Demo Data from EDBT 2026 / reviewers in the wild / expert
Marc Ruble
dblp:305/6468
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021
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 · 91% Visualization and visual analytics · 9% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 87% Usability and user experience research · 13% |
Topics — the 5 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
augmented reality |
0.6 | 1 | 2022 | The Influence of Environmental Lighting on Size Variations in Optical See-through Tangible Augmented Reality · VR 2022 |
Virtual and augmented reality › augmented reality
optical see-through AR |
0.6 | 1 | 2022 | The Influence of Environmental Lighting on Size Variations in Optical See-through Tangible Augmented Reality · VR 2022 |
Virtual and augmented reality › immersive interaction
tangible interaction |
0.6 | 1 | 2022 | The Influence of Environmental Lighting on Size Variations in Optical See-through Tangible Augmented Reality · VR 2022 |
Immersive interaction › augmented reality
tangible augmented reality |
0.5 | 1 | 2021 | Investigation of Size Variations in Optical See-through Tangible Augmented Reality · ISMAR 2021 |
Visualization and visual analytics
usability and user experience research |
0.2 | 1 | 2022 | The Influence of Environmental Lighting on Size Variations in Optical See-through Tangible Augmented Reality · VR 2022 |
Methods — techniques the papers use, named apart from their topics
user study · 1.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | The Influence of Environmental Lighting on Size Variations in Optical See-through Tangible Augmented RealityabstractOptical see-through head-mounted displays (OST HMDs) are becoming increasingly popular as they get better and smaller. One application area is interaction with virtual content, which is more intuitive when using physical objects as tangibles. Since it is not possible to use a matching replica for each virtual object, it is necessary to identify physical objects that can represent several different virtual objects. As a first step, we investigated to what extent a physical object can differ in size from its virtual counterpart.Since the perception of content in optical see-through Augmented Reality (OST AR) is strongly influenced by the ambient lighting, the illumination intensity was considered in our study. We investigated three indoor lighting conditions and their effects on the perception of seven different size variations between the physical object and its virtual overlay.The results of the study show that there is a decrease in usability and presence with increasing illuminance. However, this cannot be avoided when applications are run under realistic interior lighting conditions. Furthermore, the results demonstrate that the size ranges in which a physical object can deviate from its virtual counterpart without having a strong negative impact on usability, presence and performance increase with increasing environmental illumination. Therefore, it is possible to interact with even smaller and even larger physical props to manipulate the associated virtual content under brighter lighting conditions. Denise Kahl, Marc Ruble, Antonio Krüger |
VR | 2 |
| 2021 | Investigation of Size Variations in Optical See-through Tangible Augmented RealityabstractOptical see-through AR headsets are becoming increasingly attractive for many applications. Interaction with the virtual content is usually achieved via hand gestures or with controllers. A more seamless interaction between the real and virtual world can be achieved by using tangible objects to manipulate the virtual content. Instead of interacting with detailed physical replicas, working with abstractions allows a single physical object to represent a variety of virtual objects. These abstractions would differ from their virtual representations in shape, size, texture and material. This paper investigates for the first time in optical see-through AR whether size variations are possible without major losses in performance, usability and immersion. The conducted study shows that size can be varied within a limited range without significantly affecting task completion times as well as feelings of disturbance and presence. Stronger size deviations are possible for physical objects smaller than the virtual object than for larger physical objects. Denise Kahl, Marc Ruble, Antonio Krüger |
ISMAR | 2 |