Demo Data from VLDB 2026 / reviewers in the wild / expert
Sebastian Tschudi
dblp:73/9717
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2011
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous 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.
| Human-computer interaction and pervasive computing
1 paper |
Haptics and multimodal interaction · 77% Games and playful interaction · 23% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction
driving simulator |
0.0 | 1 | 2011 | Full body haptic display for low-cost racing car driving simulators · VR 2011 |
Methods — techniques the papers use, named apart from their topics
user study · 0.1air cushion actuators · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2011 | Full body haptic display for low-cost racing car driving simulatorsabstractMotion platforms are advanced systems for driving simulators. Studies showed that these systems imitate the real driving behavior of cars very accurately. In low-cost driving simulators, most installations lack motion platforms and miss to simulate real motion forces. Their focus is on high-quality video and audio, or force feedback on steering wheels. We aim to substitute the real motion forces with low-cost actuators triggering the human extremities to create an extended immersion. By this, the quality of driving simulators without any motion platform can be increased. Our full body haptic display concept for low-cost racing car simulators is based on air cushion and pull mechanisms to support longitudinal and lateral forces addressing the human's mechanoreceptive and proprioceptive senses. The concept is analyzed within a user study covering twenty-two participants. Adrian Steinemann, Sebastian Tschudi, Andreas M. Kunz |
VR | 2 |