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

Anette von Kapri

dblp:66/8416 · DBLP profile ↗
← Back
4ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 4 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 1 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 · 66% Interaction techniques and input · 20% Wearable and physiological sensing · 8%
Computer networks
1 paper
Physical-layer communications · 77% Cellular and mobile networks · 23%
Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
virtual reality
0.222011
A virtual reality system for the simulation and manipulation of wireless communication networks · VR 2011
GPU implementation of 3D object selection by conic volume techniques in virtual environments · VR 2010
Visualization and visual analytics
information visualization
0.112012
Perifoveal display: combining foveal and peripheral vision in one visualization · UbiComp 2012
Immersive interaction
virtual reality locomotion
0.112011
Comparing steering-based travel techniques for search tasks in a CAVE · VR 2011
Physical-layer communications
radio propagation
0.112011
A virtual reality system for the simulation and manipulation of wireless communication networks · VR 2011
Interaction techniques and input › spatial interaction › 3d interaction
3d object selection
0.112010
GPU implementation of 3D object selection by conic volume techniques in virtual environments · VR 2010
Wearable and physiological sensing › eye tracking
gaze-based interaction
0.012012
Perifoveal display: combining foveal and peripheral vision in one visualization · UbiComp 2012
Usability and user experience research › quality of experience
motion sickness and presence
0.012011
Comparing steering-based travel techniques for search tasks in a CAVE · VR 2011
Cellular and mobile networks
network planning and optimization
0.012011
A virtual reality system for the simulation and manipulation of wireless communication networks · VR 2011
GPUs and heterogeneous computing › GPU computing
GPU implementation
0.012010
GPU implementation of 3D object selection by conic volume techniques in virtual environments · VR 2010

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

eye tracking · 0.3real-time simulation · 0.2interactive exploration · 0.2silhouette-based picking · 0.2off-screen rendering · 0.2questionnaire · 0.1between-subject experiment · 0.1
YearPublicationVenuePosition
2012 Perifoveal display: combining foveal and peripheral vision in one visualization
abstract
The Perifoveal Display (see Figure 1) is a visualization display for complex, real-time, dynamic data such as stock market data, traffic or control room as well as virtual 3D environments. The system takes advantage of the unique properties of the human perceptive system, which is capable of perceiving a high degree of detail in the foveal area, but has a unique more subliminal type of perception of movement and brightness in the peripheral area. The Perifoveal Display varies how data is visualized based on the user's viewing direction. Data in the center of the user's focus is displayed in a lot of detail. Movement and change in brightness as well as amount of detail and size highlight important data changes that fall into the periphery. The results of our user study show that the system is able to support the user while observing complex data.
Valentin Heun, Anette von Kapri, Pattie Maes
UbiComp2
2011 Comparing steering-based travel techniques for search tasks in a CAVE
abstract
We present a novel bimanual body-directed travel technique, PenguFly (PF), and compare it with two standard travel-by-pointing techniques by conducting a between-subject experiment in a CAVE. In PF, the positions of the user's head and hands are projected onto the ground, and travel direction and speed are computed based on direction and magnitude of the vector from the midpoint of the projected hand positions to the projected head position. The two baseline conditions both use a single hand to control the direction, with speed controlled discretely by button pushes with the same hand in one case, and continuously by the distance between the hands in the other case. Users were asked to travel through a simple virtual world and collect virtual coins within a set time. We found no significant differences between travel conditions for reported presence or usability, but a significant increase in nausea with PF. Total travel distance was significantly higher for the baseline condition with discrete speed selection, whereas travel accuracy in terms of coin-to-distance ratio was higher with PF.
Anette von Kapri, Tobias Rick, Steven K. Feiner
VR1
2011 A virtual reality system for the simulation and manipulation of wireless communication networks
abstract
The knowledge of the propagation behavior of radio waves is a fundamental prerequisite for planning and optimizing mobile radio networks. Propagation effects are usually simulated numerically, since real-world measurement campaigns are time-consuming and expensive. Automatic planning algorithms can explore a vast amount of network configurations to find good deployment schemes. However, complex urban scenarios demand for a great emphasis on site-specific details in the propagation environment which are often not covered by automatic approaches. Therefore, we have combined the simulation of radio waves with an interactive exploration and modification of the propagation environment in a virtual reality prototype application. By coupling real-time simulation and manipulation tasks we can provide an uninterrupted user-centered workflow.
Tobias Rick, Anette von Kapri, Torsten W. Kuhlen
VR2
2010 GPU implementation of 3D object selection by conic volume techniques in virtual environments
abstract
In this paper we present a GPU implementation to accurately select 3D objects based on their silhouettes by a pointing device with six degrees of freedom (6DOF) in a virtual environment (VE). We adapt a 2D picking metaphor to 3D selection in VE's by changing the projection and view matrices according to the position and orientation of a 6DOF pointing device and rendering a conic selection volume to an off-screen pixel buffer. This method works for triangulated as well as volume rendered objects, no explicit geometric representation is required.
Tobias Rick, Anette von Kapri, Torsten W. Kuhlen
VR2