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Sascha Gebhardt

dblp:93/8726 · DBLP profile ↗
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5ranked-venue papers
3as first author
0since 2021 · last 2018
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-authorHuman-computer interaction and ubiquitous computing · 3 · 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 graphics and multimedia
3 papers
Virtual and augmented reality · 56% Visual content generation and editing · 22% Visualization and visual analytics · 15%
Human-computer interaction and pervasive computing
3 papers
User interface design and tools · 43% Interaction techniques and input · 32% Immersive interaction · 25%

Topics — the 8 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
3d content creation
0.312018
Fluid Sketching - Immersive Sketching Based on Fluid Flow · VR 2018
Virtual and augmented reality
immersive content generation
0.312018
Fluid Sketching - Immersive Sketching Based on Fluid Flow · VR 2018
Visualization and visual analytics
decision support
0.212015
flapAssist: How the integration of VR and visualization tools fosters the factory planning process · VR 2015
Virtual and augmented reality
immersive visualization
0.212015
flapAssist: How the integration of VR and visualization tools fosters the factory planning process · VR 2015
Virtual and augmented reality
virtual reality
0.212015
flapAssist: How the integration of VR and visualization tools fosters the factory planning process · VR 2015
Interaction techniques and input › selection techniques › command selection › menu interaction
pie menus
0.212013
Extended Pie Menus for Immersive Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2013
Immersive interaction
virtual reality interaction
0.212013
Extended Pie Menus for Immersive Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2013
Computer animation and physical simulation
fluid simulation
0.112018
Fluid Sketching - Immersive Sketching Based on Fluid Flow · VR 2018

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

virtual walkthrough · 0.4android intent system · 0.4CAVE visualization · 0.4particle advection · 0.3curl noise · 0.3user study · 0.2iterative design · 0.2expert review · 0.2
YearPublicationVenuePosition
2018 Fluid Sketching - Immersive Sketching Based on Fluid Flow
abstract
Fluid artwork refers to works of art based on the aesthetics of fluid motion, such as smoke photography, ink injection into water, and paper marbling. Inspired by such types of art, we created Fluid Sketching as a novel medium for creating 3D fluid artwork in immersive virtual environments. It allows artists to draw 3D fluid-like sketches and manipulate them via six degrees of freedom input devices. Different brush stroke settings are available, varying the characteristics of the fluid. Because of fluids' nature, the diffusion of the drawn fluid sketch is animated, and artists have control over altering the fluid properties and stopping the diffusion process whenever they are satisfied with the current result. Furthermore, they can shape the drawn sketch by directly interacting with it, either with their hand or by blowing into the fluid. We rely on particle advection via curl-noise as a fast procedural method for animating the fluid flow.
Sevinc Eroglu, Sascha Gebhardt, Patric Schmitz, Dominik Rausch, Torsten W. Kuhlen
VR2
2016 Vista widgets: a framework for designing 3D user interfaces from reusable interaction building blocks
abstract
Virtual Reality (VR) has been an active field of research for several decades, with 3D interaction and 3D User Interfaces (UIs) as important sub-disciplines. However, the development of 3D interaction techniques and in particular combining several of them to construct complex and usable 3D UIs remains challenging, especially in a VR context. In addition, there is currently only limited reusable software for implementing such techniques in comparison to traditional 2D UIs. To overcome this issue, we present ViSTA Widgets, a software framework for creating 3D UIs for immersive virtual environments. It extends the ViSTA VR framework by providing functionality to create multi-device, multi-focus-strategy interaction building blocks and means to easily combine them into complex 3D UIs. This is realized by introducing a device abstraction layer along sophisticated focus management and functionality to create novel 3D interaction techniques and 3D widgets. We present the framework and illustrate its effectiveness with code and application examples accompanied by performance evaluations.
Sascha Gebhardt, Till Petersen-Krau, Sebastian Pick, Dominik Rausch, Christian Nowke, Thomas Knott, Patric Schmitz, Daniel Zielasko, Bernd Hentschel 0001, Torsten W. Kuhlen
VRST1
2015 flapAssist: How the integration of VR and visualization tools fosters the factory planning process
abstract
Virtual Reality (VR) systems are of growing importance to aid decision support in the context of the digital factory, especially factory layout planning. While current solutions either focus on virtual walkthroughs or the visualization of more abstract information, a solution that provides both, does currently not exist. To close this gap, we present a holistic VR application, called Factory Layout Planning Assistant (flapAssist). It is meant to serve as a platform for planning the layout of factories, while also providing a wide range of analysis features. By being scalable from desktops to CAVEs and providing a link to a central integration platform, flapAssist integrates well in established factory planning workflows.
Sascha Gebhardt, Sebastian Pick, Hanno Voet, Julian Utsch, Toufik Al Khawli, Urs Eppelt, Rudolf Reinhard, Christian Buescher, Bernd Hentschel 0001, Torsten W. Kuhlen
VR1
2015 Scalable metadata in- and output for multi-platform data annotation applications
abstract
Metadata in- and output are important steps within the data annotation process. However, selecting techniques that effectively facilitate these steps is non-trivial, especially for applications that have to run on multiple virtual reality platforms. Not all techniques are applicable to or available on every system, requiring to adapt workflows on a per-system basis. Here, we describe a metadata handling system based on Android's Intent system that automatically adapts workflows and thereby makes manual adaption needless.
Sebastian Pick, Sascha Gebhardt, Bernd Hentschel 0001, Torsten W. Kuhlen
VR2
2013 Extended Pie Menus for Immersive Virtual Environments
abstract
Pie menus are a well-known technique for interacting with 2D environments and so far a large body of research documents their usage and optimizations. Yet, comparatively little research has been done on the usability of pie menus in immersive virtual environments (IVEs). In this paper we reduce this gap by presenting an implementation and evaluation of an extended hierarchical pie menu system for IVEs that can be operated with a six-degrees-of-freedom input device. Following an iterative development process, we first developed and evaluated a basic hierarchical pie menu system. To better understand how pie menus should be operated in IVEs, we tested this system in a pilot user study with 24 participants and focus on item selection. Regarding the results of the study, the system was tweaked and elements like check boxes, sliders, and color map editors were added to provide extended functionality. An expert review with five experts was performed with the extended pie menus being integrated into an existing VR application to identify potential design issues. Overall results indicated high performance and efficient design.
Sascha Gebhardt, Sebastian Pick, Franziska Leithold, Bernd Hentschel 0001, Torsten W. Kuhlen
IEEE Trans. Vis. Comput. Graph.1