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Frieder Pankratz

dblp:25/7703 · DBLP profile ↗
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11ranked-venue papers
2as first author
4since 2021 · last 2023
0000-0001-5240-5681ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 2 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 8 · 2 first-author · 2 since 2021

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.

Human-computer interaction and pervasive computing
5 papers
Collaborative and social computing · 57% Immersive interaction · 35% Haptics and multimodal interaction · 5%
Computer graphics and multimedia
10 papers
Virtual and augmented reality · 91% Geometric modeling and processing · 8% Computational photography and imaging · 2%

Topics — the 23 heaviest of 26, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
remote collaboration
0.722021
Avatars for Teleconsultation: Effects of Avatar Embodiment Techniques on User Perception in 3D Asymmetric Telepresence · IEEE Trans. Vis. Comput. Graph. 2021
Magnoramas: Magnifying Dioramas for Precise Annotations in Asymmetric 3D Teleconsultation · VR 2021
Virtual and augmented reality › haptics
visuo-haptic augmented reality
0.632015
Precise Haptic Device Co-Location for Visuo-Haptic Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2015
Comprehensive workspace calibration for visuo-haptic augmented reality · ISMAR 2014
Comprehensive workspace calibration for visuo-haptic augmented reality · ISMAR 2014
Immersive interaction
augmented reality
0.612022
Duplicated Reality for Co-located Augmented Reality Collaboration · IEEE Trans. Vis. Comput. Graph. 2022
Collaborative and social computing › mixed reality collaboration
collaborative augmented reality
0.612022
Duplicated Reality for Co-located Augmented Reality Collaboration · IEEE Trans. Vis. Comput. Graph. 2022
Collaborative and social computing
co-located collaboration
0.612022
Duplicated Reality for Co-located Augmented Reality Collaboration · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality
immersive interaction
0.512021
Magnoramas: Magnifying Dioramas for Precise Annotations in Asymmetric 3D Teleconsultation · VR 2021
Immersive interaction › avatar
avatar representation
0.512021
Avatars for Teleconsultation: Effects of Avatar Embodiment Techniques on User Perception in 3D Asymmetric Telepresence · IEEE Trans. Vis. Comput. Graph. 2021
Immersive interaction
virtual reality
0.512021
Avatars for Teleconsultation: Effects of Avatar Embodiment Techniques on User Perception in 3D Asymmetric Telepresence · IEEE Trans. Vis. Comput. Graph. 2021
Virtual and augmented reality › calibration and registration
calibration
0.212015
AR4AR: Using Augmented Reality for guidance in Augmented Reality Systems Setup · ISMAR 2015
Haptics and multimodal interaction
haptic rendering
0.212015
Precise Haptic Device Co-Location for Visuo-Haptic Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2015
Geometric modeling and processing
3d reconstruction
0.222022
Duplicated Reality for Co-located Augmented Reality Collaboration · IEEE Trans. Vis. Comput. Graph. 2022
Mobile augmented reality based 3D snapshots · ISMAR 2009
Medical and health informatics › medical education
surgical training
0.212023
Mixed Reality 3D Teleconsultation for Emergency Decompressive Craniotomy: An Evaluation with Medical Residents · ISMAR 2023
Virtual and augmented reality › navigation
AR navigation
0.212013
User awareness of tracking uncertainties in AR navigation scenarios · ISMAR 2013
Virtual and augmented reality
navigation
0.212013
User awareness of tracking uncertainties in AR navigation scenarios · ISMAR 2013
Virtual and augmented reality
tracking
0.212013
User awareness of tracking uncertainties in AR navigation scenarios · ISMAR 2013
Virtual and augmented reality › telepresence
3d telepresence
0.112021
Avatars for Teleconsultation: Effects of Avatar Embodiment Techniques on User Perception in 3D Asymmetric Telepresence · IEEE Trans. Vis. Comput. Graph. 2021
Collaborative and social computing › remote collaboration
asymmetric collaboration
0.112021
Magnoramas: Magnifying Dioramas for Precise Annotations in Asymmetric 3D Teleconsultation · VR 2021
Virtual and augmented reality › tracking
marker-based tracking
0.112009
Mobile augmented reality based 3D snapshots · ISMAR 2009
Virtual and augmented reality › augmented reality
mobile augmented reality
0.112009
Mobile augmented reality based 3D snapshots · ISMAR 2009
Virtual and augmented reality
tracking and registration
0.112009
Mobile augmented reality based 3D snapshots · ISMAR 2009
Virtual and augmented reality › tracking
optical tracking
0.112015
Precise Haptic Device Co-Location for Visuo-Haptic Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2015
Computational photography and imaging › camera calibration
online calibration
0.012012
Optical outside-in tracking using unmodified mobile phones · ISMAR 2012
Geometric modeling and processing › 3d reconstruction
multi-view reconstruction
0.012009
Mobile augmented reality based 3D snapshots · ISMAR 2009

