EDBT 2026 Demo / reviewers in the wild / expert
Hartmut Seichter
dblp:70/1808
· DBLP profile ↗
18ranked-venue papers
4as first author
0since 2021 · last 2015
0000-0003-2252-4334ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 16 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 11 · 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.
| Computer graphics and multimedia
8 papers |
Virtual and augmented reality · 82% Image and video processing · 9% Visual content generation and editing · 5% | |
| Human-computer interaction and pervasive computing
7 papers |
Interaction techniques and input · 43% Immersive interaction · 18% User interface design and tools · 14% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% |
Topics — the 18 heaviest of 21, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
augmented reality |
0.8 | 5 | 2014 | Towards user perspective augmented reality for public displays · ISMAR 2014 Towards user perspective augmented reality for public displays · ISMAR 2014 Workshop 1: 2nd IEEE ISMAR workshop on authoring solutions for augmented reality · ISMAR 2012 |
Virtual and augmented reality › augmented reality
augmented reality authoring |
0.3 | 2 | 2012 | Workshop 1: 2nd IEEE ISMAR workshop on authoring solutions for augmented reality · ISMAR 2012 Authoring solutions for Augmented Reality · ISMAR 2011 |
Immersive interaction
augmented reality |
0.2 | 3 | 2012 | ComposAR: An intuitive tool for authoring AR applications · ISMAR 2008 A GPGPU accelerated descriptor for mobile devices · ISMAR 2012 Multitouch interaction for Tangible User Interfaces · ISMAR 2009 |
Image and video processing
feature detection |
0.1 | 1 | 2012 | A GPGPU accelerated descriptor for mobile devices · ISMAR 2012 |
Interaction techniques and input
spatial interaction |
0.1 | 1 | 2012 | 360° panoramic overviews for location-based services · CHI 2012 |
GPUs and heterogeneous computing › GPU computing
GPGPU acceleration |
0.1 | 1 | 2012 | A GPGPU accelerated descriptor for mobile devices · ISMAR 2012 |
GPUs and heterogeneous computing › embedded GPU
mobile GPU |
0.1 | 1 | 2012 | A GPGPU accelerated descriptor for mobile devices · ISMAR 2012 |
Virtual and augmented reality › navigation
AR navigation |
0.1 | 1 | 2011 | User experiences with augmented reality aided navigation on phones · ISMAR 2011 |
Interaction techniques and input
mobile interaction |
0.1 | 1 | 2011 | User experiences with augmented reality aided navigation on phones · ISMAR 2011 |
Virtual and augmented reality › immersive rendering
user-perspective rendering |
0.1 | 2 | 2014 | Towards user perspective augmented reality for public displays · ISMAR 2014 Towards user perspective augmented reality for public displays · ISMAR 2014 |
Interaction techniques and input › touch interaction
multi-touch interaction |
0.1 | 1 | 2009 | Multitouch interaction for Tangible User Interfaces · ISMAR 2009 |
Personal fabrication and tangible interfaces
tangible user interface |
0.1 | 1 | 2009 | Multitouch interaction for Tangible User Interfaces · ISMAR 2009 |
Virtual and augmented reality › augmented reality › augmented reality applications
augmented reality art |
0.1 | 1 | 2008 | E-tree: emotionally driven augmented reality art · ACM Multimedia 2008 |
User interface design and tools
authoring tools |
0.1 | 1 | 2008 | ComposAR: An intuitive tool for authoring AR applications · ISMAR 2008 |
Visual content generation and editing
3d content creation |
0.1 | 2 | 2012 | Workshop 1: 2nd IEEE ISMAR workshop on authoring solutions for augmented reality · ISMAR 2012 Authoring solutions for Augmented Reality · ISMAR 2011 |
Visualization and visual analytics › data visualization
panoramic visualization |
0.0 | 1 | 2012 | 360° panoramic overviews for location-based services · CHI 2012 |
Geometric modeling and processing › procedural modeling
l-systems |
0.0 | 1 | 2008 | E-tree: emotionally driven augmented reality art · ACM Multimedia 2008 |
Programming languages and type systems › programming paradigms
visual programming |
0.0 | 1 | 2008 | ComposAR: An intuitive tool for authoring AR applications · ISMAR 2008 |
Methods — techniques the papers use, named apart from their topics
SURF descriptor · 0.4GPGPU · 0.4screencast streaming · 0.4user study · 0.3interface integration · 0.2exploratory user study · 0.2asset assembly · 0.2interpretive scripting · 0.2ARToolkit · 0.2tracking · 0.1multimodal affective processing · 0.1l-systems · 0.1l-system · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | The utility of Magic Lens interfaces on handheld devices for touristic map navigation
Jens Grubert, Michel Pahud, Raphaël Grasset, Dieter Schmalstieg, Hartmut Seichter |
Pervasive Mob. Comput. | 5 |
