Michael Becher

dblp:68/1453 · DBLP profile ↗
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13ranked-venue papers
4as first author
7since 2021 · last 2025
0000-0002-0072-1655ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 2 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 5 · 2 first-author · 4 since 2021Security and privacy · 1 · 1 first-authorTheory of computation · 1
YearPublicationVenuePosition
2025 Group Gaze-Sharing with Projection Displays
abstract
The eyes play an important role in human collaboration. Mutual and shared gaze help communicate visual attention to each other or to a specific object of interest. Shared gaze was typically investigated for pair collaborations in remote settings and with people in virtual and augmented reality. With our work, we expand this line of research by a new technique to communicate gaze between groups in tabletop workshop scenarios. To achieve this communication, we use an approach based on projection mapping to unify gaze data from multiple participants into a common visualization space on a tabletop. We showcase our approach with a collaborative puzzle-solving task that displays shared visual attention on individual pieces and provides hints to solve the problem at hand.
Maurice Koch, Tobias Rau, Vladimir Mikheev, Seyda Öney, Michael Becher, Nelusa Pathmanathan, Patrick Gralka, Daniel Weiskopf, Kuno Kurzhals
ETRA5
2025 Immersive Analysis of Multifield Point Clouds
abstract
Point clouds are used to measure and assess building processes in areas such as architecture, engineering, and construction. Precise spatial measurements can inform about deviations from a baseline, and the increasing use of sensor data in the context of building information modeling leads to multiple scalar fields containing rich information of individual spatial points. We propose an immersive approach to investigate such multivariate point cloud data from scans of buildings. We compare a switching approach that provides an overview of individual scalar fields with a spotlight that provides local information about all fields simultaneously. Furthermore, locomotion is compared for such immersive analysis with teleportation and with an omnidirectional treadmill. Our results show a preference for free movement and a task-dependence of visualization approaches for the inspection of scalar fields.
Ayla-Irina Flach, Tobias Rau, Michael Becher, Michael Sedlmair, Kuno Kurzhals
VINCI3
2024 NMF-Based Analysis of Mobile Eye-Tracking Data
abstract
The depiction of scanpaths from mobile eye-tracking recordings by thumbnails from the stimulus allows the application of visual computing to detect areas of interest in an unsupervised way. We suggest using nonnegative matrix factorization (NMF) to identify such areas in stimuli. For a user-defined integer k, NMF produces an explainable decomposition into k components, each consisting of a spatial representation associated with a temporal indicator. In the context of multiple eye-tracking recordings, this leads to k spatial representations, where the temporal indicator highlights the appearance within recordings. The choice of k provides an opportunity to control the refinement of the decomposition, i.e., the number of areas to detect. We combine our NMF-based approach with visualization techniques to enable an exploratory analysis of multiple recordings. Finally, we demonstrate the usefulness of our approach with mobile eye-tracking data of an art gallery.
Daniel Klötzl, Tim Krake, Frank Heyen, Michael Becher, Maurice Koch, Daniel Weiskopf, Kuno Kurzhals
ETRA4
2023 Visual Gaze Labeling for Augmented Reality Studies
abstract
Abstract Augmented Reality (AR) provides new ways for situated visualization and human‐computer interaction in physical environments. Current evaluation procedures for AR applications rely primarily on questionnaires and interviews, providing qualitative means to assess usability and task solution strategies. Eye tracking extends these existing evaluation methodologies by providing indicators for visual attention to virtual and real elements in the environment. However, the analysis of viewing behavior, especially the comparison of multiple participants, is difficult to achieve in AR. Specifically, the definition of areas of interest (AOIs), which is often a prerequisite for such analysis, is cumbersome and tedious with existing approaches. To address this issue, we present a new visualization approach to define AOIs, label fixations, and investigate the resulting annotated scanpaths. Our approach utilizes automatic annotation of gaze on virtual objects and an image‐based approach that also considers spatial context for the manual annotation of objects in the real world. Our results show, that with our approach, eye tracking data from AR scenes can be annotated and analyzed flexibly with respect to data aspects and annotation strategies.
