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Matthias M. Wloka

dblp:26/4814 · DBLP profile ↗
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4ranked-venue papers
3as first author
0since 2021 · last 1996
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 first-author

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
2 papers
Virtual and augmented reality · 46% Computer animation and physical simulation · 27% Geometric modeling and processing · 27%
Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 68% Immersive interaction · 20% User interface design and tools · 12%

Topics — the 3 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction › 3d user interfaces
virtual reality interface
0.011995
The Virtual Tricorder: A Uniform Interface for Virtual Reality · ACM Symposium on User Interface Software and Technology 1995
Geometric modeling and processing › shape modeling
interactive modeling
0.011991
An object-oriented framework for the integration of interactive animation techniques · SIGGRAPH 1991
Immersive interaction
virtual reality interaction
0.011995
The Virtual Tricorder: A Uniform Interface for Virtual Reality · ACM Symposium on User Interface Software and Technology 1995

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

object-oriented delegation hierarchies · 0.0lazy evaluation · 0.0data-dependency networks · 0.0caching · 0.0
YearPublicationVenuePosition
1996 Interactive real-time motion blur
Matthias M. Wloka, Robert C. Zeleznik
Vis. Comput.1
1995 Resolving Occlusion in Augmented Reality
abstract
Current state-of-the-art augmented reality systems simply overlay computer-generated visuals on the real-world imagery, for example via video or optical see-through displays. However, overlays are not effective when displaying data in three dimensions, since occlusion between the real and computer-generated objects is not addressed.
Matthias M. Wloka, Brian G. Anderson
SI3D1
1995 The Virtual Tricorder: A Uniform Interface for Virtual Reality
abstract
No abstract available.
Matthias M. Wloka, Eliot Greenfield
ACM Symposium on User Interface Software and Technology1
1991 An object-oriented framework for the integration of interactive animation techniques
abstract
We present an interactive modeling and animation system that facilitates the integration of a variety of simulation and animation paradigms. This system permits the modeling of diverse objects that change in shape, appearance, and behaviour over time. Our system thus extends modeling tools to include animation controls. Changes can be effected by various methods of control, including scripted, gestural, and behavioral specification. The system is an extensible testbed that supports research in the interaction of disparate control methods embodied in controller objects. This paper discusses some of the issues involved in modeling such interactions and the mechanisms implemented to provide solutions to some of these issues.The system's object-oriented architecture uses delegation hierarchies to let objects change all of their attributes dynamically. Objects include displayable objects, controllers, cameras, lights, renderers, and user interfaces. Techniques used to obtain interactive performance include the use of data-dependency networks, lazy evaluation, and extensive caching to exploit inter- and intra-frame coherency.
Robert C. Zeleznik, David Brookshire Conner, Matthias M. Wloka, Daniel G. Aliaga, Nathan T. Huang, Philip M. Hubbard, Brian Knep, Henry Kaufman, John F. Hughes, Andries van Dam
SIGGRAPH3