Guido Heumer

dblp:03/2813 · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2009
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 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
2 papers
Virtual and augmented reality · 82% Computer animation and physical simulation · 18%
Human-computer interaction and pervasive computing
1 paper
Wearable and physiological sensing · 77% Interaction techniques and input · 23%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
virtual prototyping
0.112009
Simulation of Standard Control Actuators in Dynamic Virtual Environments · VR 2009
Wearable and physiological sensing
motion sensing
0.112007
Grasp Recognition with Uncalibrated Data Gloves - A Comparison of Classification Methods · VR 2007
Distributed systems
data synchronization
0.112005
Automatic Data Exchange and Synchronization for Knowledge-Based Intelligent Virtual Environments · VR 2005
Computer animation and physical simulation
rigid body simulation
0.012009
Simulation of Standard Control Actuators in Dynamic Virtual Environments · VR 2009
Interaction techniques and input
gesture input
0.012007
Grasp Recognition with Uncalibrated Data Gloves - A Comparison of Classification Methods · VR 2007
Virtual and augmented reality
immersive interaction
0.012005
Automatic Data Exchange and Synchronization for Knowledge-Based Intelligent Virtual Environments · VR 2005
Virtual and augmented reality › virtual environment
virtual environment simulation
0.012005
Automatic Data Exchange and Synchronization for Knowledge-Based Intelligent Virtual Environments · VR 2005

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

declarative attribute representation · 0.1physics engine · 0.1neural network · 0.1lazy learners · 0.1decision tree · 0.1bayes nets · 0.1
YearPublicationVenuePosition
2009 Simulation of Standard Control Actuators in Dynamic Virtual Environments
abstract
Realistic behavior of control actuators is important for virtual proto-typing applications. We present a systematic approach for modeling such articulated components as described in the European Standard EN 894-3. Control actuators may have several rotational and translational degrees of freedom (DOFs), possibly with discrete lock states. During user interactions, information about the actuators' manipulation is collected and made available to the higher application layers in the form of interaction events. This allows for recording and playback of demonstrated manipulation sequences for many purposes, such as ergonomics evaluations involving virtual humans. The framework uses XML for declaration and is implemented using a freely available physics engine.
Frank Gommlich, Guido Heumer, Arnd Vitzthum, Bernhard Jung 0001
VR2
2008 Grasp synthesis from low-dimensional probabilistic grasp models
abstract
Abstract We propose a novel data‐driven animation method for the synthesis of natural looking human grasping. Motion data captured from human grasp actions is used to train a probabilistic model of the human grasp space. This model greatly reduces the high number of degrees of freedom of the human hand to a few dimensions in a continuous grasp space. The low dimensionality of the grasp space in turn allows for efficient optimization when synthesizing grasps for arbitrary objects. The method requires only a short training phase with no need for preprocessing of graphical objects for which grasps are to be synthesized. Copyright © 2008 John Wiley & Sons, Ltd.
Heni Ben Amor, Guido Heumer, Bernhard Jung 0001, Arnd Vitzthum
Comput. Animat. Virtual Worlds2
2007 Grasp Recognition with Uncalibrated Data Gloves - A Comparison of Classification Methods
abstract
This paper presents a comparison of various classification methods for the problem of recognizing grasp types involved in object manipulations performed with a data glove. Conventional wisdom holds that data gloves need calibration in order to obtain accurate results. However, calibration is a time-consuming process, inherently user-specific, and its results are often not perfect. In contrast, the present study aims at evaluating recognition methods that do not require prior calibration of the data glove, by using raw sensor readings as input features and mapping them directly to different categories of hand shapes. An experiment was carried out, where test persons wearing a data glove had to grasp physical objects of different shapes corresponding to the various grasp types of the Schlesinger taxonomy. The collected data was analyzed with 28 classifiers including different types of neural networks, decision trees, Bayes nets, and lazy learners. Each classifier was analyzed in six different settings, representing various application scenarios with differing generalization demands. The results of this work are twofold: (1) We show that a reasonably well to highly reliable recognition of grasp types can be achieved - depending on whether or not the glove user is among those training the classifier - even with uncalibrated data gloves. (2) We identify the best performing classification methods for recognition of various grasp types. To conclude, cumbersome calibration processes before productive usage of data gloves can be spared in many situations.
Guido Heumer, Heni Ben Amor, Matthias Weber 0004, Bernhard Jung 0001
VR1
2006 From motion capture to action capture: a review of imitation learning techniques and their application to VR-based character animation
abstract
We present a novel method for virtual character animation that we call action capture. In this approach, virtual characters learn to imitate the actions of Virtual Reality (VR) users by tracking not only the users' movements but also their interactions with scene objects.Action capture builds on conventional motion capture but differs from it in that higher-level action representations are transferred rather than low-level motion data. As an advantage, the learned actions can often be naturally applied to varying situations, thus avoiding retargetting problems of motion capture. The idea of action capture is inspired by human imitation learning; related methods have been investigated for a longer time in robotics. The paper reviews the relevant literature in these areas before framing the concept of action capture in the context of VR-based character animation. We also present an example in which the actions of a VR user are transferred to a virtual worked.
Bernhard Jung 0001, Heni Ben Amor, Guido Heumer, Matthias Weber 0004
VRST3
2005 Automatic Data Exchange and Synchronization for Knowledge-Based Intelligent Virtual Environments
abstract
Advanced VR simulation systems are composed of several components with independent and heterogeneously structured databases. To guarantee a closed and consistent world simulation, flexible and robust data exchange between these components has to be realized. This multiple database problem is well known in many distributed application domains, but it is central for VR setups composed of diverse simulation components. Particularly complicated is the exchange between object-centered and graph-based representation formats, where entity attributes may be distributed over the graph structure. This article presents an abstract declarative attribute representation concept, which handles different representation formats uniformly and enables automatic data exchange and synchronization between them. This mechanism is tailored to support the integration of a central knowledge component, which provides a uniform representation of the accumulated knowledge of the several simulation components involved. This component handles the incoming-possibly conflicting-world changes propagated by the diverse components. It becomes the central instance for process flow synchronization of several autonomous evaluation loops.
Guido Heumer, Malte Schilling, Marc Erich Latoschik
VR1