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Martin Wagner 0002

dblp:58/5378-2 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2004
0000-0002-9831-9110ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3 · 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.

Human-computer interaction and pervasive computing
3 papers
Ubiquitous computing and smart environments · 32% Interaction techniques and input · 32% Collaborative and social computing · 28%
Software engineering, system software, and programming languages
1 paper
Requirements engineering and software design · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 100%

Topics — the 4 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › input sensing › tracking
augmented reality tracking
0.012004
Easing the Transition Between Multiple Trackers · ISMAR 2004
Immersive interaction
augmented reality
0.012004
Ubiquitous Tracking for Augmented Reality · ISMAR 2004
Requirements engineering and software design › software architecture › component-based software engineering
component-based architecture
0.012003
Herding Sheep: Live System Development for Distributed Augmented Reality · ISMAR 2003
Requirements engineering and software design
software architecture
0.012003
Herding Sheep: Live System Development for Distributed Augmented Reality · ISMAR 2003

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

sensor fusion · 0.1quality-of-service · 0.1data flow network · 0.1rapid prototyping · 0.1unsupervised learning · 0.0trajectory interpolation · 0.0
YearPublicationVenuePosition
2004 Ubiquitous Tracking for Augmented Reality
abstract
Augmented reality (AR) provides a natural interface to the "calm" pervasive technology anticipated in large-scale ubiquitous computing environments. However, the range of classic AR applications has been limited by the scope, range and cost of sensors used for tracking. Hybrid tracking approaches can go some way to extending this range. We propose an approach, called ubiquitous tracking, in which data from widespread and diverse heterogeneous tracking sensors is automatically and dynamically fused, and then transparently provided to applications. A formal model represents spatial relationships between objects as a graph attributed with quality-of-service parameters. This paper presents a software implementation, in which a dynamic data flow network of distributed software components is thereby constructed in response to queries and optimisation criteria specified by applications. This implementation is demonstrated using a small laboratory example, and larger setups modelled in a simulation environment.
Joseph Newman, Martin Wagner 0002, Martin Bauer 0002, Asa MacWilliams, Thomas Pintaric, Dagmar Beyer, Daniel Pustka, Franz Strasser, Dieter Schmalstieg, Gudrun Klinker
ISMAR2
2004 Easing the Transition Between Multiple Trackers
abstract
Augmented reality research currently aims at extending the working range of applications by combining multiple trackers in adjacent areas. The transition between two such devices leads to discontinuities in the trajectory of a tracked object. The result are "jumps" in visual augmentations shown to the user. We present a three step unsupervised learning algorithm that determines the working areas of involved trackers and the area they overlap, and permanently observes the tracked object's position with regard to these areas in order to enable a smooth interpolation within the overlapping area from one tracker's readings to another's. We have tested the algorithm's performance in an experimental setup. The results show that the method is feasible and only adds a negligible overhead to AR systems.
Martin Wagner 0002, Sven Hennauer, Gudrun Klinker
ISMAR1
2003 Herding Sheep: Live System Development for Distributed Augmented Reality
abstract
In the past, architectures of augmented reality systems have been widely different and tailored to specific tasks. In this paper, we use the example of the SHEEP game to show how the structural flexibility of DWARF, our component-based distributed wearable augmented reality framework, facilitates a rapid prototyping and online development process for building, debugging and altering a complex, distributed, highly interactive AR system. The SHEEP system was designed to test and demonstrate the potential of tangible user interfaces which dynamically visualize, manipulate and control complex operations of many inter-dependent processes. SHEEP allows the users more freedom of action and forms of interaction and collaboration, following the tool metaphor that bundles software with hardware in units that are easily understandable to the user. We describe how we developed SHEEP, showing the combined evolution of framework and application, as well as the progress from rapid prototype to final demonstration system. The dynamic aspects of DWARF facilitated testing and allowed us to rapidly evaluate new technologies. SHEEP has been shown successfully at various occasions. We describe our experiences with these demos.
Asa MacWilliams, Christian Sandor, Martin Wagner 0002, Martin Bauer 0002, Gudrun Klinker, Bernd Brügge
ISMAR3