Demo Data from EDBT 2026 / reviewers in the wild / expert
Ingmar S. Franke
dblp:79/1465 · also Ingmar Steffen Franke
· DBLP profile ↗
3ranked-venue papers
1as first author
1since 2021 · last 2024
0009-0005-8697-5857ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 since 2021Computer networks · 1 · 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › mixed reality
augmented virtuality |
0.2 | 1 | 2015 | Aughanded Virtuality - The hands in the virtual environment · VR 2015 |
Methods — techniques the papers use, named apart from their topics
video overlay · 0.4real-time capture · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Kickstarting Application Development for Elastic Displays with Do-it-yourself Hardware Assembly InstructionsabstractGrasping is one of the most important factors of human evolution and even young children start to explore the world by dominantly using touch. However, current interaction technologies suffer from an imbalance between visual and haptic stimulation. Shape-changing interfaces are one line of research addressing this issue. Unfortunately, these systems are often very complex and difficult to replicate. This is not the case for Elastic Displays that have low mechanical complexity and utilize consumer hardware. Albeit their simple setup, neither off-the-shelf hardware for research purposes or instructions on how to assemble such systems are available. This hampers open science and the replication of research results. In this paper, we describe our experiences on constructing an Elastic Display. We present lessons learned from several field tests and the final requirements of the setup. Moreover, we introduce an open source documentation of the hardware assembly instructions, which integrates with a previously published open source software framework. With both hardware and software now being readily available, novel application concepts for Elastic Displays can be explored by a broad community. Mathias Müller 0001, Dietrich Kammer, Ingmar S. Franke |
AVI | 3 |
| 2015 | Aughanded Virtuality - The hands in the virtual environmentabstractThe leading motive of the research demo is the utilization of the Augmented Virtuality technology and in particular the egocentric representation of real body parts in virtual and immersive environments. In this context, a prototypical application was developed, which superimposes the current view of the user's hands on the virtual scene in real-time. This is achieved in form of a captured video stream. Advantages compared to virtual avatars arise from the detailed and individual representation of the user's body and the saving of complex tracking hardware. Due to the integration of a toolbox, the visual appearance of the video overlay is highly customizable. Tobias Günther, Ingmar S. Franke, Rainer Groh 0001 |
VR | 2 |
| 2008 | Towards attention-centered interfaces: An aesthetic evaluation of perspective with eye trackingabstractThe established method of representing three-dimensional space on a two-dimensional surface involves camera based, point of regard systems, comparable in design to the early “camera obscura”. However, geometrical limitations of such models lead to distortions of perspective when projected. This research investigated the influence of single- versus multi-perspectives on aesthetic choices within one image. A clear perceptual bias towards multi-perspective images was found, additionally supported by an eye tracking study. We propose that human users are more attracted by multi-perspective images, which emphasise the “semantic foci” of the scene, than by those being synthesized statically with only one geometrical prospect. Ingmar S. Franke, Sebastian Pannasch, Jens R. Helmert, Robert Rieger, Rainer Groh 0001, Boris M. Velichkovsky |
ACM Trans. Multim. Comput. Commun. Appl. | 1 |