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Andre Waschk

dblp:230/8399 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2020
—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-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.

Computer graphics and multimedia
1 paper
Visualization and visual analytics · 62% Rendering · 19% Virtual and augmented reality · 19%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › visual encoding
highlighting technique
0.412020
Deadeye Visualization Revisited: Investigation of Preattentiveness and Applicability in Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2020
Virtual and augmented reality
immersive visualization
0.112020
Deadeye Visualization Revisited: Investigation of Preattentiveness and Applicability in Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2020
Rendering
volume rendering
0.112020
Deadeye Visualization Revisited: Investigation of Preattentiveness and Applicability in Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2020

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

quantitative evaluation · 0.4dichoptic presentation · 0.4
YearPublicationVenuePosition
2020 Deadeye Visualization Revisited: Investigation of Preattentiveness and Applicability in Virtual Environments
abstract
Visualizations rely on highlighting to attract and guide our attention. To make an object of interest stand out independently from a number of distractors, the underlying visual cue, e.g., color, has to be preattentive. In our prior work, we introduced Deadeye as an instantly recognizable highlighting technique that works by rendering the target object for one eye only. In contrast to prior approaches, Deadeye excels by not modifying any visual properties of the target. However, in the case of 2D visualizations, the method requires an additional setup to allow dichoptic presentation, which is a considerable drawback. As a follow-up to requests from the community, this paper explores Deadeye as a highlighting technique for 3D visualizations, because such stereoscopic scenarios support dichoptic presentation out of the box. Deadeye suppresses binocular disparities for the target object, so we cannot assume the applicability of our technique as a given fact. With this motivation, the paper presents quantitative evaluations of Deadeye in VR, including configurations with multiple heterogeneous distractors as an important robustness challenge. After confirming the preserved preattentiveness (all average accuracies above 90%) under such real-world conditions, we explore VR volume rendering as an example application scenario for Deadeye. We depict a possible workflow for integrating our technique, conduct an exploratory survey to demonstrate benefits and limitations, and finally provide related design implications.
Andrey Krekhov, Sebastian Cmentowski, Andre Waschk, Jens H. Krüger
IEEE Trans. Vis. Comput. Graph.3
2019 Automatic route planning for GPS art generation
abstract
In this paper, we present a novel approach to automated route generation of global positioning system (GPS) artwork. The term GPS artwork describes the generation of drawings by leaving virtual traces on digital maps. Until now, the creation of these images has required a manual planning phase in which an artist designs the route by hand. Once the route for this artwork has been planned, GPS devices have been used to track the movement. Using our solution, the lengthy planning phase can be significantly shortened, thereby opening art creation to a broader public.
Andre Waschk, Jens H. Krüger
Comput. Vis. Media1