| 2015 | Exploring real world points of interest: Design and evaluation of object-centric exploration techniques for augmented reality
Markus Tatzgern, Raphaël Grasset, Eduardo E. Veas, Denis Kalkofen, Hartmut Seichter, Dieter Schmalstieg |
Pervasive Mob. Comput. | 5 |
| 2014 | Towards user perspective augmented reality for public displaysabstractWe work towards ad-hoc augmentation of public displays on handheld devices, supporting user perspective rendering of display content. Our prototype system only requires access to a screencast of the public display, which can be easily provided through common streaming platforms and is otherwise self-contained. Hence, it easily scales to multiple users. Jens Grubert, Hartmut Seichter, Dieter Schmalstieg |
ISMAR | 2 |
| 2014 | Towards user perspective augmented reality for public displaysabstractWe demonstrate ad-hoc augmentation of public displays on handheld devices, supporting user perspective rendering of display content. Our prototype system only requires access to a screencast of the public display, which can be easily provided through common streaming platforms and is otherwise self-contained. Hence, it easily scales to multiple users. Jens Grubert, Hartmut Seichter, Dieter Schmalstieg |
ISMAR | 2 |
| 2013 | Workshop chairsabstractIt is our pleasure to present the workshops associated with ISMAR 2013. These events provide a chance to thoroughly examine specific research areas in the exciting field of Mixed and Augmented Reality. Hartmut Seichter, Denis Kalkofen |
ISMAR | 1 |
| 2013 | Designing mobile augmented realityabstractThe development of mobile Augmented Reality application became increasingly popular over the last few years. However, many of the existing solutions build on the reuse of available standard metaphors for visualization and interaction without considering the manifold contextual factors of their use. Within this workshop we want to discuss theoretical design approaches and practical tools which should help developers to make more informed choices when exploring the design space of Augmented Reality interfaces in mobile contexts. Hartmut Seichter, Jens Grubert, Tobias Langlotz |
Mobile HCI | 1 |
| 2012 | Indoor navigation with mixed reality world-in-miniature views and sparse localization on mobile devicesabstractWe present the design of an interface that provides continuous navigational support for indoor scenarios where localization is only available at sparse, discrete locations (info points). Our interface combines turn-by-turn instructions with a World-in-Miniature (WIM). In a previous study, we showed that using an Augmented Reality WIM at info points, and turn-by-turn instructions elsewhere, is a valid support for navigation inside an unknown building. In particular, we highlighted that users value the WIM as a tool for monitoring their location in the building. In this work, we focus on using the WIM continuously, not only at info points, to support navigation. We adapt the WIM views to the quality of localization by transitioning within Mixed Reality: we use Augmented Reality to provide an overview of the whole path at info points and Virtual Reality to communicate the next instruction when localization is not available. Our results from a new user study validate our interface design and show that users exploit not only turn-by-turn instructions but also the WIM throughout the path, to navigate with our interface. This paper provides insight on how a low-infrastructure indoor solution can support human navigational abilities effectively. Alessandro Mulloni, Hartmut Seichter, Dieter Schmalstieg |
AVI | 2 |
| 2012 | 360° panoramic overviews for location-based servicesabstractWe investigate 360° panoramas as overviews to support users in the task of locating objects in the surrounding environment. Panoramas are typically visualized as rectangular photographs, but this does not provide clear cues for physical directions in the environment. In this paper, we conduct a series of studies with three different shapes: Frontal, Top-Down and Bird's Eye; the last two shapes are chosen because they provide a clearer representation of the spatial mapping between panorama and environment. Our results show that good readability of the panorama is most important and that a clear representation of the spatial mapping plays a secondary role. This paper is the first to provide understanding on how users exploit 360° panoramic over-views to locate objects in the surrounding environment and how different design factors can affect user performance. Alessandro Mulloni, Hartmut Seichter, Andreas Dünser, Patrick Baudisch, Dieter Schmalstieg |
CHI | 2 |
