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Dietmar Matzke

dblp:35/1619 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2002
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 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 · 50% Geometric modeling and processing · 50%
Software engineering, system software, and programming languages
1 paper
Requirements engineering and software design · 100%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.012002
Fata Morgana - A Presentation System for Product Design · ISMAR 2002
Geometric modeling and processing
product design
0.012002
Fata Morgana - A Presentation System for Product Design · ISMAR 2002
Requirements engineering and software design
user-centered design
0.012002
Fata Morgana - A Presentation System for Product Design · ISMAR 2002

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

proof-of-concept prototyping · 0.1expert collaboration · 0.1
YearPublicationVenuePosition
2002 Fata Morgana - A Presentation System for Product Design
abstract
Mobile augmented reality applications promise substantial savings in time and costs for product designers, in particular, for large products requiring scale models and expensive clay mockups (e.g., cars). Such applications are novel and introduce interesting challenges when attempting to describe them to potential users and stakeholders. For example, it is difficult, a priori, to assess the nonfunctional requirements of such applications and anticipate the usability issues that the product designers are likely to raise. In this paper, we describe our efforts to develop a proof-of-concept AR system for car designers. Over the course of a year, we developed two prototypes, one within a university context, the other at a car manufacturer. The lessons learned from both efforts illustrate the technical and human challenges encountered when closely collaborating with the end user in the design of a novel application.
Gudrun Klinker, Allen H. Dutoit, Martin Bauer 0002, Johannes Bayer, Vinko Novak, Dietmar Matzke
ISMAR6