EDBT 2026 Demo / reviewers in the wild / expert
Patric Schmitz
dblp:188/9562
· DBLP profile ↗
4ranked-venue papers
1as first author
1since 2021 · last 2024
0000-0002-4994-4841ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 1 since 2021Human-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 |
Immersive interaction · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 44% Visual content generation and editing · 44% Computer animation and physical simulation · 13% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing
3d content creation |
0.3 | 1 | 2018 | Fluid Sketching - Immersive Sketching Based on Fluid Flow · VR 2018 |
Virtual and augmented reality
immersive content generation |
0.3 | 1 | 2018 | Fluid Sketching - Immersive Sketching Based on Fluid Flow · VR 2018 |
Immersive interaction › virtual reality
cybersickness |
0.3 | 1 | 2018 | You Spin my Head Right Round: Threshold of Limited Immersion for Rotation Gains in Redirected Walking · IEEE Trans. Vis. Comput. Graph. 2018 |
Immersive interaction › virtual reality locomotion
redirected walking |
0.3 | 1 | 2018 | You Spin my Head Right Round: Threshold of Limited Immersion for Rotation Gains in Redirected Walking · IEEE Trans. Vis. Comput. Graph. 2018 |
Immersive interaction › virtual reality locomotion › redirected walking
rotation gain |
0.3 | 1 | 2018 | You Spin my Head Right Round: Threshold of Limited Immersion for Rotation Gains in Redirected Walking · IEEE Trans. Vis. Comput. Graph. 2018 |
Immersive interaction
virtual reality |
0.3 | 1 | 2018 | You Spin my Head Right Round: Threshold of Limited Immersion for Rotation Gains in Redirected Walking · IEEE Trans. Vis. Comput. Graph. 2018 |
Computer animation and physical simulation
fluid simulation |
0.1 | 1 | 2018 | Fluid Sketching - Immersive Sketching Based on Fluid Flow · VR 2018 |
Methods — techniques the papers use, named apart from their topics
user study · 0.3psychophysical study · 0.3particle advection · 0.3curl noise · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Choose Your Reference Frame Right: An Immersive Authoring Technique for Creating Reactive BehaviorabstractImmersive authoring enables content creation for virtual environments without a break of immersion. To enable immersive authoring of reactive behavior for a broad audience, we present modulation mapping, a simplified visual programming technique. To evaluate the applicability of our technique, we investigate the role of reference frames in which the programming elements are positioned, as this can affect the user experience. Thus, we developed two interface layouts: "surround-referenced" and "object-referenced". The former positions the programming elements relative to the physical tracking space, and the latter relative to the virtual scene objects. We compared the layouts in an empirical user study (n = 34) and found the surround-referenced layout faster, lower in task load, less cluttered, easier to learn and use, and preferred by users. Qualitative feedback, however, revealed the object-referenced layout as more intuitive, engaging, and valuable for visual debugging. Based on the results, we propose initial design implications for immersive authoring of reactive behavior by visual programming. Overall, modulation mapping was found to be an effective means for creating reactive behavior by the participants. Sevinc Eroglu, Patric Schmitz, Kilian Sinke, David Anders, Torsten W. Kuhlen, Benjamin Weyers |
VRST | 2 |
| 2018 | Fluid Sketching - Immersive Sketching Based on Fluid FlowabstractFluid 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 |
VR | 3 |
| 2018 | You Spin my Head Right Round: Threshold of Limited Immersion for Rotation Gains in Redirected WalkingabstractIn virtual environments, the space that can be explored by real walking is limited by the size of the tracked area. To enable unimpeded walking through large virtual spaces in small real-world surroundings, redirection techniques are used. These unnoticeably manipulate the user's virtual walking trajectory. It is important to know how strongly such techniques can be applied without the user noticing the manipulation-or getting cybersick. Previously, this was estimated by measuring a detection threshold (DT) in highly-controlled psychophysical studies, which experimentally isolate the effect but do not aim for perceived immersion in the context of VR applications. While these studies suggest that only relatively low degrees of manipulation are tolerable, we claim that, besides establishing detection thresholds, it is important to know when the user's immersion breaks. We hypothesize that the degree of unnoticed manipulation is significantly different from the detection threshold when the user is immersed in a task. We conducted three studies: a) to devise an experimental paradigm to measure the threshold of limited immersion (TLI), b) to measure the TLI for slowly decreasing and increasing rotation gains, and c) to establish a baseline of cybersickness for our experimental setup. For rotation gains greater than 1.0, we found that immersion breaks quite late after the gain is detectable. However, for gains lesser than 1.0, some users reported a break of immersion even before established detection thresholds were reached. Apparently, the developed metric measures an additional quality of user experience. This article contributes to the development of effective spatial compression methods by utilizing the break of immersion as a benchmark for redirection techniques. Patric Schmitz, Julian Hildebrandt, André Calero Valdez, Leif Kobbelt, Martina Ziefle |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2016 | Vista widgets: a framework for designing 3D user interfaces from reusable interaction building blocksabstractVirtual 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 |
VRST | 7 |