Demo Data from EDBT 2026 / reviewers in the wild / expert
Irma Lindt
dblp:88/3558
· DBLP profile ↗
10ranked-venue papers
0as first author
2since 2021 · last 2025
0009-0005-5617-6819ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6
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 |
User interface design and tools · 66% Immersive interaction · 16% Games and playful interaction · 9% | |
| Computer graphics and multimedia
3 papers |
Virtual and augmented reality · 100% |
Topics — the 10 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
User interface design and tools › natural user interface
tabletop interface design |
0.1 | 1 | 2011 | Creating the spectacle: Designing interactional trajectories through spectator interfaces · ACM Trans. Comput. Hum. Interact. 2011 |
Virtual and augmented reality › immersive interaction
3d interaction |
0.1 | 1 | 2006 | A Uniform Specification of Mixed Reality Interface Components · VR 2006 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2006 | A Uniform Specification of Mixed Reality Interface Components · VR 2006 |
Immersive interaction › mixed reality interaction
mixed reality interface |
0.1 | 1 | 2006 | A Uniform Specification of Mixed Reality Interface Components · VR 2006 |
User interface design and tools
user interface specification |
0.1 | 1 | 2006 | A Uniform Specification of Mixed Reality Interface Components · VR 2006 |
Virtual and augmented reality
augmented reality |
0.1 | 1 | 2005 | An Infrastructure for Realizing Custom-Tailored Augmented Reality User Interfaces · IEEE Trans. Vis. Comput. Graph. 2005 |
Virtual and augmented reality › augmented reality
augmented reality interface |
0.1 | 1 | 2005 | An Infrastructure for Realizing Custom-Tailored Augmented Reality User Interfaces · IEEE Trans. Vis. Comput. Graph. 2005 |
User interface design and tools › interface prototyping
interaction prototyping |
0.1 | 1 | 2005 | An Infrastructure for Realizing Custom-Tailored Augmented Reality User Interfaces · IEEE Trans. Vis. Comput. Graph. 2005 |
User interface design and tools
authoring tools |
0.0 | 1 | 2007 | Workshop 2: Mixed Reality User Interfaces: Specification, Authoring, Adaptation · VR 2007 |
Interaction techniques and input › spatial interaction › 3d interaction
3d widgets |
0.0 | 1 | 2006 | A Uniform Specification of Mixed Reality Interface Components · VR 2006 |
Methods — techniques the papers use, named apart from their topics
interactional trajectory analysis · 0.1ethnographic study · 0.1XML-based specification language · 0.1user interface description language · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Exploring Common Themes in the Design of Relatedness Technologies for Long-Distance Friendships
Sabine Huschke, Irma Lindt, Vimal Darius Seetohul, Carolin Lehmann, Dominik Deimel, Matthias Böhmer 0001 |
INTERACT (1) | 2 |
| 2023 | The Friend's Egg: A Prototype for Spatially Aware, Interpersonal, Audiovisual Remote Communication to Maintain Friendship over DistanceabstractSpace is an essential part of social communication. The distance individuals choose when communicating with each other conveys non-verbal information and social signals. In remote, audiovisual communication, though, spatial information is hardly considered in the technical set-ups, often arbitrary and unequally perceived by the participants. In this article, we describe an audiovisual communication system that takes distance into account. Based on a display equipped with depth sensors, we divide the space into different zones and use human position in the room to enable interaction between remote participants. This way, the physical availability of a communication partner is imitated and distance between individuals can be used naturally to convey non-verbal information in remote set-ups. Sabine Huschke, Vimal Darius Seetohul, Irma Lindt, Matthias Böhmer 0001 |
MUM | 3 |
