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Ingo Assenmacher

dblp:28/6138 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2010
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 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
1 paper
Virtual and augmented reality · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 81% High-performance computing · 19%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › telepresence
immersive telepresence
0.112010
A 3d data intensive tele-immersive grid · ACM Multimedia 2010
Virtual and augmented reality › virtual environment
networked virtual environment
0.112010
A 3d data intensive tele-immersive grid · ACM Multimedia 2010
High-performance computing
data-intensive computing
0.012010
A 3d data intensive tele-immersive grid · ACM Multimedia 2010
Distributed systems
grid computing
0.012010
A 3d data intensive tele-immersive grid · ACM Multimedia 2010

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

multi-camera 3d modeling · 0.2
YearPublicationVenuePosition
2010 A 3d data intensive tele-immersive grid
abstract
Networked virtual environments like Second Life enable distant people to meet for leisure as well as work. But users are represented through avatars controlled by keyboards and mouses, leading to a low sense of presence especially regarding body language. Multi-camera real-time 3D modeling offers a way to ensure a significantly higher sense of presence. But producing quality geometries, well textured, and to enable distant user tele-presence in non trivial virtual environments is still a challenge today.
Benjamin Petit, Thomas Dupeux, Benoît Bossavit, Joeffrey Legaux, Bruno Raffin, Emmanuel Melin, Jean-Sébastien Franco, Ingo Assenmacher, Edmond Boyer
ACM Multimedia8
2009 A Time Model for Time-Varying Visualization
abstract
Abstract The analysis of unsteady phenomena is an important topic for scientific visualization. Several time‐dependent visualization techniques exist, as well as solutions for dealing with the enormous size of time‐varying data in interactive visualization. Many current visualization toolkits support displaying time‐varying data sets. However, for the interactive exploration of time‐varying data in scientific visualization, no common time model that describes the temporal properties which occur in the visualization process has been established. In this work, we propose a general time model which classifies the time frames of simulation phenomena and the connections between different time scales in the analysis process. This model is designed for intuitive interaction with time in visualization applications for the domain expert as well as for the developer of visualization tools. We demonstrate the benefits of our model by applying it to two use cases with different temporal properties.
Marc Wolter, Ingo Assenmacher, Bernd Hentschel 0001, Marc Schirski, Torsten W. Kuhlen
Comput. Graph. Forum2
2006 Interactive Data Annotation in Virtual Environments
Ingo Assenmacher, Bernd Hentschel 0001, Cheng Ni, Torsten W. Kuhlen, Christian H. Bischof
EGVE1
2004 Integrating Real-time Binaural Acoustics into VR Applications
abstract
Common research in the field of Virtual Reality (VR) considers acoustic stimulation as a highly important necessity for enhanced immersion into virtual scenes. However, most common VR toolkits do only marginally support the integration of sound for the application programmer. Furthermore, the quality of stimulation that is provided usually ranges from system sounds (e.g. beeps while selecting a menu) to simple 3D panning. In the latter case, these approaches do only allow the user to correctly detect sounds that are at quite a distance from his current position. Binaural synthesis is an interesting way to allow the spatial auditory representation by using few loudspeakers or headphones. This paper describes a system that combines the efforts of creating a binaural representation for the listener who is interacting in a common visual VR application in real-time, thus allowing the research on interaction between visual and auditory human perception systems. It will describe the theoretical background to establishing a binaural representation of a sound and the necessary hardware set-up for this. Afterwards, the infrastructure and software interface which will allow the connection of the audio renderer to a visual VR toolkit is discusse
Ingo Assenmacher, Torsten W. Kuhlen, Tobias Lentz, Michael Vorländer
EGVE1