Methods — techniques the papers use, named apart from their topics

user study · 4.5virtual annotation · 1.33d reconstruction · 1.3real-time 3d reconstruction · 1.1point cloud reconstruction · 1.0avatar embodiment · 1.0asymmetric VR/AR system · 1.0RGB-D reconstruction · 1.0time-delay estimation · 0.4optical tracking · 0.4visual guidance · 0.2reference estimation · 0.2immediate feedback · 0.2gimbal sensor calibration · 0.2
YearPublicationVenuePosition
2023 Mixed Reality 3D Teleconsultation for Emergency Decompressive Craniotomy: An Evaluation with Medical Residents
abstract
Enabling collaborative telepresence in healthcare, especially surgical procedures, presents a critical challenge. The decompressive craniotomy procedure stands out as particularly complex and time-sensitive. The current teleconsultation approach relies on 2D color cameras, often offering only a fixed view and limited visual capabilities between experts and surgeons. However, teleconsultation can be addressed with Mixed Reality and immersive technology to potentially enable a better consultation of the procedure. We conducted an extensive user study focusing on decompressive craniotomy to investigate the advantages and challenges of our 3D teleconsultation system compared to a 2D video-based consultation system. Our 3D teleconsultation system leverages real-time 3D reconstruction of the patient and environment to empower experts to provide guidance and create virtual 3D annotations. The study utilized 3D-printed head models to perform a lifelike surgical intervention. It involved 14 medical residents and demonstrated an in-vitro 17% improvement in accurately describing the incision size on the patient’s head, contributing to potentially improved patient outcomes.
Daniel Roth 0001, Robin Strak, Frieder Pankratz, Julia Reichling, Clemens Kraetsch, Simon Weidert, Marc Lazarovici, Nassir Navab, Ulrich Eck
ISMAR4
2022 Duplicated Reality for Co-located Augmented Reality Collaboration
abstract
When two or more users attempt to collaborate in the same space with Augmented Reality, they often encounter conflicting intentions regarding the occupation of the same working area and self-positioning around such without mutual interference. Augmented Reality is a powerful tool for communicating ideas and intentions during a co-assisting task that requires multi-disciplinary expertise. To relax the constraint of physical co-location, we propose the concept of Duplicated Reality, where a digital copy of a 3D region of interest of the users' environment is reconstructed in real-time and visualized in-situ through an Augmented Reality user interface. This enables users to remotely annotate the region of interest while being co-located with others in Augmented Reality. We perform a user study to gain an in-depth understanding of the proposed method compared to an in-situ augmentation, including collaboration, effort, awareness, usability, and the quality of the task. The result indicates almost identical objective and subjective results, except a decrease in the consulting user's awareness of co-located users when using our method. The added benefit from duplicating the working area into a designated consulting area opens up new interaction paradigms to be further investigated for future co-located Augmented Reality collaboration systems.
Ulrich Eck, Frieder Pankratz, Marc Lazarovici, Dirk Wilhelm, Nassir Navab
IEEE Trans. Vis. Comput. Graph.3
2021 Magnoramas: Magnifying Dioramas for Precise Annotations in Asymmetric 3D Teleconsultation
abstract
When users create hand-drawn annotations in Virtual Reality they often reach their physical limits in terms of precision, especially if the region to be annotated is small. One intuitive solution employs magnification beyond natural scale. However, scaling the whole environment results in wrong assumptions about the coherence between physical and virtual space. In this paper, we introduce Mag-noramas, a novel interaction method for selecting and extracting a region of interest that the user can subsequently scale and transform inside the virtual space. Our technique enhances the user's capabilities to perform supernaturally precise virtual annotations on virtual objects. We explored our technique in a user study within asimplified clinical scenario of a teleconsultation-supported craniectomy procedure that requires accurate annotations on a human head. Teleconsultation was performed asymmetrically between a remote expert in Virtual Reality that collaborated with a local user through Augmented Reality. The remote expert operates inside a reconstructed environment, captured from RGB-D sensors at the local site, and is embodied by an avatar to establish co-presence. The results show that Magnoramas significantly improve the precision of annotations while preserving usability and perceived presence measures compared to the baseline method. By hiding the 3D reconstruction while keeping the Magnorama, users can intentionally choose to lower their perceived social presence and focus on their tasks.
