Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Sebastian Freitag

dblp:144/4871 · DBLP profile ↗
← Back
9ranked-venue papers
6as first author
1since 2021 · last 2025
0009-0001-2206-078XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 6 first-authorHuman-computer interaction and ubiquitous computing · 8 · 5 first-author · 1 since 2021

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
5 papers
Immersive interaction · 29% Wearable and physiological sensing · 28% Human-robot interaction · 22%
Computer graphics and multimedia
5 papers
Virtual and augmented reality · 77% Rendering · 20% Computational photography and imaging · 3%

Topics — the 17 heaviest of 20, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
1.142018
Interactive Exploration Assistance for Immersive Virtual Environments Based on Object Visibility and Viewpoint Quality · VR 2018
Assisted travel based on common visibility and navigation meshes · VR 2017
Effects and applicability of rotation gain in CAVE-like environments · VR 2015
Wearable and physiological sensing
multimodal sensing
0.912025
ProMemAssist: Exploring Timely Proactive Assistance Through Working Memory Modeling in Multi-Modal Wearable Devices · UIST 2025
Human-robot interaction › assistive robotics
proactive assistance
0.912025
ProMemAssist: Exploring Timely Proactive Assistance Through Working Memory Modeling in Multi-Modal Wearable Devices · UIST 2025
Virtual and augmented reality
locomotion interfaces
0.312017
Assisted travel based on common visibility and navigation meshes · VR 2017
Wearable and physiological sensing › wearable display
smart glasses
0.312025
ProMemAssist: Exploring Timely Proactive Assistance Through Working Memory Modeling in Multi-Modal Wearable Devices · UIST 2025
Immersive interaction
3d user interface
0.212016
Automatic generation of world in miniatures for realistic architectural immersive virtual environments · VR 2016
Interaction techniques and input › spatial interaction › navigation
hands-free navigation
0.212016
Evaluation of hands-free HMD-based navigation techniques for immersive data analysis · VR 2016
Interaction techniques and input › spatial interaction › navigation
navigation techniques
0.212016
Evaluation of hands-free HMD-based navigation techniques for immersive data analysis · VR 2016
Immersive interaction › virtual reality locomotion
redirected walking
0.212016
Examining Rotation Gain in CAVE-like Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2016
Interaction techniques and input › spatial interaction › navigation
virtual reality navigation
0.212016
Evaluation of hands-free HMD-based navigation techniques for immersive data analysis · VR 2016
Immersive interaction › 3d user interface
world-in-miniature
0.212016
Automatic generation of world in miniatures for realistic architectural immersive virtual environments · VR 2016
Virtual and augmented reality › locomotion
redirected walking
0.212015
Effects and applicability of rotation gain in CAVE-like environments · VR 2015
Virtual and augmented reality › locomotion › redirected walking
rotation gain
0.212015
Effects and applicability of rotation gain in CAVE-like environments · VR 2015
Rendering
visibility computation
0.112017
Assisted travel based on common visibility and navigation meshes · VR 2017
Approximation and online algorithms
approximation algorithms
0.112017
Approximating optimal sets of views in virtual scenes · VR 2017
Usability and user experience research
simulator sickness
0.112016
Examining Rotation Gain in CAVE-like Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2016
Immersive interaction › locomotion
locomotion interface
0.112015
Effects and applicability of rotation gain in CAVE-like environments · VR 2015

