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Martin Bauer 0002

dblp:62/4807-2 · also Martin A. Bauer · DBLP profile ↗
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5ranked-venue papers
1as first author
0since 2021 · last 2007
0000-0003-1987-0711ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-authorHuman-computer interaction and ubiquitous computing · 4 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1

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 · 83% Geometric modeling and processing · 17%
Human-computer interaction and pervasive computing
2 papers
Ubiquitous computing and smart environments · 46% Collaborative and social computing · 40% Immersive interaction · 14%
Software engineering, system software, and programming languages
2 papers
Requirements engineering and software design · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 100%

Topics — the 9 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › tracking
optical tracking
0.112006
Predicting and estimating the accuracy of n-occular optical tracking systems · ISMAR 2006
Virtual and augmented reality
tracking and registration
0.112006
Predicting and estimating the accuracy of n-occular optical tracking systems · ISMAR 2006
Virtual and augmented reality
immersive interaction
0.012002
Fata Morgana - A Presentation System for Product Design · ISMAR 2002
Geometric modeling and processing
product design
0.012002
Fata Morgana - A Presentation System for Product Design · ISMAR 2002
Virtual and augmented reality › tracking
marker-based tracking
0.012006
Predicting and estimating the accuracy of n-occular optical tracking systems · ISMAR 2006
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
Requirements engineering and software design
user-centered design
0.012002
Fata Morgana - A Presentation System for Product Design · ISMAR 2002

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

sensor fusion · 0.1quality-of-service · 0.1data flow network · 0.1rapid prototyping · 0.1proof-of-concept prototyping · 0.1expert collaboration · 0.1error propagation model · 0.1
YearPublicationVenuePosition
2007 Online Estimation of the Target Registration Error for n -Ocular Optical Tracking Systems
Tobias Sielhorst, Martin Bauer 0002, Oliver Wenisch, Gudrun Klinker, Nassir Navab
MICCAI (2)2
2006 Predicting and estimating the accuracy of n-occular optical tracking systems
abstract
Marker-based optical tracking systems are widely used in augmented reality, medical navigation and industrial applications. We propose a model for the prediction of the target registration error (TRE) in these kinds of tracking systems by estimating the fiducial location error (FLE) from two-dimensional errors on the image plane and propagating that error to a given point of interest. We have designed a set of experiments in order to estimate the actual parameters of the model for any given tracking system. We present the results of a study which we used to demonstrate the effect of different sources of error. The method is applied to real applications to show the usefulness for any kind of augmented reality system. We also present a set of tools that can be used to visualize the accuracy at design time.
Martin Bauer 0002, Michael Schlegel, Daniel Pustka, Nassir Navab, Gudrun Klinker
ISMAR1
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
ISMAR3
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
ISMAR4
2002 Fata Morgana - A Presentation System for Product Design
abstract
Mobile augmented reality applications promise substantial savings in time and costs for product designers, in particular, for large products requiring scale models and expensive clay mockups (e.g., cars). Such applications are novel and introduce interesting challenges when attempting to describe them to potential users and stakeholders. For example, it is difficult, a priori, to assess the nonfunctional requirements of such applications and anticipate the usability issues that the product designers are likely to raise. In this paper, we describe our efforts to develop a proof-of-concept AR system for car designers. Over the course of a year, we developed two prototypes, one within a university context, the other at a car manufacturer. The lessons learned from both efforts illustrate the technical and human challenges encountered when closely collaborating with the end user in the design of a novel application.
Gudrun Klinker, Allen H. Dutoit, Martin Bauer 0002, Johannes Bayer, Vinko Novak, Dietmar Matzke
ISMAR3