Demo Data from EDBT 2026 / reviewers in the wild / expert
Andreas Dippon
dblp:30/7602
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 2014
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper |
Virtual and augmented reality · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › navigation
AR navigation |
0.2 | 1 | 2013 | User awareness of tracking uncertainties in AR navigation scenarios · ISMAR 2013 |
Virtual and augmented reality
navigation |
0.2 | 1 | 2013 | User awareness of tracking uncertainties in AR navigation scenarios · ISMAR 2013 |
Virtual and augmented reality
tracking |
0.2 | 1 | 2013 | User awareness of tracking uncertainties in AR navigation scenarios · ISMAR 2013 |
Methods — techniques the papers use, named apart from their topics
controlled user study · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | Proxemics play: understanding proxemics for designing digital play experiencesabstractDigital games are increasingly profiting from sensing technologies. However, their focus is mostly on sensing limb movements. We propose that sensing capabilities could also be used to engage players with proxemics: the interpersonal distance between players. We further add that wireless networks offer complementary distance zones for designers, offering novel design resources for digital play. We use our own as well as other games to articulate a set of strategies on how designers can utilize both proxemics and the new wireless proxemics to facilitate novel play experiences. Ultimately, with our work, we aim to expand the range of digital play. Florian 'Floyd' Mueller, Sophie Stellmach, Saul Greenberg, Andreas Dippon, Susanne Boll, Jayden Garner, Rohit Ashok Khot, Amani Naseem, David Altimira |
Conference on Designing Interactive Systems | 4 |
| 2013 | User awareness of tracking uncertainties in AR navigation scenariosabstractCurrent Augmented Reality navigation applications for pedestrians usually do not visualize tracking errors. However, tracking uncertainties can accumulate so that the user is presented with a distorted impression of navigation accuracy. To increase the awareness of users about potential imperfections of the tracking at a given time, we alter the visualization of the navigation system. We developed four visualization and error visualization concepts and used a controlled Mixed Reality environment to conduct a pilot study. We found that, while error visualization has the potential to improve AR navigation systems, it is difficult to find suitable visualizations, which are correctly understood among the users. Frieder Pankratz, Andreas Dippon, Tayfur Coskun, Gudrun Klinker |
ISMAR | 2 |
| 2009 | Supporting casual interactions between board games on public tabletop displays and mobile devices
Florian Echtler, Simon Nestler, Andreas Dippon, Gudrun Klinker |
Pers. Ubiquitous Comput. | 3 |