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Nicolas Schreiber

dblp:324/7624 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2025
0009-0008-1939-6566ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 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.

Human-computer interaction and pervasive computing
1 paper
Human-robot interaction · 67% Immersive interaction · 33%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality
0.812024
A Comprehensive User Study on Augmented Reality-Based Data Collection Interfaces for Robot Learning · HRI 2024
Human-robot interaction › learning from demonstration
kinesthetic teaching
0.812024
A Comprehensive User Study on Augmented Reality-Based Data Collection Interfaces for Robot Learning · HRI 2024
Human-robot interaction
learning from demonstration
0.812024
A Comprehensive User Study on Augmented Reality-Based Data Collection Interfaces for Robot Learning · HRI 2024
Virtual and augmented reality › augmented reality
augmented reality interface
0.212024
A Comprehensive User Study on Augmented Reality-Based Data Collection Interfaces for Robot Learning · HRI 2024

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

user study · 1.5UEQ+ · 1.5
YearPublicationVenuePosition
2025 AMBER: Adaptive Mesh Generation by Iterative Mesh Resolution Prediction
abstract
The cost and accuracy of simulating complex physical systems using the Finite Element Method (FEM) scales with the resolution of the underlying mesh. Adaptive meshes improve computational efficiency by refining resolution in critical regions, but typically require task-specific heuristics or cumbersome manual design by a human expert. We propose Adaptive Meshing By Expert Reconstruction (AMBER), a supervised learning approach to mesh adaptation. Starting from a coarse mesh, AMBER iteratively predicts the sizing field, i.e., a function mapping from the geometry to the local element size of the target mesh, and uses this prediction to produce a new intermediate mesh using an out-of-the-box mesh generator. This process is enabled through a hierarchical graph neural network, and relies on data augmentation by automatically projecting expert labels onto AMBER-generated data during training. We evaluate AMBER on 2D and 3D datasets, including classical physics problems, mechanical components, and real-world industrial designs with human expert meshes. AMBER generalizes to unseen geometries and consistently outperforms multiple recent baselines, including ones using Graph and Convolutional Neural Networks, and Reinforcement Learning-based approaches.
Niklas Freymuth, Tobias Würth, Nicolas Schreiber, Balázs Gyenes, Andreas Boltres, Johannes Mitsch, Aleksandar Taranovic, Tai Hoang, Philipp Dahlinger, Philipp Becker, Luise Kärger, Gerhard Neumann
NeurIPS3
2024 A Comprehensive User Study on Augmented Reality-Based Data Collection Interfaces for Robot Learning
abstract
Future versatile robots need the ability to learn new tasks and behaviors from demonstrations. Recent advances in virtual and augmented reality position these technologies as great candidates for the efficient and intuitive collection of large sets of demonstrations. While there are different possible approaches to control a virtual robot there has not yet been an evaluation of these control interfaces in regards to their efficiency and intuitiveness. These characteristics become particularly important when working with non-expert users and complex manipulation tasks. To this end, this work investigates five different interfaces to control a virtual robot in a comprehensive user study across various virtualized tasks in an AR setting. These interfaces include Hand Tracking, Virtual Kinesthetic Teaching, Gamepad and Motion Controller. Additionally, this work introduces Kinesthetic Teaching as a novel interface to control virtual robots in AR settings, where the virtual robot mimics the movement of a real robot manipulated by the user. This study reveals valuable insights into their usability and effectiveness. It shows that the proposed Kinesthetic Teaching interface significantly outperforms other interfaces in both objective and subjective metrics based on success rate, task completeness, and completion time and User Experience Questionnaires (UEQ+).
Xinkai Jiang, Paul Mattes, Xiaogang Jia, Nicolas Schreiber, Gerhard Neumann, Rudolf Lioutikov
HRI4