Demo Data from VLDB 2026 / reviewers in the wild / expert
Stephan Ohl
dblp:90/8929
· DBLP profile ↗
3ranked-venue papers
2as first author
0since 2021 · last 2018
0000-0001-5244-6571ORCID · corroborated
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 · 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
2 papers |
Immersive interaction · 87% Collaborative and social computing · 13% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 67% Image and video coding · 33% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Performance modeling and evaluation · 100% | |
| Computer networks
1 paper |
Content delivery and video streaming · 100% |
Topics — the 7 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › telepresence
tele-immersion |
0.3 | 1 | 2018 | Tele-Immersion Concepts · IEEE Trans. Vis. Comput. Graph. 2018 |
Immersive interaction
telepresence |
0.3 | 2 | 2018 | Latency in Distributed Acquisition and Rendering for Telepresence Systems · IEEE Trans. Vis. Comput. Graph. 2015 Tele-Immersion Concepts · IEEE Trans. Vis. Comput. Graph. 2018 |
Image and video coding
bandwidth compression |
0.1 | 1 | 2012 | General bandwidth reduction approaches for immersive LHRD videoconferencing · VR 2012 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2012 | General bandwidth reduction approaches for immersive LHRD videoconferencing · VR 2012 |
Virtual and augmented reality › telepresence
immersive videoconferencing |
0.1 | 1 | 2012 | General bandwidth reduction approaches for immersive LHRD videoconferencing · VR 2012 |
Collaborative and social computing
remote collaboration |
0.1 | 1 | 2018 | Tele-Immersion Concepts · IEEE Trans. Vis. Comput. Graph. 2018 |
Performance modeling and evaluation
latency measurement |
0.1 | 1 | 2015 | Latency in Distributed Acquisition and Rendering for Telepresence Systems · IEEE Trans. Vis. Comput. Graph. 2015 |
Methods — techniques the papers use, named apart from their topics
latency measurement · 0.4latency decomposition · 0.4typology · 0.3graph-based modeling · 0.3data reduction · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Tele-Immersion ConceptsabstractTele-immersive systems development is always driven as well as restricted by the available immersive technology. Hence, existing such systems are described mainly from a technological point of view; their conceptual description is usually limited to the description of a scenario that is implementable with or circumvents the limitations of the chosen technology. This focus on technology makes it difficult to compare systems' concepts; moreover, it has led to different views on tele-immersion in different fields, such as remotely controlled robots, immersive video conferencing, and tele-collaboration. In this work, we give a general, structured principle to describe the conceptual part of any tele-immersion system. This principle naturally unifies the different views on tele-immersion. Our idea is based on the insight that, in order to be general, immersion must be described separately for each direction of communication. We characterize communication between locations using a graph; for each directed edge of this graph, we describe immersion as operations on volumes. Using this principle, we define a typology, which enables the comparison and enumeration of tele-immersion concepts. We apply this typology to survey the concepts of existing tele-immersion systems and thereby demonstrate how three well-known tele-immersive scenarios-Marvin Minsky's tele-operated robot, the Office of the Future, and the asymmetric Beaming scenario-integrate naturally. We show how the general principle can be utilized conveniently to grasp conceptual ideas in tele-immersion, such as direct interaction, locational presence, spatial consistency, symmetries, and self-inclusion. Stephan Ohl |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2015 | Latency in Distributed Acquisition and Rendering for Telepresence SystemsabstractTelepresence systems use 3D techniques to create a more natural human-centered communication over long distances. This work concentrates on the analysis of latency in telepresence systems where acquisition and rendering are distributed. Keeping latency low is important to immerse users in the virtual environment. To better understand latency problems and to identify the source of such latency, we focus on the decomposition of system latency into sub-latencies. We contribute a model of latency and show how it can be used to estimate latencies in a complex telepresence dataflow network. To compare the estimates with real latencies in our prototype, we modify two common latency measurement methods. This presented methodology enables the developer to optimize the design, find implementation issues and gain deeper knowledge about specific sources of latency. Stephan Ohl, Malte Willert, Oliver G. Staadt |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2012 | General bandwidth reduction approaches for immersive LHRD videoconferencingabstractSystems for immersive videoconferencing utilizing LHRDs face the problem of generating large amounts of data. A solution to reduce this data is essential to realize such systems. We present different possible approaches to do this and give an overview where these are applicable. This provides the reader with a first guide for design decisions when implementing such systems. Malte Willert, Stephan Ohl, Oliver G. Staadt |
VR | 2 |