Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

David Engel

dblp:48/6716 · DBLP profile ↗
← Back
9ranked-venue papers
6as first author
0since 2021 · last 2017
0000-0002-0774-9458ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-authorHuman-computer interaction and ubiquitous computing · 4 · 2 first-authorArtificial intelligence and machine learning · 3 · 3 first-author

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
4 papers
Immersive interaction · 47% Collaborative and social computing · 46% Games and playful interaction · 5%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
collective intelligence
0.522017
What Makes a Strong Team?: Using Collective Intelligence to Predict Team Performance in League of Legends · CSCW 2017
Collective Intelligence in Computer-Mediated Collaboration Emerges in Different Contexts and Cultures · CHI 2015
Immersive interaction › virtual reality locomotion › redirected walking
curvature gains
0.322012
Velocity-Dependent Dynamic Curvature Gain for Redirected Walking · IEEE Trans. Vis. Comput. Graph. 2012
Velocity-dependent dynamic curvature gain for redirected walking · VR 2011
Immersive interaction › virtual reality locomotion
redirected walking
0.322012
Velocity-Dependent Dynamic Curvature Gain for Redirected Walking · IEEE Trans. Vis. Comput. Graph. 2012
Velocity-dependent dynamic curvature gain for redirected walking · VR 2011
Immersive interaction
virtual reality locomotion
0.322012
Velocity-Dependent Dynamic Curvature Gain for Redirected Walking · IEEE Trans. Vis. Comput. Graph. 2012
Velocity-dependent dynamic curvature gain for redirected walking · VR 2011
Collaborative and social computing › computer-mediated communication
computer-mediated collaboration
0.212015
Collective Intelligence in Computer-Mediated Collaboration Emerges in Different Contexts and Cultures · CHI 2015
Usability and user experience research › user perception
user comfort
0.012012
Velocity-Dependent Dynamic Curvature Gain for Redirected Walking · IEEE Trans. Vis. Comput. Graph. 2012

