Demo Data from SIGIR 2026 / reviewers in the wild / expert
Iris Herbst
dblp:25/1184
· DBLP profile ↗
6ranked-venue papers
2as first author
0since 2021 · last 2008
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-authorHuman-computer interaction and ubiquitous computing · 4 · 2 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 · 57% Multimedia systems and quality of experience · 22% Audio and music processing · 22% | |
| Human-computer interaction and pervasive computing
2 papers |
User interface design and tools · 57% Ubiquitous computing and smart environments · 26% Interaction techniques and input · 17% |
Topics — the 4 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2008 | Multi-dimensional Interactive City Exploration through Mixed Reality · VR 2008 |
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 |
Methods — techniques the papers use, named apart from their topics
multimodal user interfaces · 0.2user interface description language · 0.1x3d extension · 0.1audio effect modeling · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | TimeWarp: interactive time travel with a mobile mixed reality gameabstractMobile location-aware applications have become quite popular across a range of new areas such as pervasive games and mobile edutainment applications. However it is only recently, that approaches have been presented which combine gaming and education with mobile Augmented Reality systems. However they typically lack a close crossmedia integration of the surroundings, and often annotate or extend the environment rather than modifying and altering it. Iris Herbst, Anne-Kathrin Braun, Rod McCall, Wolfgang Broll |
Mobile HCI | 1 |
| 2008 | Extending X3D with Perceptual Auditory PropertiesabstractIn this paper we present our approach to extend X3D with audio effects like reverberation, echo or distortion. We describe our concept of "sound textures" and the nodes and fields we added to the X3D specification to model ambient audio environments. Furthermore we describe our implementation of our audio-visual renderer. Katharina Garbe, Iris Herbst |
VR | 2 |
| 2008 | Multi-dimensional Interactive City Exploration through Mixed RealityabstractIn this paper we present a pervasive outdoor mixed reality edutainment game for exploring the history of a city in the spatial and the temporal dimension, which will closely couple the real environment with the virtual content. The game provides a new and unique user experience, which links rich interactive content to time and places. We introduce the development of such a game, including a universal mechanism to define and setup multi-modal user interfaces for game challenges. Iris Herbst, Anne-Kathrin Braun, Rod McCall, Wolfgang Broll |
VR | 1 |
| 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. | 4 |
| 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 | 3 |
| 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 | 2 |