kopp, Marc O. Ernst, Mario Botsch |
VRST | 1 |
| 2015 | Realizing a low-latency virtual reality environment for motor learningabstractVirtual Reality (VR) has the potential to support motor learning in ways exceeding beyond the possibilities provided by real world environments. New feedback mechanisms can be implemented that support motor learning during the performance of the trainee and afterwards as a performance review. As a consequence, VR environments excel in controlled evaluations, which has been proven in many other application scenarios. Thomas Waltemate, Felix Hülsmann, Thies Pfeiffer, Stefan Kopp, Mario Botsch |
VRST | 1 |