Demo Data from SIGIR 2026 / reviewers in the wild / expert
Johannes Hoster
dblp:347/2303
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2023
0000-0002-0630-4967ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
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 |
Visual content generation and editing · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing
style transfer |
0.7 | 1 | 2023 | Style-aware Augmented Virtuality Embeddings (SAVE) · VR 2023 |
Immersive interaction › mixed reality
augmented virtuality |
0.7 | 1 | 2023 | Style-aware Augmented Virtuality Embeddings (SAVE) · VR 2023 |
Methods — techniques the papers use, named apart from their topics
style transfer · 2.0real-time superimposition · 2.0mesh retrieval · 2.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Style-aware Augmented Virtuality Embeddings (SAVE)abstractWe present an augmented virtuality (AV) pipeline that enables the user to interact with real-world objects through stylised representations which match the VR scene and thereby preserve immersion. It consists of three stages: First, the object of interest is reconstructed from images and corresponding camera poses recorded with the VR headset, or alternatively a retrieval model finds a fitting mesh from the ShapeNet dataset. Second, a style transfer technique adapts the mesh to the VR game scene in order to preserve consistent immersion. Third, the stylised mesh is superimposed on the real object in real time to ensure interactivity even if the real object is moved. Our pipeline serves as proof of concept for style-aware AV embeddings. Johannes Hoster, Dennis Ritter, Kristian Hildebrand |
VR | 1 |