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Stephan Rehfeld

dblp:67/9716 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2016
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 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 architecture, parallel and distributed computing, and storage systems
1 paper
Performance modeling and evaluation · 100%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%
Software engineering, system software, and programming languages
2 papers
Concurrent programming · 100%
Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › mixed reality
mixed reality application
0.112011
SiXton's curse - Simulator X demonstration · VR 2011
Concurrent programming › concurrency models
actor model
0.112011
SiXton's curse - Simulator X demonstration · VR 2011
Haptics and multimodal interaction
multimodal interaction
0.012011
SiXton's curse - Simulator X demonstration · VR 2011

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

profiling · 0.8model checking · 0.8asynchronous messaging · 0.4
YearPublicationVenuePosition
2016 Estimating latency and concurrency of asynchronous real-time interactive systems using model checking
abstract
This article introduces model checking as an alternative method to estimate the latency and parallelism of asynchronous Realtime Interactive Systems (RISs). Five typical concurrency and synchronization schemes often found in concurrent Virtual Reality (VR) and computer game systems are identified as use-cases. These use-cases guide the development a) of software primitives necessary for the use-case implementation based on asynchronous RIS architectures and b) of a graphical editor for the specification of various concurrency and synchronization schemes (including the use-cases) based on these primitives. Several model-checking tools are evaluated against typical requirements in the RIS area. As a result, the formal model checking language Rebeca and its model checker RMC are applied to the specification of the use-cases to estimate latency and parallelism for each case. The estimations are compared to measured results achieved by classical profiling from a real-world application. The estimated results of the latencies by model checking approximated the measured results adequately with a minimal difference of 3.9% in the best case and -26.8% in the worst case. It also detected a problematic execution path not covered by the stochastic nature of the measured profiling samples. The estimated results of the degree of parallelization by model checking are approximated with an minimal difference of 9.3% and a maximal difference of -28.8%. Finally, the effort of model checking is compared to the effort of implementing and profiling a RIS.
Stephan Rehfeld, Marc Erich Latoschik, Henrik Tramberend
VR1
2014 Profiling and benchmarking event- and message-passing-based asynchronous realtime interactive systems
abstract
This article describes a set of metrics for a message-passing-based asynchronous Realtime Interactive System (RIS). Current trends in concurrent RISs are analyzed, several profiling tools are outlined, and common metrics are identified. A set of nine metrics is presented in a unified and formalized way. The implementation of a profiler that measures and calculates these metrics is illustrated. The implementation of an instrumentation and a visualization tool are described. A case study shows how this approach proved beneficial during the optimization of latency of an actual system.
Stephan Rehfeld, Henrik Tramberend, Marc Erich Latoschik
VRST1
2011 SiXton's curse - Simulator X demonstration
abstract
We present SiXton 's Curse-a computer game-to illustrate the ben efits of a novel simulation platform. Simulator X [2] targets vir tual, augmented, and mixed reality applications as well as computer games. The game simulates a medieval village called SiXton that can be explored and experienced using gestures and speech for in put. SiXton's Curse utilizes multiple independent components for physical simulation, sound and graphics rendering, artificial intelli gence, as well as for multi-modal interaction (MMI). The compo nents are already an integral part of Simulator X's current version. Building on Hewitt's actor model, the Simulator X platform enables the developer to easily exploit the capabilities of modern hardware architectures. A state variable concept is implemented on top of the actor model to grant uniform and easy access to global states and values by using the internal mechanisms of the actor model. Communication via an asynchronous messaging in terface reduces component coupling. The scalability of the actor model provides a uniform concurrency paradigm on different levels of granularity as well as exchangeability of architectural elements and components.
Martin Fischbach, Dennis Wiebusch, Anke Giebler-Schubert, Marc Erich Latoschik, Stephan Rehfeld, Henrik Tramberend
VR5