Demo Data from EDBT 2026 / reviewers in the wild / expert
Michael V. Capps
dblp:26/5538
· DBLP profile ↗
5ranked-venue papers
3as first author
0since 2021 · last 2000
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 first-authorComputer networks · 1 · 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
2 papers |
Collaborative and social computing · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Distributed systems · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › immersive interaction
collaborative virtual environments |
0.0 | 1 | 2000 | The Future of Shared Virtual Environments (Panel) · VR 2000 |
Collaborative and social computing › multi-user virtual environments
distributed virtual environments |
0.0 | 1 | 2000 | The QUICK Framework for Task-specific Asset Prioritization in Distributed Virtual Environments · VR 2000 |
Collaborative and social computing
collaborative virtual environments |
0.0 | 1 | 2000 | The Future of Shared Virtual Environments (Panel) · VR 2000 |
Distributed systems › distributed resource management
distributed cache management |
0.0 | 1 | 2000 | The QUICK Framework for Task-specific Asset Prioritization in Distributed Virtual Environments · VR 2000 |
Methods — techniques the papers use, named apart from their topics
asset prioritization · 0.1QUICK model · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2000 | The QUICK Framework for Task-specific Asset Prioritization in Distributed Virtual EnvironmentsabstractIn virtual environment systems, the ultimate goal is delivery of the highest-fidelity user experience possible. The paper describes a general form framework for optimizing fidelity on a per-task basis. The virtual world database is priority ordered; the ordering is dynamically recomputed based on display platform, virtual world state, and (possibly shifting) task objectives. Optimization is performed with the QUICK model, which integrates ratings of representational quality, scene node importance, and machine resource cost. The approach has been implemented in a prototype display and distributed cache management system, which can be incorporated into most existing networked virtual reality applications. Michael V. Capps |
VR | 1 |
| 2000 | The Future of Shared Virtual Environments (Panel)
Michael V. Capps, Michael R. Macedonia, Keith McCurdy, Daniel Thalmann |
VR | 1 |
| 2000 | Collaboration between Heterogeneous Stand-alone 3-D Graphical ApplicationsabstractWe describe the Scene‐Graph‐As‐Bus technique (SGAB), the first step in a staircase of solutions for sharing software components for virtual environments. The goals of SGAB are to allow, with minimal effort, independently‐designed applications to share component functionality; and for multiple users to share applications designed for single users.This paper reports on the SGAB design for transparently conjoining different applications by unifying the state information contained in their scene graphs. SGAB monitors and maps changes in the local scene graph of one application to a neutral scene graph representation (NSG), distributes the NSG changes over the network to remote peer applications, and then maps the NSG changes to the local scene graph of the remote application. The fundamental contribution of SGAB is that both the local and remote applications can be completely unaware of each other; that is, both applications can interoperate without code or binary modification despite each having no knowledge of networking or interoperability. Robert C. Zeleznik, Loring Holden, Michael V. Capps, Howard Abrams, Timothy S. Miller |
Comput. Graph. Forum | 3 |
| 1998 | Surface reconstruction with anisotropic density-scaled alpha shapesabstractGeneration of a three-dimensional model from an unorganized set of points is an active area of research in computer graphics. Alpha shapes can be employed to construct a surface which most closely reflects the object described by the points. However, no /spl alpha/-shape, for any value of /spl alpha/, can properly detail discontinuous regions of a model. We introduce herein two methods of improving the results of reconstruction using /spl alpha/-shapes: density-scaling, which modulates the value of a depending on the density of points in a region; and anisotropic shaping, which modulates the form of the /spl alpha/-ball based on point normals. We give experimental results that show the successes and limitations of our method. Marek Teichmann, Michael V. Capps |
IEEE Visualization | 2 |
| 1996 | Enhanced Graph Models in the Web: Multi-Client, Multi-Head, Multi-Tail Browsing
Michael V. Capps, Brian C. Ladd, P. David Stotts |
Comput. Networks | 1 |