| 2012 | Workshop 1: 2nd IEEE ISMAR workshop on authoring solutions for augmented realityabstractThe motivation of this workshop is to discuss future direction of content authoring in the field of Augmented Reality, as well as to discuss the current state of art on content creation and content authoring for augmented reality. The workshop will comprise of a paper session where authoring papers, late-breaking results and overviews over state-of-the-art are presented. In the afternoon, we will follow up with discussion sessions on different topics ranging from content creation and authoring to content distribution for AR and a short closing session. Mark Billinghurst, Tobias Langlotz, Blair MacIntyre, Hartmut Seichter |
ISMAR | 4 |
| 2012 | A GPGPU accelerated descriptor for mobile devicesabstractWe present a modified upright SURF feature descriptor for mobile phone GPUs. Our implementation called uSURF-ES is multiple times faster than a comparable CPU variant on the same device. Our results proof the feasibility of modern mobile graphics accelerators for GPGPU tasks especially for the detection phase in natural feature tracking used in Augmented Reality applications. Robert Hofmann, Hartmut Seichter, Gerhard Reitmayr |
ISMAR | 2 |
| 2012 | OmniKinect: real-time dense volumetric data acquisition and applicationsabstractReal-time three-dimensional acquisition of real-world scenes has many important applications in computer graphics, computer vision and human-computer interaction. Inexpensive depth sensors such as the Microsoft Kinect allow to leverage the development of such applications. However, this technology is still relatively recent, and no detailed studies on its scalability to dense and view-independent acquisition have been reported. This paper addresses the question of what can be done with a larger number of Kinects used simultaneously. We describe an interference-reducing physical setup, a calibration procedure and an extension to the KinectFusion algorithm, which allows to produce high quality volumetric reconstructions from multiple Kinects whilst overcoming systematic errors in the depth measurements. We also report on enhancing image based visual hull rendering by depth measurements, and compare the results to KinectFusion. Our system provides practical insight into achievable spatial and radial range and into bandwidth requirements for depth data acquisition. Finally, we present a number of practical applications of our system. Bernhard Kainz, Stefan Hauswiesner, Gerhard Reitmayr, Markus Steinberger, Raphaël Grasset, Lukas Gruber, Eduardo E. Veas, Denis Kalkofen, Hartmut Seichter, Dieter Schmalstieg |
VRST | 9 |
| 2011 | Authoring solutions for Augmented RealityabstractThe motivation of this workshop is to discuss future directions of content authoring in the field of Augmented Reality, as well as to discuss the current state of art on content creation and asset assembly. The workshop will comprise of a paper session where papers, late-breaking results and overviews over state-of-the-art in content authoring for AR are presented. In the afternoon, we will follow up with a discussion on different topics ranging from AR asset creation to content distribution and a closing session. Our goal is to collect ideas and thoughts of research about desired approaches for authoring content for AR, as well as review current and future needs to achieve a high quality content and at the same time scalable approaches for AR. Mark Billinghurst, Tobias Langlotz, Blair MacIntyre, Hartmut Seichter |
ISMAR | 4 |
| 2011 | User experiences with augmented reality aided navigation on phonesabstractWe investigate user experiences when using augmented reality (AR) as a new aid to navigation. We integrate AR with other more common interfaces into a handheld navigation system, and we conduct an exploratory study to see where and how people exploit AR. Based on previous work on augmented photographs, we hypothesize that AR is used more to support wayfinding at static locations when users approach a road intersection. In partial contrast to this hypothesis, our results from a user evaluation hint that users will expect to use the system while walking. Further, our results also show that AR is usually exploited shortly before and after road intersections, suggesting that tracking support will be mostly needed in proximity of road intersections. Alessandro Mulloni, Hartmut Seichter, Dieter Schmalstieg |
ISMAR | 2 |
