Demo Data from EDBT 2026 / reviewers in the wild / expert
Laura Rosalia Luidolt
dblp:217/4126
· DBLP profile ↗
4ranked-venue papers
1as first author
2since 2021 · last 2023
0000-0003-3996-8337ORCID · 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 · 2 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.
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 43% Image and video processing · 26% Visualization and visual analytics · 26% | |
| Human-computer interaction and pervasive computing
2 papers |
Accessibility and assistive technology · 50% Immersive interaction · 38% Wearable and physiological sensing · 12% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.7 | 1 | 2023 | Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments · IEEE Trans. Vis. Comput. Graph. 2023 |
Visualization and visual analytics › scientific visualization
molecular visualization |
0.7 | 1 | 2023 | Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments · IEEE Trans. Vis. Comput. Graph. 2023 |
Image and video processing
occlusion handling |
0.7 | 1 | 2023 | Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments · IEEE Trans. Vis. Comput. Graph. 2023 |
Virtual and augmented reality
visual realism |
0.4 | 1 | 2020 | Gaze-Dependent Simulation of Light Perception in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2020 |
Immersive interaction › augmented reality
augmented reality simulation |
0.4 | 1 | 2020 | CatARact: Simulating Cataracts in Augmented Reality · ISMAR 2020 |
Accessibility and assistive technology
vision impairment simulation |
0.4 | 1 | 2020 | CatARact: Simulating Cataracts in Augmented Reality · ISMAR 2020 |
Wearable and physiological sensing
eye tracking |
0.1 | 1 | 2020 | Gaze-Dependent Simulation of Light Perception in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2020 |
Accessibility and assistive technology
inclusive design |
0.1 | 1 | 2020 | CatARact: Simulating Cataracts in Augmented Reality · ISMAR 2020 |
Methods — techniques the papers use, named apart from their topics
user study · 1.3eye tracking · 0.9scene sparsification · 0.7multiscale rendering · 0.7camera path planning · 0.7pilot study · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D EnvironmentsabstractImmersive virtual reality environments are gaining popularity for studying and exploring crowded three-dimensional structures. When reaching very high structural densities, the natural depiction of the scene produces impenetrable clutter and requires visibility and occlusion management strategies for exploration and orientation. Strategies developed to address the crowdedness in desktop applications, however, inhibit the feeling of immersion. They result in nonimmersive, desktop-style outside-in viewing in virtual reality. This article proposes Nanotilus-a new visibility and guidance approach for very dense environments that generates an endoscopic inside-out experience instead of outside-in viewing, preserving the immersive aspect of virtual reality. The approach consists of two novel, tightly coupled mechanisms that control scene sparsification simultaneously with camera path planning. The sparsification strategy is localized around the camera and is realized as a multi-scale, multi-shell, variety-preserving technique. When Nanotilus dives into the structures to capture internal details residing on multiple scales, it guides the camera using depth-based path planning. In addition to sparsification and path planning, we complete the tour generation with an animation controller, textual annotation, and text-to-visualization conversion. We demonstrate the generated guided tours on mesoscopic biological models - SARS-CoV-2 and HIV. We evaluate the Nanotilus experience with a baseline outside-in sparsification and navigational technique in a formal user study with 29 participants. While users can maintain a better overview using the outside-in sparsification, the study confirms our hypothesis that Nanotilus leads to stronger engagement and immersion. Ruwayda Alharbi, Ondrej Strnad, Laura Rosalia Luidolt, Manuela Waldner, David Kouril, Ciril Bohak, Tobias Klein, M. Eduard Gröller, Ivan Viola |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2021 | Visualization Working Group at TU Wien: Visible Facimus Quod Ceteri Non PossuntabstractBuilding-up and running a university-based research group is a multi-faceted undertaking. The visualization working group at TU Wien (vis-group) has been internationally active over more than 25 years. The group has been acting in a competitive scientific setting where sometimes contradicting multiple objectives require trade-offs and optimizations. Research-wise the group has been performing basic and applied research in visualization and visual computing. Teaching-wise the group has been involved in undergraduate and graduate lecturing in (medical) visualization and computer graphics. To be scientifically competitive requires to constantly expose the group and its members to a strong international competition at the highest level. This necessitates to shield the members against the ensuing pressures and demands and provide (emotional) support and encouragement. Internally, the vis-group has developed a unique professional and social interaction culture: work and celebrate, hard and together. This has crystallized into a nested, recursive, and triangular organization model, which concretizes what it takes to make a research group successful. The key elements are the creative and competent vis-group members who collaboratively strive for (scientific) excellence in a socially enjoyable environment. Hsiang-Yun Wu, Artem Amirkhanov, Nicolas Grossmann, Tobias Klein, David Kouril, Haichao Miao, Laura Rosalia Luidolt, Peter Mindek, Renata G. Raidou, Ivan Viola, Manuela Waldner, M. Eduard Gröller |
Vis. Informatics | 7 |
| 2020 | CatARact: Simulating Cataracts in Augmented RealityabstractFor our society to be more inclusive and accessible, the more than 2.2 billion people worldwide with limited vision should be considered more frequently in design decisions, such as architectural planning. To help architects in evaluating their designs and give medical personnel some insight on how patients experience cataracts, we worked with ophthalmologists to develop the first medically-informed, pilot-studied simulation of cataracts in eye-tracked augmented reality (AR). To test our methodology and simulation, we conducted a pilot study with cataract patients between surgeries of their two cataract-affected eyes. Participants compared the vision of their corrected eye, viewing through simulated cataracts, to that of their still affected eye, viewing an unmodified AR view. In addition, we conducted remote experiments via video call, live adjusting our simulation and comparing it to related work, with participants who had cataract surgery a few months before. We present our findings and insights from these experiments and outline avenues for future work. Katharina Krösl, Carmine Elvezio, Laura Rosalia Luidolt, Matthias Hürbe, Sonja Karst, Steven K. Feiner, Michael Wimmer 0001 |
ISMAR | 3 |
| 2020 | Gaze-Dependent Simulation of Light Perception in Virtual RealityabstractThe perception of light is inherently different inside a virtual reality (VR) or augmented reality (AR) simulation when compared to the real world. Conventional head-worn displays (HWDs) are not able to display the same high dynamic range of brightness and color as the human eye can perceive in the real world. To mimic the perception of real-world scenes in virtual scenes, it is crucial to reproduce the effects of incident light on the human visual system. In order to advance virtual simulations towards perceptual realism, we present an eye-tracked VR/AR simulation comprising effects for gaze-dependent temporal eye adaption, perceptual glare, visual acuity reduction, and scotopic color vision. Our simulation is based on medical expert knowledge and medical studies of the healthy human eye. We conducted the first user study comparing the perception of light in a real-world low-light scene to a VR simulation. Our results show that the proposed combination of simulated visual effects is well received by users and also indicate that an individual adaptation is necessary, because perception of light is highly subjective. Laura Rosalia Luidolt, Michael Wimmer 0001, Katharina Krösl |
IEEE Trans. Vis. Comput. Graph. | 1 |