Demo Data from SIGIR 2026 / reviewers in the wild / expert
Patrick Lühne
dblp:06/10763
· DBLP profile ↗
8ranked-venue papers
0as first author
0since 2021 · last 2020
0000-0001-5902-4152ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3Artificial intelligence and machine learning · 2Software engineering, systems software and programming languages · 2Theory of computation · 2Graphics, computer vision, multimedia, augmented reality and games · 1
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
3 papers |
Games and playful interaction · 40% Haptics and multimodal interaction · 20% Ubiquitous computing and smart environments · 17% |
Topics — the 6 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Haptics and multimodal interaction
motion platform |
0.2 | 1 | 2014 | Haptic turk: a motion platform based on people · CHI 2014 |
Games and playful interaction
exergames |
0.2 | 1 | 2013 | Imaginary reality gaming: ball games without a ball · UIST 2013 |
Interaction techniques and input › input sensing › tracking
pose tracking |
0.2 | 1 | 2013 | GravitySpace: tracking users and their poses in a smart room using a pressure-sensing floor · CHI 2013 |
Ubiquitous computing and smart environments › ambient intelligence
smart rooms |
0.2 | 1 | 2013 | GravitySpace: tracking users and their poses in a smart room using a pressure-sensing floor · CHI 2013 |
Immersive interaction
virtual reality interaction |
0.1 | 1 | 2014 | Haptic turk: a motion platform based on people · CHI 2014 |
Games and playful interaction › extended reality games
augmented reality games |
0.0 | 1 | 2013 | Imaginary reality gaming: ball games without a ball · UIST 2013 |
Methods — techniques the papers use, named apart from their topics
user study · 0.2crowdsourced actuation · 0.2trajectory evaluation · 0.2system design · 0.2prototype · 0.2physics simulation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Verifying Tight Logic Programs with anthem and vampireabstractAbstract This paper continues the line of research aimed at investigating the relationship between logic programs and first-order theories. We extend the definition of program completion to programs with input and output in a subset of the input language of the ASP grounder gringo, study the relationship between stable models and completion in this context, and describe preliminary experiments with the use of two software tools, anthem and vampire, for verifying the correctness of programs with input and output. Proofs of theorems are based on a lemma that relates the semantics of programs studied in this paper to stable models of first-order formulas. Jorge Fandinno, Vladimir Lifschitz, Patrick Lühne, Torsten Schaub |
Theory Pract. Log. Program. | 3 |
| 2019 | Verifying Strong Equivalence of Programs in the Input Language of gringo
Vladimir Lifschitz, Patrick Lühne, Torsten Schaub |
LPNMR | 2 |
| 2019 | plasp 3: Towards Effective ASP PlanningabstractAbstract We describe the new version of the Planning Domain Definition Language (PDDL)-to-Answer Set Programming (ASP) translator plasp . First, it widens the range of accepted PDDL features. Second, it contains novel planning encodings, some inspired by Satisfiability Testing (SAT) planning and others exploiting ASP features such as well-foundedness. All of them are designed for handling multivalued fluents in order to capture both PDDL as well as SAS planning formats. Third, enabled by multishot ASP solving, it offers advanced planning algorithms also borrowed from SAT planning. As a result, plasp provides us with an ASP-based framework for studying a variety of planning techniques in a uniform setting. Finally, we demonstrate in an empirical analysis that these techniques have a significant impact on the performance of ASP planning. Yannis Dimopoulos, Martin Gebser, Patrick Lühne, Javier Romero 0003, Torsten Schaub |
Theory Pract. Log. Program. | 3 |
| 2017 | plasp 3: Towards Effective ASP Planning
Yannis Dimopoulos, Martin Gebser, Patrick Lühne, Javier Romero 0003, Torsten Schaub |
LPNMR | 3 |
