Demo Data from EDBT 2026 / reviewers in the wild / expert
Phil Wieland
dblp:26/9717
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 2013
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 2
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 · 79% Image and video processing · 21% | |
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 72% Wearable and physiological sensing · 28% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › spatial perception
self-motion perception |
0.3 | 2 | 2013 | Going with the flow: Modifying self-motion perception with computer-mediated optic flow · ISMAR 2013 Tuning Self-Motion Perception in Virtual Reality with Visual Illusions · IEEE Trans. Vis. Comput. Graph. 2012 |
Virtual and augmented reality
augmented reality |
0.2 | 1 | 2013 | Going with the flow: Modifying self-motion perception with computer-mediated optic flow · ISMAR 2013 |
Image and video processing › motion estimation
optical flow |
0.2 | 1 | 2013 | Going with the flow: Modifying self-motion perception with computer-mediated optic flow · ISMAR 2013 |
Virtual and augmented reality
locomotion |
0.1 | 1 | 2012 | Tuning Self-Motion Perception in Virtual Reality with Visual Illusions · IEEE Trans. Vis. Comput. Graph. 2012 |
Immersive interaction
self-motion perception |
0.1 | 1 | 2011 | Self-motion illusions in immersive virtual reality environments · VR 2011 |
Methods — techniques the papers use, named apart from their topics
psychophysical experiment · 0.5optic flow manipulation · 0.1experiment · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | Going with the flow: Modifying self-motion perception with computer-mediated optic flowabstractOne major benefit of wearable computers is that users can naturally move and explore computer-mediated realities. However, researchers often observe that users' space and motion perception severely differ in such environments compared to the real world, an effect that is often attributed to slight discrepancies in sensory cues, for instance, caused by tracking inaccuracy or system latency. This is particularly true for virtual reality (VR), but such conflicts are also inherent to augmented reality (AR) technologies. Although, head-worn displays will become more and more available soon, the effects on motion perception have rarely been studied, and techniques to modify self-motion in AR environments have not been leveraged so far. In this paper we introduce the concept of computer-mediated optic flow, and analyze its effects on self-motion perception in AR environments. First, we introduce different techniques to modify optic flow patterns and velocity. We present a psychophysical experiment which reveals differences in self-motion perception with a video see-through head-worn display compared to the real-world viewing condition. We show that computer-mediated optic flow has the potential to make a user perceive self-motion as faster or slower than it actually is, and we discuss its potential for future AR setups. Gerd Bruder, Phil Wieland, Benjamin Bolte, Markus Lappe, Frank Steinicke |
ISMAR | 2 |
| 2012 | Tuning Self-Motion Perception in Virtual Reality with Visual IllusionsabstractMotion perception in immersive virtual environments significantly differs from the real world. For example, previous work has shown that users tend to underestimate travel distances in virtual environments (VEs). As a solution to this problem, researchers proposed to scale the mapped virtual camera motion relative to the tracked real-world movement of a user until real and virtual motion are perceived as equal, i.e., real-world movements could be mapped with a larger gain to the VE in order to compensate for the underestimation. However, introducing discrepancies between real and virtual motion can become a problem, in particular, due to misalignments of both worlds and distorted space cognition. In this paper, we describe a different approach that introduces apparent self-motion illusions by manipulating optic flow fields during movements in VEs. These manipulations can affect self-motion perception in VEs, but omit a quantitative discrepancy between real and virtual motions. In particular, we consider to which regions of the virtual view these apparent self-motion illusions can be applied, i.e., the ground plane or peripheral vision. Therefore, we introduce four illusions and show in experiments that optic flow manipulation can significantly affect users' self-motion judgments. Furthermore, we show that with such manipulations of optic flow fields the underestimation of travel distances can be compensated. Gerd Bruder, Frank Steinicke, Phil Wieland, Markus Lappe |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2011 | Self-motion illusions in immersive virtual reality environmentsabstractMotion perception in immersive virtual reality environments significantly differs from the real world. For example, previous work has shown that users tend to underestimate travel distances in immersive virtual environments (VEs). As a solution to this problem, some researchers propose to scale the mapped virtual camera motion relative to the tracked real-world movement of a user until real and virtual motion appear to match, i. e., real-world movements could be mapped with a larger gain to the VE in order to compensate for the underestimation. Although this approach usually results in more accurate self-motion judgments by users, introducing discrepancies between real and virtual motion can become a problem, in particular, due to misalignments of both worlds and distorted space cognition. In this paper we describe a different approach that introduces apparent self-motion illusions by manipulating optic flow fields during movements in VEs. These manipulations can affect self-motion perception in VEs, but omit a quantitative discrepancy between real and virtual motions. We introduce four illusions and show in experiments that optic flow manipulation can significantly affect users' self-motion judgments. Furthermore, we show that with such manipulation of optic flow fields the underestimation of travel distances can be compensated. Gerd Bruder, Frank Steinicke, Phil Wieland |
VR | 3 |