| 2011 | Creating the spectacle: Designing interactional trajectories through spectator interfacesabstractAn ethnographic study reveals how professional artists created a spectator interface for the interactive game Day of the Figurines, designing the size, shape, height and materials of two tabletop interfaces before carefully arranging them in a local setting. We also show how participants experienced this interface. We consider how the artists worked with a multi-scale notion of interactional trajectory that combined trajectories through individual displays, trajectories through a local ecology of displays, and trajectories through an entire experience. Our findings shed light on discussions within HCI concerning interaction with tangible and tabletop displays, spectator interfaces, ecologies of displays, and trajectories through cultural experiences. Steve Benford, Andy Crabtree, Martin Flintham, Christopher Greenhalgh, Boriana Koleva, Matt Adams, Nick Tandavanitj, Ju Row Farr, Gabriella Giannachi, Irma Lindt |
ACM Trans. Comput. Hum. Interact. | 10 |
| 2008 | Interactive movie elements in a pervasive game
Sabiha Ghellal, Irma Lindt |
Pers. Ubiquitous Comput. | 2 |
| 2007 | Workshop 2: Mixed Reality User Interfaces: Specification, Authoring, Adaptation
Raimund Dachselt, Pablo A. Figueroa, Irma Lindt, Wolfgang Broll |
VR | 3 |
| 2006 | A Multi Modal Table-Top 3D Modeling Tool in Augmented Environments
Tom Novotny, Irma Lindt, Wolfgang Broll |
EGVE | 2 |
| 2006 | A Uniform Specification of Mixed Reality Interface ComponentsabstractThis is a short presentation of a uniform approach for specifying mixed reality user interfaces, including 3D interaction techniques and 3D widgets. Our main goal is to facilitate the process of reusing previous work, so more complex applications can be built and documented in a formal and uniform way. We describe here the conceptual model of user interface components, which allows us to generalize user interface components and to port them to different hardware settings and application contexts. An XML-based specification language implements the conceptual model and allows for automatic processing and tool support. Pablo A. Figueroa, Raimund Dachselt, Irma Lindt |
VR | 3 |
| 2005 | An Infrastructure for Realizing Custom-Tailored Augmented Reality User InterfacesabstractAugmented Reality (AR) technologies are rapidly expanding into new application areas. However, the development of AR user interfaces and appropriate interaction techniques remains a complex and time-consuming task. Starting from scratch is more common than building upon existing solutions. Furthermore, adaptation is difficult, often resulting in poor quality and limited flexibility with regard to user requirements. In order to overcome these problems, we introduce an infrastructure for supporting the development of specific AR interaction techniques and their adaptation to individual user needs. Our approach is threefold: a flexible AR framework providing independence from particular input devices and rendering platforms, an interaction prototyping mechanism allowing for fast prototyping of new interaction techniques, and a high-level user interface description, extending user interface descriptions into the domain of AR. The general usability and applicability of the approach is demonstrated by means of three example AR projects. Wolfgang Broll, Irma Lindt, Jan Ohlenburg, Iris Herbst, Michael Wittkämper, Thomas Novotny |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2004 | Interactive Props and Choreography Planning with the Mixed Reality Stage
Wolfgang Broll, Stefan M. Grünvogel, Iris Herbst, Irma Lindt, Martin Maercker, Jan Ohlenburg, Michael Wittkämper |
ICEC | 4 |
| 2004 | The MORGAN framework: enabling dynamic multi-user AR and VR projectsabstractThe availability of a suitable framework is of vital importance for the development of Augmented Reality (AR) and Virtual Reality (VR) projects. While features such as scalability, platform independence, support of multiple users, distribution of components, and an efficient and sophisticated rendering are the key requirements of current and future applications, existing frameworks often address these issues only partially. In our paper we present MORGAN --- an extensible component-based AR/VR framework, enabling sophisticated dynamic multi-user AR and VR projects. Core components include the MORGAN API, providing developers access to various input devices, including common tracking devices, as well as a modular render engine concept, allowing us to provide native support for individual scene graph concepts. The MORGAN framework has already been successfully deployed in several national and international research and development projects. Jan Ohlenburg, Iris Herbst, Irma Lindt, Torsten Fröhlich, Wolfgang Broll |
VRST | 3 |