Alexander Winkler, Frieder Pankratz, Marc Lazarovici, Dirk Wilhelm, Ulrich Eck, Daniel Roth 0001, Nassir Navab
VR3
2021 Avatars for Teleconsultation: Effects of Avatar Embodiment Techniques on User Perception in 3D Asymmetric Telepresence
abstract
A 3D Telepresence system allows users to interact with each other in a virtual, mixed, or augmented reality (VR, MR, AR) environment, creating a shared space for collaboration and communication. There are two main methods for representing users within these 3D environments. Users can be represented either as point cloud reconstruction-based avatars that resemble a physical user or as virtual character-based avatars controlled by tracking the users' body motion. This work compares both techniques to identify the differences between user representations and their fit in the reconstructed environments regarding the perceived presence, uncanny valley factors, and behavior impression. Our study uses an asymmetric VR/AR teleconsultation system that allows a remote user to join a local scene using VR. The local user observes the remote user with an AR head-mounted display, leading to facial occlusions in the 3D reconstruction. Participants perform a warm-up interaction task followed by a goal-directed collaborative puzzle task, pursuing a common goal. The local user was represented either as a point cloud reconstruction or as a virtual character-based avatar, in which case the point cloud reconstruction of the local user was masked. Our results show that the point cloud reconstruction-based avatar was superior to the virtual character avatar regarding perceived co-presence, social presence, behavioral impression, and humanness. Further, we found that the task type partly affected the perception. The point cloud reconstruction-based approach led to higher usability ratings, while objective performance measures showed no significant difference. We conclude that despite partly missing facial information, the point cloud-based reconstruction resulted in better conveyance of the user behavior and a more coherent fit into the simulation context.
Gleb Gorbachev, Ulrich Eck, Frieder Pankratz, Nassir Navab, Daniel Roth 0001
IEEE Trans. Vis. Comput. Graph.4
2015 AR4AR: Using Augmented Reality for guidance in Augmented Reality Systems Setup
abstract
AR systems have been developed for many years now, ranging from systems consisting of a single sensor and output device to systems with a multitude of sensors and/or output devices. With the increasing complexity of the setup, the complexity of handling the different sensors as well as the necessary calibrations and registrations increases accordingly. A much needed (yet missing) area of augmented reality applications is to support AR system engineers when they set up and maintain an AR system by providing visual guides and giving immediate feedback on the current quality of their calibration measurements. In this poster we present an approach to use Augmented Reality itself to support the user in calibrating an Augmented Reality system.
Frieder Pankratz, Gudrun Klinker
ISMAR1
2015 Precise Haptic Device Co-Location for Visuo-Haptic Augmented Reality
abstract
Visuo-haptic augmented reality systems enable users to see and touch digital information that is embedded in the real world. PHANToM haptic devices are often employed to provide haptic feedback. Precise co-location of computer-generated graphics and the haptic stylus is necessary to provide a realistic user experience. Previous work has focused on calibration procedures that compensate the non-linear position error caused by inaccuracies in the joint angle sensors. In this article we present a more complete procedure that additionally compensates for errors in the gimbal sensors and improves position calibration. The proposed procedure further includes software-based temporal alignment of sensor data and a method for the estimation of a reference for position calibration, resulting in increased robustness against haptic device initialization and external tracker noise. We designed our procedure to require minimal user input to maximize usability. We conducted an extensive evaluation with two different PHANToMs, two different optical trackers, and a mechanical tracker. Compared to state-of-the-art calibration procedures, our approach significantly improves the co-location of the haptic stylus. This results in higher fidelity visual and haptic augmentations, which are crucial for fine-motor tasks in areas such as medical training simulators, assembly planning tools, or rapid prototyping applications.
Ulrich Eck, Frieder Pankratz, Christian Sandor, Gudrun Klinker, Hamid Laga
IEEE Trans. Vis. Comput. Graph.2
2014 Comprehensive workspace calibration for visuo-haptic augmented reality
abstract
Visuo-haptic augmented reality systems enable users to see and touch digital information that is embedded in the real world. Precise co-location of computer graphics and the haptic stylus is necessary to provide a realistic user experience. PHANToM haptic devices are often used in such systems to provide haptic feedback. They consist of two interlinked joints, whose angles define the position of the haptic stylus and three sensors at the gimbal to sense its orientation. Previous work has focused on calibration procedures that align the haptic workspace within a global reference coordinate system and developing algorithms that compensate the non-linear position error, caused by inaccuracies in the joint angle sensors. In this paper, we present an improved workspace calibration that additionally compensates for errors in the gimbal sensors. This enables us to also align the orientation of the haptic stylus with high precision. To reduce the required time for calibration and to increase the sampling coverage, we utilize time-delay estimation to temporally align external sensor readings. This enables users to continuously move the haptic stylus during the calibration process, as opposed to commonly used point and hold processes. We conducted an evaluation of the calibration procedure for visuo-haptic augmented reality setups with two different PHANToMs and two different optical trackers. Our results show a significant improvement of orientation alignment for both setups over the previous state of the art calibration procedure. Improved position and orientation accuracy results in higher fidelity visual and haptic augmentations, which is crucial for fine-motor tasks in areas including medical training simulators, assembly planning tools, or rapid prototyping applications. A user friendly calibration procedure is essential for real-world applications of VHAR.
