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Gerd Boettcher

dblp:343/7257 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2023
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 91% Visualization and visual analytics · 9%
Human-computer interaction and pervasive computing
1 paper
Usability and user experience research · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › avatar
avatar representation
0.712023
A Systematic Review on the Visualization of Avatars and Agents in AR & VR displayed using Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2023
Virtual and augmented reality
immersive interaction
0.712023
A Systematic Review on the Visualization of Avatars and Agents in AR & VR displayed using Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2023
Virtual and augmented reality
virtual agents
0.712023
A Systematic Review on the Visualization of Avatars and Agents in AR & VR displayed using Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2023

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

systematic literature review · 1.3
YearPublicationVenuePosition
2023 A Systematic Review on the Visualization of Avatars and Agents in AR & VR displayed using Head-Mounted Displays
abstract
Augmented Reality (AR) and Virtual Reality (VR) are pushing from the labs towards consumers, especially with social applications. These applications require visual representations of humans and intelligent entities. However, displaying and animating photo-realistic models comes with a high technical cost while low-fidelity representations may evoke eeriness and overall could degrade an experience. Thus, it is important to carefully select what kind of avatar to display. This article investigates the effects of rendering style and visible body parts in AR and VR by adopting a systematic literature review. We analyzed 72 papers that compare various avatar representations. Our analysis includes an outline of the research published between 2015 and 2022 on the topic of avatars and agents in AR and VR displayed using head-mounted displays, covering aspects like visible body parts (e.g., hands only, hands and head, full-body) and rendering style (e.g., abstract, cartoon, realistic); an overview of collected objective and subjective measures (e.g., task performance, presence, user experience, body ownership); and a classification of tasks where avatars and agents were used into task domains (physical activity, hand interaction, communication, game-like scenarios, and education/training). We discuss and synthesize our results within the context of today's AR and VR ecosystem, provide guidelines for practitioners, and finally identify and present promising research opportunities to encourage future research of avatars and agents in AR/VR environments.
Florian Weidner, Gerd Boettcher, Stephanie Arevalo, Chenyao Diao, Luljeta Sinani, Christian Kunert, Christoph Gerhardt, Wolfgang Broll, Alexander Raake
IEEE Trans. Vis. Comput. Graph.2