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

Laura Rosalia Luidolt

dblp:217/4126 · DBLP profile ↗
← Back
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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual environment
immersive virtual environments
0.712023
Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments · IEEE Trans. Vis. Comput. Graph. 2023
Visualization and visual analytics › scientific visualization
molecular visualization
0.712023
Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments · IEEE Trans. Vis. Comput. Graph. 2023
Image and video processing
occlusion handling
0.712023
Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments · IEEE Trans. Vis. Comput. Graph. 2023
Virtual and augmented reality
visual realism
0.412020
Gaze-Dependent Simulation of Light Perception in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2020
Immersive interaction › augmented reality
augmented reality simulation
0.412020
CatARact: Simulating Cataracts in Augmented Reality · ISMAR 2020
Accessibility and assistive technology
vision impairment simulation
0.412020
CatARact: Simulating Cataracts in Augmented Reality · ISMAR 2020
Wearable and physiological sensing
eye tracking
0.112020
Gaze-Dependent Simulation of Light Perception in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2020
Accessibility and assistive technology
inclusive design
0.112020
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
YearPublicationVenuePosition
2023 Nanotilus: Generator of Immersive Guided-Tours in Crowded 3D Environments
abstract
Immersive 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 Possunt
abstract
Building-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. Informatics7
2020 CatARact: Simulating Cataracts in Augmented Reality
abstract
For 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
ISMAR3
2020 Gaze-Dependent Simulation of Light Perception in Virtual Reality
abstract
The 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