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Florian van de Camp

dblp:51/2736 · DBLP profile ↗
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11ranked-venue papers
1as first author
1since 2021 · last 2026
0009-0003-7908-5149ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 5Human-computer interaction and ubiquitous computing · 5 · 1 first-authorArtificial intelligence and machine learning · 2Systems, architecture and hardware · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 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
2 papers
Haptics and multimodal interaction · 38% Collaborative and social computing · 21% Interaction techniques and input · 19%
Artificial intelligence
1 paper
Video understanding and tracking · 67% Image recognition and object detection · 33%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
haptic feedback
0.412019
VirtualTablet: Extending Movable Surfaces with Touch Interaction · VR 2019
Haptics and multimodal interaction › haptic feedback
passive haptic props
0.412019
VirtualTablet: Extending Movable Surfaces with Touch Interaction · VR 2019
Interaction techniques and input
touch interaction
0.412019
VirtualTablet: Extending Movable Surfaces with Touch Interaction · VR 2019
Collaborative and social computing
collaborative virtual environments
0.312018
Personal Perspective: Using Modified World Views to Overcome Real-Life Limitations in Virtual Reality · VR 2018
Immersive interaction
virtual reality
0.312018
Personal Perspective: Using Modified World Views to Overcome Real-Life Limitations in Virtual Reality · VR 2018
Personal fabrication and tangible interfaces
tangible interaction
0.112019
VirtualTablet: Extending Movable Surfaces with Touch Interaction · VR 2019
Collaborative and social computing
cooperative work
0.112018
Personal Perspective: Using Modified World Views to Overcome Real-Life Limitations in Virtual Reality · VR 2018
Computer vision › Video understanding and tracking › object tracking
active target tracking
0.112007
Automatic Person Detection and Tracking using Fuzzy Controlled Active Cameras · CVPR 2007
Computer vision › Image recognition and object detection › object detection › category-specific object detection
person detection
0.112007
Automatic Person Detection and Tracking using Fuzzy Controlled Active Cameras · CVPR 2007
Computer vision › Video understanding and tracking › object tracking
person tracking
0.112007
Automatic Person Detection and Tracking using Fuzzy Controlled Active Cameras · CVPR 2007

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

touch detection · 0.4raycasting · 0.4world modification · 0.3translation · 0.3scaling · 0.3rotation · 0.3haar-feature classifier · 0.1fuzzy control · 0.1color histogram filtering · 0.1KLT feature tracking · 0.1
YearPublicationVenuePosition
2026 Visually Guiding Focus in VR for Low Vision Users: Four Design Prototypes and Pilot Evaluation
Michael Karl Artur Schneider, Julia K. Anken, Florian van de Camp, Karin Müller 0001
ICCHP (1)3
2020 CLEVR: A Customizable Interactive Learning Environment for Users with Low Vision in Virtual Reality
abstract
Technological advances enable the development of new low vision aids. One such new technology is virtual reality (VR). Existing VR applications offer a variety of adjustments to the content and the user's environment to support people with low vision. Yet, an interaction concept to conveniently activate and control these aids is missing. Therefore, we designed and implemented an interaction concept based on user and expert feedback and evaluated it in a user study. Our application offers various aids to support residual vision and a radial menu for intuitive use of these aids. The results of the user study show that the VR application allows simple task solving comparable to a desktop computer. Furthermore, the user study gives an insight into the effects of different visual impairments on the usage of VR, since the field of view has a larger impact than visual acuity. Overall, our results indicate that VR is a suitable aid to support the individual needs of users with low vision.