Seyda Öney, Nelusa Pathmanathan, Michael Becher, Michael Sedlmair, Daniel Weiskopf, Kuno Kurzhals
Comput. Graph. Forum3
2023 Been There, Seen That: Visualization of Movement and 3D Eye Tracking Data from Real-World Environments
abstract
Abstract The distribution of visual attention can be evaluated using eye tracking, providing valuable insights into usability issues and interaction patterns. However, when used in real, augmented, and collaborative environments, new challenges arise that go beyond desktop scenarios and purely virtual environments. Toward addressing these challenges, we present a visualization technique that provides complementary views on the movement and eye tracking data recorded from multiple people in real‐world environments. Our method is based on a space‐time cube visualization and a linked 3D replay of recorded data. We showcase our approach with an experiment that examines how people investigate an artwork collection. The visualization provides insights into how people moved and inspected individual pictures in their spatial context over time. In contrast to existing methods, this analysis is possible for multiple participants without extensive annotation of areas of interest. Our technique was evaluated with a think‐aloud experiment to investigate analysis strategies and an interview with domain experts to examine the applicability in other research fields.
Nelusa Pathmanathan, Seyda Öney, Michael Becher, Michael Sedlmair, Daniel Weiskopf, Kuno Kurzhals
Comput. Graph. Forum3
2022 Accelerating GPU Rendering of 2D Visualizations Using Resolution Scaling and Temporal Reconstruction
abstract
Data visualization relies on efficient rendering to allow users to interactively explore and understand their data. However, achieving interactive frame rates is often challenging, especially for high-resolution displays or large datasets. In computer graphics, several methods temporally reconstruct full-resolution images from multiple consecutive lower-resolution frames. Besides providing temporal image stability, they amortize the rendering costs over multiple frames and thus improve the minimum frame rate. We present a method that adopts this idea to accelerate 2D information visualization, without requiring any changes to the rendering itself. By exploiting properties of orthographic projection, our method significantly improves rendering performance while minimizing the loss of image quality during camera manipulation. For static scenes, it quickly converges to the full-resolution image. We discuss the characteristics of our method concerning rendering performance and image quality and the corresponding trade-offs. Finally, we present extensive rendering benchmarks to examine real-world performance for examples of parallel coordinates and scatterplot matrix visualizations, and discuss appropriate application scenarios and contraindications for usage.
Michael Becher, Moritz Heinemann, Thomas Marmann, Guido Reina, Daniel Weiskopf, Thomas Ertl
VINCI1
2021 Multi-class inverted stippling
abstract
We introduce inverted stippling , a method to mimic an inversion technique used by artists when performing stippling. To this end, we extend Linde-Buzo-Gray (LBG) stippling to multi-class LBG (MLBG) stippling with multiple layers. MLBG stippling couples the layers stochastically to optimize for per-layer and overall blue-noise properties. We propose a stipple-based filling method to generate solid color backgrounds for inverting areas. Our experiments demonstrate the effectiveness of MLBG in terms of reducing overlapping and intensity accuracy. In addition, we showcase MLBG with color stippling and dynamic multi-class blue-noise sampling, which is possible due to its support for temporal coherence.
Christoph Schulz 0001, Kin Chung Kwan, Michael Becher, Daniel Baumgartner, Guido Reina, Oliver Deussen, Daniel Weiskopf
ACM Trans. Graph.3
2019 Feature-Based Volumetric Terrain Generation and Decoration
abstract
Two-dimensional height fields are the most common data structure used for storing and rendering of terrain in offline rendering and especially real-time computer graphics. By its very nature, a height field cannot store terrain structures with multiple vertical layers such as overhanging cliffs, caves, or arches. This restriction does not apply to volumetric data structures. However, the workflow of manual modelling and editing of volumetric terrain usually is tedious and very time-consuming. Therefore, we propose to use three-dimensional curve-based primitives to efficiently model prominent, large-scale terrain features. We present a technique for volumetric generation of a complete terrain surface from the sparse input data by means of diffusion-based algorithms. By combining an efficient, feature-based toolset with a volumetric terrain representation, the modelling workflow is accelerated and simplified while retaining the full artistic freedom of volumetric terrains. Feature Curves also contain material information that can be complemented with local details by using per-face texture mapping. All stages of our method are GPU-accelerated using compute shaders to ensure interactive editing of terrain. Please note that this paper is an extended version of our previously published work [1] .