| 2011 | Handheld augmented reality indoor navigation with activity-based instructionsabstractWe present a novel design of an augmented reality interface to support indoor navigation. We combine activity-based instructions with sparse 3D localisation at selected info points in the building. Based on localisation accuracy and the users' activities, such as walking or standing still, the interface adapts the visualisation by changing the density and quality of information shown. We refine and validate our design through user involvement in pilot studies. We finally present the results of a comparative study conducted to validate the effectiveness of our design and to explore how the presence of info points affects users' performance on indoor navigation tasks. The results of this study validate our design and show an improvement in task performance when info points are present, which act as confirmation points and provide an overview of the task. Alessandro Mulloni, Hartmut Seichter, Dieter Schmalstieg |
Mobile HCI | 2 |
| 2011 | Augmented visualization with natural feature trackingabstractVisualization systems often require large monitors or projection screens to display complex information. Even very sophisticated systems that exhibit complex user interfaces do usually not exploit advanced input and output devices. One of the reasons for that is the high cost of special hardware. This paper introduces Augmented Visualization, an interaction method for projection walls as well as monitors using affordable and widely available hardware such as mobile phones or tablets. The main technical challenge is the tracking of the users' devices without any special equipment or fiducial markers in the working area. We propose to track natural features of the display content with the built-in camera of mobile devices. Tracking the visualized scene allows pose estimation of the mobile devices with six degrees of freedom. The position and orientation information is then used for advanced interaction metaphors like magic lenses. For a group of experts who are analyzing the data in front of the same screen, a personal augmented view of the visualized scene is presented, for each user on his/her personal device. The prototype Augmented Visualization System achieves interactive frame rates and may lead to a greatly enhanced user experience. The paper discusses the design and implementation questions and illustrates potential application scenarios. Gábor Sörös, Hartmut Seichter, Peter Rautek, M. Eduard Gröller |
MUM | 2 |
| 2009 | Multitouch interaction for Tangible User InterfacesabstractWe introduce a novel touch-based interaction technique for tangible user interfaces (TUIs) in Augmented Reality (AR) applications. The technique allows for direct access and manipulation of virtual content on a registered tracking target, is robust and lightweight, and can be applied in numerous tracking and interaction scenarios. Hartmut Seichter, Raphaël Grasset, Julian Looser, Mark Billinghurst |
ISMAR | 1 |
| 2008 | ComposAR: An intuitive tool for authoring AR applicationsabstractThis paper introduces ComposAR, a tool to allow a wide audience to author AR and MR applications. It is unique in that it supports both visual programming and interpretive scripting, and an immediate mode for runtime testing. ComposAR is written in Python which means the user interface and runtime behavior can be easily customized and third-party modules can be incorporated into the authoring environment. We describe the design philosophy and the resulting user interface, lessons learned and directions for future research. Hartmut Seichter, Julian Looser, Mark Billinghurst |
ISMAR | 1 |
| 2008 | E-tree: emotionally driven augmented reality artabstractIn this paper, we describe an Augmented Reality Art installation, which reacts to user behaviour using Multimodal analysis of affective signals. The installation features a virtual tree, whose growth is influenced by the perceived emotional response from spectators. The system implements a 'magic mirror' paradigm (using a large-screen display or projection system) and is based on the ARToolkit with extended representations for scene graphs. The system relies on a PAD dimensional model of affect to support the fusion of different affective modalities, while also supporting the representation of affective responses that relate to aesthetic impressions. The influence of affective input on the visual component is achieved by mapping affective data to an L-System governing virtual tree behaviour. We have performed an early evaluation of the system, both from the technical perspective and in terms of user experience. Post-hoc questionnaires were generally consistent with data from multimodal affective processing, and users rated the overall experience as positive and enjoyable, regardless of how proactive they were in their interaction with the installation. Stephen W. Gilroy, Marc Cavazza, Rémi Chaignon, Satu-Marja Mäkelä, Markus Niiranen, Elisabeth André, Thurid Vogt, Jérôme Urbain, Mark Billinghurst, Hartmut Seichter, Maurice Benayoun |
ACM Multimedia | 10 |