Adrian Heinrich Hoppe, Julia K. Anken, Thorsten Schwarz, Rainer Stiefelhagen, Florian van de Camp
ASSETS5
2020 ShiSha: Enabling Shared Perspective With Face-to-Face Collaboration Using Redirected Avatars in Virtual Reality
abstract
The importance of remote collaboration grows in an interconnected world as the reasons to avoid travel increase. The spatial rendering and collaboration capabilities of virtual and augmented reality systems are well suited for tasks such as support or training. Users can take a shared perspective to build a common understanding. Also, users may engage in face-to-face cooperation to support interpersonal communication. However, a shared perspective and face-to-face collaboration are both desirable but naturally exclude each other. We place all users at the same location to provide a shared perspective. To avoid overlapping body parts, the avatars of the other connected users are shifted to the side. A redirected body pose modification corrects the resulting inconsistencies. The implemented system is compared to a baseline of two users standing in the same location and working with overlapping avatars. The results of a user study show that the proposed modifications provide an easy to use, efficient collaboration and yield higher co-presence and the feeling of teamwork. Applying redirection techniques to other users opens up novel ways to increase social presence for local or remote collaboration.
Adrian Heinrich Hoppe, Florian van de Camp, Rainer Stiefelhagen
Proc. ACM Hum. Comput. Interact.2
2019 Towards Real-Time Detection and Mitigation of Driver Frustration using SVM
abstract
Driving in stressful and frustrating situations remains a common issue in daily traffic scenarios and has been shown to increase the risk for hazardous and aggressive driving style. Aiming to improve road safety with intelligent systems, frustration has to be detected continuously as well as robust and mitigation strategies must be applied effectively. Since both, the modeling of frustration over time as well as the design and timing of applications for frustration mitigation, are complex tasks, we divided this work in two parts: (1) A driving simulator experiment was conducted to collect a dataset and to validate a driving context related frustration induction method. With this dataset we developed a bimodal frustration detection for the driving context using a temporal support vector machine. The detection combines drivers' visual facial features with heart rate measurements and yields an accuracy of 88.7% (AUC of ROC). (2) We applied the real-time frustration detection in a second simulator study to evaluate two application scenarios for frustration mitigation, which include a frustration sensitive ambient light and an autonomous driving assistant. Both applications were examined for their frustration mitigating effect as well as in terms of user experience. The results provide a helpful basis to develop future intelligent frustration mitigation systems.
Sebastian Zepf, Tobias Stracke, Alexander Schmitt, Florian van de Camp, Jürgen Beyerer
ICMLA4
2019 VirtualTablet: Extending Movable Surfaces with Touch Interaction
abstract
Immersive output and effortless input are two core aspects of a virtual reality (VR) experience. We transfer ubiquitous touch interaction with haptic feedback into a virtual environment (VE). The movable and cheap real world object supplies an accurate touch detection equal to a ray-casting interaction with a controller. Moreover, the virtual tablet extends the functionality of a real world tablet. Additional information is displayed in mid-air around the touchable area and the tablet can be turned over to interact with both sides. It allows easy to learn and precise system interaction and can even augment the established touch metaphor with new paradigms.
Adrian Heinrich Hoppe, Felix Marek, Florian van de Camp, Rainer Stietelhaqen
VR3
2018 Personal Perspective: Using Modified World Views to Overcome Real-Life Limitations in Virtual Reality
abstract
Virtual Reality opens up new possibilities as it allows to overcome real-life limitations and create novel experiences. While interacting with other people, it is beneficial to share a common view point. We modify the virtual world to allow face-to-face interaction with another person, while still retaining an optimal point of view on presented data. This is done by adapting the virtual environment independently for each user, using translation, rotation and scaling. The presented modification of the world gives a natural solution to the problems of collaborative analysis of content. It is therefore beneficial for usage in human-human interaction scenarios that support cooperative work.
Adrian Heinrich Hoppe, Florian van de Camp, Rainer Stiefelhagen
VR2
2016 Automatic generation of scene-specific person trackers
abstract
The large variety of influencing factors requires the manual creation and optimization of person trackers for different environments as well as different views, such as in a distributed network of cameras. The manual creation and adjustments are time-consuming as well as prone to error and therefore expensive. We propose a system that uses basic computer-vision building blocks to automatically create and optimize a person tracker, using only a few annotated camera frames. An evaluation shows that our system creates target-oriented trackers from largely very basic methods, that can compare to manually, published person trackers. The system has the potential to drastically reduce the cost of creating person trackers for new environments and optimizing it for every single camera in a camera network.