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

user study · 2.1large language model · 0.9approximation algorithm · 0.6NP-hardness analysis · 0.6object visibility analysis · 0.3navigation meshes · 0.3common visibility · 0.3scaling · 0.2automatic scene decomposition · 0.2consumer cameras · 0.2computer vision · 0.2
YearPublicationVenuePosition
2025 ProMemAssist: Exploring Timely Proactive Assistance Through Working Memory Modeling in Multi-Modal Wearable Devices
abstract
Wearable AI systems aim to provide timely assistance in daily life, but existing approaches often rely on user initiation or predefined task knowledge, neglecting users' current mental states.We introduce ProMemAssist, a smart glasses system that models a user's working memory (WM) in real-time using multi-modal sensor signals.Grounded in cognitive theories of WM, our system represents perceived information as memory items and episodes with encoding mechanisms, such as displacement and interference.This WM model informs a timing predictor that balances the value of assistance with the cost of interruption.In a user study with 12 participants completing cognitively demanding tasks, ProMemAssist delivered more selective assistance and received higher engagement compared to an LLM baseline system.Qualitative feedback highlights the benefits of WM modeling for nuanced, context-sensitive support, offering design implications for more attentive and useraware proactive agents.
Kevin Pu, Ting Zhang 0013, Naveen Sendhilnathan, Sebastian Freitag, Raj Sodhi, Tanya R. Jonker
UIST4
2018 Interactive Exploration Assistance for Immersive Virtual Environments Based on Object Visibility and Viewpoint Quality
abstract
During free exploration of an unknown virtual scene, users often miss important parts, leading to incorrect or incomplete environment knowledge and a potential negative impact on performance in later tasks. This is addressed by wayfinding aids such as compasses, maps, or trails, and automated exploration schemes such as guided tours. However, these approaches either do not actually ensure exploration success or take away control from the user. Therefore, we present an interactive assistance interface to support exploration that guides users to interesting and unvisited parts of the scene upon request, supplementing their own, free exploration. It is based on an automated analysis of object visibility and viewpoint quality and is therefore applicable to a wide range of scenes without human supervision or manual input. In a user study, we found that the approach improves users' knowledge of the environment, leads to a more complete exploration of the scene, and is also subjectively helpful and easy to use.
Sebastian Freitag, Benjamin Weyers, Torsten W. Kuhlen
VR1
2017 Approximating optimal sets of views in virtual scenes
abstract
Viewpoint quality estimation methods allow the determination of the most informative position in a scene. However, a single position usually cannot represent an entire scene, requiring instead a set of several viewpoints. Measuring the quality of such a set of views, however, is not trivial, and the computation of an optimal set of views is an NP-hard problem. Therefore, in this work, we propose three methods to estimate the quality of a set of views. Furthermore, we evaluate three approaches for computing an approximation to the optimal set (two of them new) regarding effectiveness and efficiency.
Sebastian Freitag, Clemens Lobbert, Benjamin Weyers, Torsten W. Kuhlen
VR1
2017 Assisted travel based on common visibility and navigation meshes
abstract
The manual adjustment of travel speed to cover medium or large distances in virtual environments may increase cognitive load, and manual travel at high speeds can lead to cybersickness due to inaccurate steering. In this work, we present an approach to quickly pass regions where the environment does not change much, using automated suggestions based on the computation of common visibility. In a user study, we show that our method can reduce cybersickness when compared with manual speed control.
Sebastian Freitag, Benjamin Weyers, Torsten W. Kuhlen
VR1
2016 Automatic generation of world in miniatures for realistic architectural immersive virtual environments
abstract
Orientation and wayfinding in architectural Immersive Virtual Environments (IVEs) are non-trivial, accompanying tasks which generally support the users' main task. World in Miniatures (WIMs) - essentially 3D maps containing a scene replica - are an established approach to gain survey knowledge about the virtual world, as well as information about the user's relation to it. However, for large-scale, information-rich scenes, scaling and occlusion issues result in diminishing returns. Since there typically is a lack of standardized information regarding scene decompositions, presenting the inside of self-contained scene extracts is challenging. Therefore, we present an automatic WIM generation workflow for arbitrary, realistic in- and outdoor IVEs in order to support users with meaningfully selected and scaled extracts of the IVE as well as corresponding context information. Additionally, a 3D user interface is provided to manually manipulate the represented extract.
Andrea Bönsch, Sebastian Freitag, Torsten W. Kuhlen
VR2
2016 Evaluation of hands-free HMD-based navigation techniques for immersive data analysis
abstract
To use the full potential of immersive data analysis when wearing a head-mounted display, the user has to be able to navigate through the spatial data. We collected, developed and evaluated 5 different handsfree navigation methods that are usable while seated in the analyst's usual workplace. All methods meet the requirements of being easy to learn and inexpensive to integrate into existing workplaces. We conducted a user study with 23 participants which showed that a body leaning metaphor and an accelerometer pedal metaphor performed best within the given task.
Daniel Zielasko, Sven Horn, Sebastian Freitag, Benjamin Weyers, Torsten W. Kuhlen
VR3
2016 Examining Rotation Gain in CAVE-like Virtual Environments
abstract
When moving through a tracked immersive virtual environment, it is sometimes useful to deviate from the normal one-to-one mapping of real to virtual motion. One option is the application of rotation gain, where the virtual rotation of a user around the vertical axis is amplified or reduced by a factor. Previous research in head-mounted display environments has shown that rotation gain can go unnoticed to a certain extent, which is exploited in redirected walking techniques. Furthermore, it can be used to increase the effective field of regard in projection systems. However, rotation gain has never been studied in CAVE systems, yet. In this work, we present an experiment with 87 participants examining the effects of rotation gain in a CAVE-like virtual environment. The results show no significant effects of rotation gain on simulator sickness, presence, or user performance in a cognitive task, but indicate that there is a negative influence on spatial knowledge especially for inexperienced users. In secondary results, we could confirm results of previous work and demonstrate that they also hold for CAVE environments, showing a negative correlation between simulator sickness and presence, cognitive performance and spatial knowledge, a positive correlation between presence and spatial knowledge, a mitigating influence of experience with 3D applications and previous CAVE exposure on simulator sickness, and a higher incidence of simulator sickness in women.
Sebastian Freitag, Benjamin Weyers, Torsten W. Kuhlen
IEEE Trans. Vis. Comput. Graph.1
2015 Vision-based multi-person foot tracking for CAVE systems with under-floor projection
abstract
In this work, we present an approach for tracking the feet of multiple users in CAVE-like systems with under-floor projection. It is based on low-cost consumer cameras, does not require users to wear additional equipment, and can be installed without modifying existing components. If the brightness of the floor projection does not contain too much variation, the feet of several people can be reliably tracked and assigned to individuals.
Sebastian Freitag, Sebastian Schmitz, Torsten W. Kuhlen
VR1
2015 Effects and applicability of rotation gain in CAVE-like environments
abstract
In this work, we report on a pilot study we conducted, and on a study design, to examine the effects and applicability of rotation gain in CAVE-like virtual environments. The results of the study will give recommendations for the maximum levels of rotation gain that are reasonable in algorithms for enlarging the virtual field of regard or redirected walking.
Sebastian Freitag, Benjamin Weyers, Torsten W. Kuhlen
VR1