| 2014 | Haptic turk: a motion platform based on peopleabstractMotion platforms are used to increase the realism of virtual interaction. Unfortunately, their size and weight is proportional to the size of what they actuate. We present haptic turk, a different approach to motion platforms that is light and mobile. The key idea is to replace motors and mechanical components with humans. All haptic turk setups consist of a player who is supported by one or more turkers. The player enjoys an interactive experience, such as a flight simulation. The motion in the player's experience is generated by the turkers who manually lift, tilt, and push the player's limbs or torso. To get the timing and force right, timed motion instructions in a format familiar from rhythm games are displayed on turkers' mobile devices, which they attach to the player's body. We demonstrate a range of installations based on mobile phones, projectors, and head-mounted displays. In our user study, participants rated not only the experience as player as enjoyable (6.1/7), but also the experience as a turker (4.4/7). The approach of leveraging humans allows us to deploy our approach anytime anywhere, as we demonstrate by experimentally deploying at an art festival in the Nevada desert. Lung-Pan Cheng, Patrick Lühne, Pedro Lopes 0001, Christoph Sterz, Patrick Baudisch |
CHI | 2 |
| 2013 | GravitySpace: tracking users and their poses in a smart room using a pressure-sensing floorabstractWe explore how to track people and furniture based on a high-resolution pressure-sensitive floor. Gravity pushes people and objects against the floor, causing them to leave imprints of pressure distributions across the surface. While the sensor is limited to sensing direct contact with the surface, we can sometimes conclude what takes place above the surface, such as users' poses or collisions with virtual objects. We demonstrate how to extend the range of this approach by sensing through passive furniture that propagates pressure to the floor. To explore our approach, we have created an 8 m2 back-projected floor prototype, termed GravitySpace, a set of passive touch-sensitive furniture, as well as algorithms for identifying users, furniture, and poses. Pressure-based sensing on the floor offers four potential benefits over camera-based solutions: (1) it provides consistent coverage of rooms wall-to-wall, (2) is less susceptible to occlusion between users, (3) allows for the use of simpler recognition algorithms, and (4) intrudes less on users' privacy. Alan Bränzel, Christian Holz 0001, Daniel Hoffmann, Dominik Schmidt, Marius Knaust, Patrick Lühne, René Meusel, Stephan Richter 0003, Patrick Baudisch |
CHI | 6 |
| 2013 | Imaginary reality gaming: ball games without a ballabstractWe present imaginary reality games, i.e., games that mimic the respective real world sport, such as basketball or soccer, except that there is no visible ball. The ball is virtual and players learn about its position only from watching each other act and a small amount of occasional auditory feed-back, e.g., when a person is receiving the ball. Imaginary reality games maintain many of the properties of physical sports, such as unencumbered play, physical exertion, and immediate social interaction between players. At the same time, they allow introducing game elements from video games, such as power-ups, non-realistic physics, and player balancing. Most importantly, they create a new game dynamic around the notion of the invisible ball. To allow players to successfully interact with the invisible ball, we have created a physics engine that evaluates all plausible ball trajectories in parallel, allowing the game engine to select the trajectory that leads to the most enjoyable game play while still favoring skillful play. Patrick Baudisch, Henning Pohl, Stefanie Reinicke, Emilia Wittmers, Patrick Lühne, Marius Knaust, Sven Köhler 0004, Christian Holz 0001 |
UIST | 5 |
| 2011 | Automatic Lecture Video Indexing Using Video OCR TechnologyabstractDuring the last years, digital lecture libraries and lecture video portals have become more and more popular. However, finding efficient methods for indexing multimedia still remains a challenging task. Since the text displayed in a lecture video is closely related to the lecture content, it provides a valuable source for indexing and retrieving lecture contents. In this paper, we present an approach for automatic lecture video indexing based on video OCR technology. We have developed a novel video segmenter for automated slide video structure analysis and a weighted DCT (discrete cosines transformation) based text detector. A dynamic image constrast/brightness adaption serves the purpose of enhancing the text image quality to make it processible by existing common OCR software. Time-based text occurence information as well as the analyzed text content are further used for indexing. We prove the accuracy of the proposed approach by evaluation. Haojin Yang 0001, Maria Siebert, Patrick Lühne, Harald Sack, Christoph Meinel |
ISM | 3 |