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Johannes Hug

dblp:95/4009 · DBLP profile ↗
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4ranked-venue papers
2as first author
1since 2021 · last 2026
0000-0002-8867-8013ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorArtificial intelligence and machine learning · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 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
Geometric modeling and processing · 100%
Artificial intelligence
1 paper
Segmentation and scene understanding · 87% Probabilistic and Bayesian machine learning · 13%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Segmentation and scene understanding
image segmentation
0.012000
Model-Based Initialisation for Segmentation · ECCV (2) 2000
Computer vision › Segmentation and scene understanding › image segmentation
model-based segmentation
0.012000
Model-Based Initialisation for Segmentation · ECCV (2) 2000
Geometric modeling and processing
mesh processing
0.012000
Parameterization of Closed Surfaces for Parametric Surface Descriptio · CVPR 2000
Geometric modeling and processing › mesh processing
multiresolution mesh
0.012000
Parameterization of Closed Surfaces for Parametric Surface Descriptio · CVPR 2000
Geometric modeling and processing › surface parameterization
spherical parameterization
0.012000
Parameterization of Closed Surfaces for Parametric Surface Descriptio · CVPR 2000
Geometric modeling and processing
surface parameterization
0.012000
Parameterization of Closed Surfaces for Parametric Surface Descriptio · CVPR 2000

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

multi-resolution mesh hierarchy · 0.0model-based initialization · 0.0harmonic mapping · 0.0constrained optimization · 0.0
YearPublicationVenuePosition
2026 Gamification in Manufacturing Work: Can It Help to Increase Flow and Performance?
abstract
Gamification is a promising way to enhance performance and motivation at work. Flow experiences play a significant role in gamification design, while also being a possible gamification outcome and a predictor of performance. In a study with 89 participants, we compared gamified and non-gamified assembly tasks, examining flow and performance. While performance did not differ between groups, it improved over time. The gamified group reported more frequent flow experiences. Flow intensity increased over five assembly runs, but did not differ between groups. A positive repeated measures correlation was found between flow intensity and performance. The results suggest that gamified work can enhance flow, which in turn can be associated with improved performance. However, flow also occurs in non-gamified settings, indicating that other mechanisms may contribute. Possible explanations include playful work design and training effects in learning the assembly routine. Future research should consider personalization and adaptive tailoring of gamification.
Leonie Kloep, Johannes Hug, Jessica Ulmer, Jörg F. Wollert, Corinna Peifer
Int. J. Hum. Comput. Interact.2
2000 Parameterization of Closed Surfaces for Parametric Surface Descriptio
abstract
A procedure for the parameterization of surface meshes of objects with spherical topology is presented. The generation of such a parameterisation has been formulated and solved as a large constrained optimization problem by C. Brechbuhler (1995), but the convergence of this algorithm becomes unstable for object meshes consisting of several thousand vertices. We propose a new more stable algorithm to overcome this problem using multi-resolution meshes. A triangular mesh is mapped to a sphere by harmonic mapping. Next, a mesh hierarchy is constructed. The coarsest level is then optimized using a modification of the original procedure to map object surfaces to the unit sphere. The result is used as a starting point for the mapping of the next finer mesh, a process which is repeated until the final result is obtained. The new approach is compared to the original one and some parameterized object surfaces are presented.
Michael Quicke, Christian Brechbühler, Johannes Hug, Hans Blattman, Gábor Székely
CVPR3
2000 Model-Based Initialisation for Segmentation
Johannes Hug, Christian Brechbühler, Gábor Székely
ECCV (2)1
1999 Tamed Snake: A Particle System for Robust Semi-automatic Segmentation
Johannes Hug, Christian Brechbühler, Gábor Székely
MICCAI1