Gerrit Holzbach, Florian van de Camp, Rainer Stiefelhagen
AVSS2
2014 Real Time Head Model Creation and Head Pose Estimation on Consumer Depth Cameras
abstract
Head pose estimation is an important part of the human perception and is therefore also relevant to make interaction with computer systems more natural. However, accurate estimation of the pose in a wide range is a challenging computer vision problem. We present an accurate approach for head pose estimation on consumer depth cameras that works in a wide pose range without prior knowledge about the tracked person and without prior training of a detector. Our algorithm builds and registers a 3D head model with the iterative closest point algorithm. To track the head pose using this head model an initialization with a known pose is necessary. Instead of providing such an initialization manually we determine the initial pose using features of the head and improve this pose over time. An evaluation shows that our algorithm works in real time with limited resources and achieves superior accuracy compared to other state of the art systems. Our main contribution is the combination of features of the head and the head model generation to build a detector that gives accurate results in a wide pose range.
Manuel Martínez 0001, Florian van de Camp, Rainer Stiefelhagen
3DV2
2014 A flexible context-aware assistance system for industrial applications using camera based localization
abstract
Within a manufacturing system, a smart human-machine interface reduces the chances of human error and helps users to make informed decisions, especially in critical situations. This paper presents a concept for a flexible context specific assistance system for industrial applications using camera based localization. As a central element, a modular and service oriented context aware system aggregates relevant data from different sources. An object recognition service applies image analysis techniques on a video stream, captured from a top mounted multi-camera system to detect a person's location and associate it with a mobile device. A semantically enriched OPC UA server provides access to process data, and a web-service provides connection to a user interface hosted on a tablet PC. A case study provides an application of the proposed solution for the maintenance support and indoor navigation is implemented as a proof of concept.
Jahanzaib Imtiaz, Nils Koch, Holger Flatt, Jürgen Jasperneite, Michael Voit, Florian van de Camp
ETFA6
2013 GlueTK: a framework for multi-modal, multi-display human-machine-interaction
abstract
As new input modalities allow interaction not only in front of a single display, but enable interaction in the whole room, application developers face new challenges. They have to handle many new input modalities, each with its own interface and requirements for pre-processing, deal with multiple displays, and applications that are distributed across multiple machines. We present glueTK, a framework that abstracts from the complexities of these input modalities, allows the design of interfaces for a wide range of display sizes, and makes the distribution across multiple machines transparent to the developer as well as the user. With an example application we demonstrate the wide range of input modalities glueTK can support and the functionality this enables. GlueTK moves away from the focus on point and touch like input modalities, enabling the design of applications tailored towards interactive rooms instead of the traditional desktop environment.
Florian van de Camp, Rainer Stiefelhagen
IUI1
2007 Automatic Person Detection and Tracking using Fuzzy Controlled Active Cameras
abstract
This paper presents an automatic system for the monitoring of indoor environments using pan-tilt-zoomable cameras. A combination of Haar-feature classifier-based detection and color histogram filtering is used to achieve reliable initialization of person tracks even in the presence of camera movement. A combination of adaptive color and KLT feature trackers for face and upper body allows for robust tracking and track recovery in the presence of occlusion or interference. The continuous recomputation of camera parameters, coupled with a fuzzy controlling scheme allow for smooth tracking of moving targets as well as acquisition of stable facial close ups, similar to the natural behavior of a human cameraman. The system is tested on a series of natural indoor monitoring scenarios and shows a high degree of naturalness, flexibility and robustness.
Keni Bernardin, Florian van de Camp, Rainer Stiefelhagen
CVPR2