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Jan Ohlenburg

dblp:07/6059 · DBLP profile ↗
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6ranked-venue papers
4as first author
0since 2021 · last 2005
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-authorHuman-computer interaction and ubiquitous computing · 4 · 3 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
3 papers
Virtual and augmented reality · 63% Rendering · 20% Geometric modeling and processing · 17%
Human-computer interaction and pervasive computing
1 paper
User interface design and tools · 77% Interaction techniques and input · 23%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.112005
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
0.112005
An Infrastructure for Realizing Custom-Tailored Augmented Reality User Interfaces · IEEE Trans. Vis. Comput. Graph. 2005
Rendering
scene graph
0.112005
Internal and External Scene Graphs: A New Approach for Flexible Distributed Render Engines · VR 2005
User interface design and tools › interface prototyping
interaction prototyping
0.112005
An Infrastructure for Realizing Custom-Tailored Augmented Reality User Interfaces · IEEE Trans. Vis. Comput. Graph. 2005
Geometric modeling and processing
collision detection
0.012004
Improving Collision Detection in Distributed Virtual Environments by Adaptive Collision Prediction Tracking · VR 2004
Virtual and augmented reality › virtual environment
networked virtual environment
0.012004
Improving Collision Detection in Distributed Virtual Environments by Adaptive Collision Prediction Tracking · VR 2004
Distributed systems › distributed interactive applications › collaborative computing
distributed virtual environments
0.012004
Improving Collision Detection in Distributed Virtual Environments by Adaptive Collision Prediction Tracking · VR 2004

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

user interface description language · 0.1tracking · 0.1adaptive collision prediction · 0.1internal and external scene graphs · 0.1
YearPublicationVenuePosition
2005 Interactive CSG Trees Inside Complex Scenes
Jan Ohlenburg, Jan Müller 0004
IEEE Visualization1
2005 Internal and External Scene Graphs: A New Approach for Flexible Distributed Render Engines
abstract
Render engines or render APIs are a core part of each virtual reality (VR) or augmented reality (AR) environment as well as 3D games. Most existing approaches either focus on rendering speed for high frame rates or on the presentation of advanced visual features. However, no approach exists to integrate scene descriptions based on multiple file formats without converting and thereby partly destroying the native scene format. In this paper we will present our approach of internal and external scene graphs for realizing render engines. We will show how this approach overcomes existing limitations, while still providing decent frame rates and rendering features. By using internal scene graphs for rendering, we use external scene graphs to store format or application specific information, preserving its native structure and content.
Jan Ohlenburg, Torsten Fröhlich, Wolfgang Broll
VR1
2005 An Infrastructure for Realizing Custom-Tailored Augmented Reality User Interfaces
abstract
Augmented 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.3
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
ICEC6
2004 Improving Collision Detection in Distributed Virtual Environments by Adaptive Collision Prediction Tracking
Jan Ohlenburg
VR1
2004 The MORGAN framework: enabling dynamic multi-user AR and VR projects
abstract
The 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
VRST1