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

statistical analysis · 0.3standardized online battery · 0.2cross-cultural study · 0.2psychophysical experiment · 0.1dynamic gain control · 0.1user study · 0.1dynamic controller · 0.1
YearPublicationVenuePosition
2017 What Makes a Strong Team?: Using Collective Intelligence to Predict Team Performance in League of Legends
abstract
Recent research has demonstrated that (a) groups can be characterized by a collective intelligence (CI) factor that measures their ability to perform together on a wide range of different tasks, and (b) this factor can predict groups' performance on other tasks in the future. The current study examines whether these results translate into the world of teams in competitive online video games where self-organized, time-pressured, and intense collaboration occurs purely online. In this study of teams playing the online game League of Legends, we find that CI does, indeed, predict the competitive performance of teams controlling for the amount of time played as a team. We also find that CI is positively correlated with the presence of a female team member and with the team members' average social perceptiveness. Finally, unlike in prior studies, tacit coordination in this setting plays a larger role than verbal communication.
Young Ji Kim, David Engel, Anita Williams Woolley, Jeffrey Yu-Ting Lin, Naomi McArthur, Thomas W. Malone
CSCW2
2015 Collective Intelligence in Computer-Mediated Collaboration Emerges in Different Contexts and Cultures
abstract
Collective intelligence (CI) is a property of groups that emerges from the coordination and collaboration of members and predicts group performance on a wide range of tasks. Previous studies of CI have been conducted with lab-based groups in the USA. We introduce a new standardized online battery to measure CI and demonstrate consistent emergence of a CI factor across three different studies despite broad differences in (a) communication media (face-to-face vs online), (b) group contexts (short-term ad hoc groups vs long-term groups) and (c) cultural settings (US, Germany, and Japan). In two of the studies, we also show that CI is correlated with a group's performance on more complex tasks. Consequently, the CI metric provides a generalizable performance measure for groups that is robust to broad changes in media, context, and culture, making it useful for testing the effects of general-purpose collaboration technologies intended to improve group performance.
David Engel, Anita Williams Woolley, Ishani Aggarwal, Christopher F. Chabris, Masamichi Takahashi, Keiichi Nemoto, Carolin Kaiser, Young Ji Kim, Thomas W. Malone
CHI1
2012 Detectability prediction in dynamic scenes for enhanced environment perception
abstract
A driver assistance system realizes that the driver is distracted and that a potentially hazardous situation is emerging. Where should it guide the attention of the driver? Optimally to the spot that allows the driver to make the best decision. Pedestrian detectability has been proposed recently as a measure of the probability that a driver perceives pedestrians in an image [9]. Leveraging this information allows a driver assistance system to direct the attention of the driver to the spot that maximizes the probability that all pedestrians are seen. In this paper we extend this concept to dynamic scenes. We use an annotated video dataset recorded from a moving car in an urban environment and acquire the detectabilities of pedestrians via a psychophysical experiment. Based on these measured detectabilites we train a machine learning algorithm to predict detectabilities from a set of image features. We then exploit this mapping to predict the optimal focus of attention in a second experiment, thus demonstrating the usefulness of our method in a dynamic driver assistance context.
David Engel, Cristóbal Curio
Intelligent Vehicles Symposium1
2012 Velocity-Dependent Dynamic Curvature Gain for Redirected Walking
abstract
Redirected walking techniques allow people to walk in a larger virtual space than the physical extents of the laboratory. We describe two experiments conducted to investigate human sensitivity to walking on a curved path and to validate a new redirected walking technique. In a psychophysical experiment, we found that sensitivity to walking on a curved path was significantly lower for slower walking speeds (radius of 10 m versus 22 m). In an applied study, we investigated the influence of a velocity-dependent dynamic gain controller and an avatar controller on the average distance that participants were able to freely walk before needing to be reoriented. The mean walked distance was significantly greater in the dynamic gain controller condition, as compared to the static controller (22 m versus 15 m). Our results demonstrate that perceptually motivated dynamic redirected walking techniques, in combination with reorientation techniques, allow for unaided exploration of a large virtual city model.
Christian T. Neth, Jan L. Souman, David Engel, Uwe Kloos, Heinrich H. Bülthoff, Betty J. Mohler
IEEE Trans. Vis. Comput. Graph.3
2011 Image Retrieval with Semantic Sketches
David Engel, Christian Herdtweck, Björn Browatzki, Cristóbal Curio
INTERACT (1)1
2011 Pedestrian detectability: Predicting human perception performance with machine vision
abstract
How likely is it that a driver notices a person standing on the side of the road? In this paper we introduce the concept of pedestrian detectability. It is a measure of how probable it is that a human observer perceives pedestrians in an image. We acquire a dataset of pedestrians with their associated detectabilities in a rapid detection experiment using images of street scenes. On this dataset we learn a regression function that allows us to predict human detectabilities from an optimized set of image and contextual features. We exploit this function to infer the optimal focus of attention for pedestrian detection. With this combination of human perception and machine vision we propose a method we deem useful for the optimization of Human-Machine-Interfaces in driver assistance systems.
David Engel, Cristóbal Curio
Intelligent Vehicles Symposium1
2011 Velocity-dependent dynamic curvature gain for redirected walking
abstract
The aim of Redirected Walking (RDW) is to redirect a person along their path of travel in a Virtual Environment (VE) in order to increase the virtual space that can be explored in a given tracked area. Among other techniques, the user is redirected on a curved real-world path while visually walking straight in the VE (curvature gain). In this paper, we describe two experiments we conducted to test and extend RDW techniques. In Experiment 1, we measured the effect of walking speed on the detection threshold for curvature of the walking path. In a head-mounted display (HMD) VE, we found a decreased sensitivity for curvature for the slowest walking speed. When participants walked at 0.75 m/s, their detection threshold was approximately 0.1m-1(radius of approximately 10m). In contrast, for faster walking speeds (>;1.0m/s), we found a significantly lower detection threshold of approximately 0.036m-1(radius of approximately 27m). In Experiment 2, we implemented many well known redirection techniques into one dynamic RDW application. We integrated a large virtual city model and investigated RDW for free exploration. Further, we implemented a dynamic RDW controller which made use of the results from Experiment 1 by dynamically adjusting the applied curvature gain depending on the actual walking velocity of the user. In addition, we investigated the possible role of avatars to slow the users down or make them rotate their heads while exploring. Both the dynamic curvature gain controller and the avatar controller were evaluated in Experiment 2. We measured the average distance that was walked before reaching the boundaries of the tracked area. The mean walked distance was significantly larger in the condition where the dynamic gain controller was applied. This distance increased from approximately 15m for static gains to approximately 22m for dynamic gains. This did not come at the cost of an increase in simulator sickness. Applying the avatar controller did reveal an effect on walking distance or simulator sickness.
Christian T. Neth, Jan L. Souman, David Engel, Uwe Kloos, Heinrich H. Bülthoff, Betty J. Mohler
VR3
2008 Scale-invariant medial features based on gradient vector flow fields
abstract
We propose a novel set of medial feature interest points based on gradient vector flow (GVF) fields [18]. We exploit the long ranging GVF fields for symmetry estimation by calculating the flux flow on it. We propose interest points that are located on maxima of that flux flow and offer a straight forward way to estimate salient local scales. The features owe their robustness in clutter to the nature of the GVF which accomplishes two goals simultaneously - smoothing of orientation information and its preservation at salient edge boundaries. A learning framework based on them, in contrast to classical edge-based feature detectors, would unlikely be distracted by background clutter and spurious edges, as these new mid-level features are shape-centered. We evaluate our scale-invariant feature coding scheme against standard SIFT keypoints by demonstrating generalization over scale in a patch-based pedestrian detection task.
David Engel, Cristóbal Curio
ICPR1
2008 A psychophysically calibrated controller for navigating through large environments in a limited free-walking space
abstract
Experience indicates that the sense of presence in a virtual environment is enhanced when the participants are able to actively move through it. When exploring a virtual world by walking, the size of the model is usually limited by the size of the available tracking space. A promising way to overcome these limitations are motion compression techniques, which decouple the position in the real and virtual world by introducing imperceptible visual-proprioceptive conflicts. Such techniques usually precalculate the redirection factors, greatly reducing their robustness. We propose a novel way to determine the instantaneous rotational gains using a controller based on an optimization problem. We present a psychophysical study that measures the sensitivity of visual-proprioceptive conflicts during walking and use this to calibrate a real-time controller. We show the validity of our approach by allowing users to walk through virtual environments vastly larger than the tracking space.
David Engel, Cristóbal Curio, Lili Tcheang, Betty J. Mohler, Heinrich H. Bülthoff
VRST1