Ulrich Eck, Frieder Pankratz, Christian Sandor, Gudrun Klinker, Hamid Laga
ISMAR2
2014 Comprehensive workspace calibration for visuo-haptic augmented reality
abstract
Visuo-haptic augmented reality systems enable users to see and touch digital information that is embedded in the real world. Precise colocation of computer graphics and the haptic stylus is necessary to provide a realistic user experience. PHANToM haptic devices are often used in such systems to provide haptic feedback. They consist of two interlinked joints, whose angles define the position of the haptic stylus and three sensors at the gimbal to sense its orientation. Previous work has focused on a calibration procedures that align the haptic workspace within a global reference coordinate system and an algorithms that compensate the non-linear position error, which is caused by inaccuracies in the joint angle sensors. In our science and technology paper “Comprehensive Workspace Calibration for Visuo-Haptic Augmented Reality” [1], we present an improved workspace calibration that additionally compensates for errors in the gimbal sensors. This enables us to also align the orientation of the haptic stylus with high precision. To reduce the required time for calibration and to increase the sampling coverage, we utilize time-delay estimation to temporally align external sensor readings. This enables users to continuously move the haptic stylus during the calibration process, as opposed to commonly used point and hold processes. This demonstration showcases the complete workspace calibration procedure as described in our paper including a mixed reality demo scenario, that allows users to experience the calibrated workspace. Additionally, we demonstrate an early stage of our proposed future work in improved user guidance during the calibration procedure using visual guides.
Ulrich Eck, Frieder Pankratz, Christian Sandor, Gudrun Klinker, Hamid Laga
ISMAR2
2013 User awareness of tracking uncertainties in AR navigation scenarios
abstract
Current Augmented Reality navigation applications for pedestrians usually do not visualize tracking errors. However, tracking uncertainties can accumulate so that the user is presented with a distorted impression of navigation accuracy. To increase the awareness of users about potential imperfections of the tracking at a given time, we alter the visualization of the navigation system. We developed four visualization and error visualization concepts and used a controlled Mixed Reality environment to conduct a pilot study. We found that, while error visualization has the potential to improve AR navigation systems, it is difficult to find suitable visualizations, which are correctly understood among the users.
Frieder Pankratz, Andreas Dippon, Tayfur Coskun, Gudrun Klinker
ISMAR1
2012 Optical outside-in tracking using unmodified mobile phones
abstract
Marker-based optical outside-in tracking is a mature and robust technology used by many AR, VR and motion capture applications. However, in small environments the tracking cameras are often difficult to install. An example scenario are ergonomic studies in car manufacturing, where the motion of a worker needs to be tracked in small spaces such as the trunk of a car. In this paper, we describe how to extend the tracking volume in small, cluttered environments using small and flexible wireless cameras in form of unmodified mobile phones that can quickly be installed. Since those small cameras are not synchronized with the main tracking cameras, we describe several modifications to the tracking algorithms, such as inter-frame interpolation, the replacement of the least-squares adjustment by a Kalman filter and the integration of rolling-shutter compensation. To support the quick setup of additional cameras while the tracking system is running, the system is extended by an on-line calibration technique that determines the extrinsic camera parameters without requiring a dedicated calibration step.
Daniel Pustka, Jan-Patrick Hülß, Jochen Willneff, Frieder Pankratz, Manuel J. Huber, Gudrun Klinker
ISMAR4
2009 Mobile augmented reality based 3D snapshots
abstract
We describe a mobile augmented reality application that is based on 3D snapshotting using multiple photographs. Optical square markers provide the anchor for reconstructed virtual objects in the scene. A novel approach based on pixel flow highly improves tracking performance. This dual tracking approach also allows for a new single-button user interface metaphor for moving virtual objects in the scene. The development of the AR viewer was accompanied by user studies confirming the chosen approach.
Peter Keitler, Frieder Pankratz, Björn Schwerdtfeger, Daniel Pustka, Wolf Rödiger, Gudrun Klinker, Christian Rauch 0005, Anup Chathoth, John P. Collomosse, Yi-Zhe Song
ISMAR2