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Malte Willert

dblp:54/9399 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2015
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 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 · 67% Image and video coding · 33%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Performance modeling and evaluation · 100%
Computer networks
1 paper
Content delivery and video streaming · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
telepresence
0.212015
Latency in Distributed Acquisition and Rendering for Telepresence Systems · IEEE Trans. Vis. Comput. Graph. 2015
Image and video coding
bandwidth compression
0.112012
General bandwidth reduction approaches for immersive LHRD videoconferencing · VR 2012
Virtual and augmented reality
immersive interaction
0.112012
General bandwidth reduction approaches for immersive LHRD videoconferencing · VR 2012
Virtual and augmented reality › telepresence
immersive videoconferencing
0.112012
General bandwidth reduction approaches for immersive LHRD videoconferencing · VR 2012
Performance modeling and evaluation
latency measurement
0.112015
Latency in Distributed Acquisition and Rendering for Telepresence Systems · IEEE Trans. Vis. Comput. Graph. 2015

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

latency measurement · 0.4latency decomposition · 0.4data reduction · 0.3
YearPublicationVenuePosition
2015 Latency in Distributed Acquisition and Rendering for Telepresence Systems
abstract
Telepresence systems use 3D techniques to create a more natural human-centered communication over long distances. This work concentrates on the analysis of latency in telepresence systems where acquisition and rendering are distributed. Keeping latency low is important to immerse users in the virtual environment. To better understand latency problems and to identify the source of such latency, we focus on the decomposition of system latency into sub-latencies. We contribute a model of latency and show how it can be used to estimate latencies in a complex telepresence dataflow network. To compare the estimates with real latencies in our prototype, we modify two common latency measurement methods. This presented methodology enables the developer to optimize the design, find implementation issues and gain deeper knowledge about specific sources of latency.
Stephan Ohl, Malte Willert, Oliver G. Staadt
IEEE Trans. Vis. Comput. Graph.2
2012 General bandwidth reduction approaches for immersive LHRD videoconferencing
abstract
Systems for immersive videoconferencing utilizing LHRDs face the problem of generating large amounts of data. A solution to reduce this data is essential to realize such systems. We present different possible approaches to do this and give an overview where these are applicable. This provides the reader with a first guide for design decisions when implementing such systems.
Malte Willert, Stephan Ohl, Oliver G. Staadt
VR1