Michael Becher, Michael Krone, Guido Reina, Thomas Ertl
IEEE Trans. Vis. Comput. Graph.1
2017 Growing Balls in ℝd
abstract
Given a set of prioritized balls with fixed centers in ℝd whose radii grow linearly over time, we want to compute the elimination order of these balls assuming that when two balls touch, the one with lower priority is ‘crushed’. A straightforward algorithm has running time O(n2 log n) which we improve to expected O(Δdn(log n + Δd)) where Δ = rmax/rmin is the ratio between largest and smallest radius amongst the balls. For a natural application of this problem, namely drawing labels on the globe, we have Δ = O(1). An efficient implementation based on a spherical Delaunay triangulation allows to compute the elimination order for millions of labels on commodity Desktop hardware. Dealing with rounding error induced robustness issues turned out to be one of the major challenges in the implementation.
Daniel Bahrdt, Michael Becher, Stefan Funke, Filip Krumpe, André Nusser, Martin Seybold, Sabine Storandt
ALENEX2
2017 Feature-based volumetric terrain generation
abstract
Two-dimensional heightfields are the most common data structure used for storing and rendering of terrain in offline rendering and especially real-time computer graphics. By its very nature, a heightfield cannot store terrain structures with multiple vertical layers such as overhanging cliffs, caves, or arches. This restriction does not apply to volumetric data structures. However, the workflow of manual modelling and editing of volumetric terrain usually is tedious and very time-consuming. Therefore, we propose to use three-dimensional curve-based primitives to efficiently model prominent, large-scale terrain features. We present a technique for volumetric generation of a complete terrain surface from the sparse input data by means of diffusion-based algorithms. By combining an efficient, feature-based toolset with a volumetric terrain representation, the modelling workflow is accelerated and simplified while retaining the full artistic freedom of volumetric terrains. All stages of our method are GPU-accelerated using compute shaders to ensure interactive editing of terrain.
Michael Becher, Michael Krone, Guido Reina, Thomas Ertl
I3D1
2016 GPU-based remote visualization of dynamic molecular data on the web
Finian Mwalongo, Michael Krone, Michael Becher, Guido Reina, Thomas Ertl
Graph. Model.3
2011 Mobile Security Catching Up? Revealing the Nuts and Bolts of the Security of Mobile Devices
abstract
We are currently moving from the Internet society to a mobile society where more and more access to information is done by previously dumb phones. For example, the number of mobile phones using a full blown OS has risen to nearly200% from Q3/2009 to Q3/2010. As a result, mobile security is no longer immanent, but imperative. This survey paper provides a concise overview of mobile network security, attack vectors using the back end system and the web browser, but also the hardware layer and the user as attack enabler. We show differences and similarities between "normal" security and mobile security, and draw conclusions for further research opportunities in this area.
Michael Becher, Felix C. Freiling, Thorsten Holz, Sebastian Uellenbeck, Christopher Wolf
IEEE Symposium on Security and Privacy1
2009 Testing the Symbian OS Platform Security Architecture
abstract
The security of mobile operating systems becomes more and more important with the increasing number and increasing use of mobile devices. With the advances in operating systems security new concepts are introduced for increasing the security of current mobile operating systems. This paper introduces a testing system for the Platform Security Architecture (PSA) of the mobile operating system Symbian OS. The overall design of our testing system strives for avoiding redundancy in the testcase specification as a central goal. We present design and implementation of selected testing areas and some issues that we found with the PSA implementation on current mobile devices.
Thomas Badura, Michael Becher
AINA2