Demo Data from EDBT 2026 / reviewers in the wild / expert
Stephan Rusdorf
dblp:74/4547
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 2007
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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
1 paper |
Virtual and augmented reality · 77% Geometric modeling and processing · 23% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › virtual environment
immersive simulation |
0.1 | 1 | 2007 | Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis Simulation · IEEE Trans. Vis. Comput. Graph. 2007 |
Geometric modeling and processing
collision detection |
0.0 | 1 | 2007 | Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis Simulation · IEEE Trans. Vis. Comput. Graph. 2007 |
Methods — techniques the papers use, named apart from their topics
motion prediction · 0.1game strategy · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2007 | Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis SimulationabstractIn this paper, we report on the realization of an immersive table tennis simulation. After describing the hardware necessities of our system, we give insight into different aspects of the simulation. In particular, the developed methods for collision detection and physical simulation are presented. The design of the virtual opponent is of crucial importance to realize an enjoyable game. Therefore, we report on the implemented game strategy and the animation of the opponent. Since table tennis is one of the fastest sports, the synchronization of the human player's movements and the visual output on the projection wall is a very challenging problem to solve. To overcome the latencies in our system, we designed a prediction method that allows high speed interaction with our application. Stephan Rusdorf, Guido Brunnett, Mario Lorenz 0003, Tobias Winkler 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2005 | Real time tracking of high speed movements in the context of a table tennis applicationabstractIn this paper we summarize the experiences we made with the implementation of a table tennis application. After describing the hardware necessities of our system we give insight into different aspects of the simulation. These include collision detection, physical simulation and some aspects of the design of the virtual opponent.Since table tennis is one of the fastest sports the synchronization of the player's movements and the visual output on the projection wall is the most challenging problem to solve. Therefore we analysed the latencies of all subcomponents of our system and designed a prediction method that allows high speed interaction with our application. Stephan Rusdorf, Guido Brunnett |
VRST | 1 |