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Vinko Novak

dblp:23/6252 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2004
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 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.

Human-computer interaction and pervasive computing
1 paper
User interface design and tools · 23% Immersive interaction · 23% Ubiquitous computing and smart environments · 23%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 50% Geometric modeling and processing · 50%
Software engineering, system software, and programming languages
1 paper
Requirements engineering and software design · 100%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Ubiquitous computing and smart environments › attention management
attentive user interfaces
0.012004
An AR Workbench for Experimenting with Attentive User Interfaces · ISMAR 2004
Immersive interaction › augmented reality
augmented reality workbench
0.012004
An AR Workbench for Experimenting with Attentive User Interfaces · ISMAR 2004
Wearable and physiological sensing
eye tracking
0.012004
An AR Workbench for Experimenting with Attentive User Interfaces · ISMAR 2004
User interface design and tools › prototyping
rapid prototyping
0.012004
An AR Workbench for Experimenting with Attentive User Interfaces · ISMAR 2004
Virtual and augmented reality
immersive interaction
0.012002
Fata Morgana - A Presentation System for Product Design · ISMAR 2002
Geometric modeling and processing
product design
0.012002
Fata Morgana - A Presentation System for Product Design · ISMAR 2002
Design research and methods › design process
interdisciplinary design
0.012004
An AR Workbench for Experimenting with Attentive User Interfaces · ISMAR 2004
Requirements engineering and software design
user-centered design
0.012002
Fata Morgana - A Presentation System for Product Design · ISMAR 2002

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

proof-of-concept prototyping · 0.1expert collaboration · 0.1visual programming · 0.0
YearPublicationVenuePosition
2004 An AR Workbench for Experimenting with Attentive User Interfaces
abstract
We present a workbench to build, evaluate and iteratively develop user interfaces using augmented reality, eye tracking, and visual programming. To test our system, we have developed an attentive user interface (AUI) for automotive environments, which coordinates its activities based on the context and visual attention of the user. Development of AUI requires interdisciplinary teams like psychologists, human-factor engineers, designers and computer scientists to work together. The main problem of interdisciplinary communication is a lack of common language and different notion of the system. We have developed a workbench, which facilitates the communication between the team members and enhances the comprehension of the system by visualizing users' attention and system reactions.
Vinko Novak, Christian Sandor, Gudrun Klinker
ISMAR1
2002 Fata Morgana - A Presentation System for Product Design
abstract
Mobile augmented reality applications promise substantial savings in time and costs for product designers, in particular, for large products requiring scale models and expensive clay mockups (e.g., cars). Such applications are novel and introduce interesting challenges when attempting to describe them to potential users and stakeholders. For example, it is difficult, a priori, to assess the nonfunctional requirements of such applications and anticipate the usability issues that the product designers are likely to raise. In this paper, we describe our efforts to develop a proof-of-concept AR system for car designers. Over the course of a year, we developed two prototypes, one within a university context, the other at a car manufacturer. The lessons learned from both efforts illustrate the technical and human challenges encountered when closely collaborating with the end user in the design of a novel application.
Gudrun Klinker, Allen H. Dutoit, Martin Bauer 0002, Johannes Bayer, Vinko Novak, Dietmar Matzke
ISMAR5