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Wolfgang Kubbat

dblp:36/700 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2007
—ORCID · none

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

Graphics, 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
1 paper
Immersive interaction · 44% Accessibility and assistive technology · 44% Usability and user experience research · 13%
Computer graphics and multimedia
1 paper
Audio and music processing · 100%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Accessibility and assistive technology › auditory interface
auditory guidance
0.112007
Evaluation of a Low-Cost 3D Sound System for Immersive Virtual Reality Training Systems · IEEE Trans. Vis. Comput. Graph. 2007
Immersive interaction
virtual reality training
0.112007
Evaluation of a Low-Cost 3D Sound System for Immersive Virtual Reality Training Systems · IEEE Trans. Vis. Comput. Graph. 2007

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

tracking · 0.1stereo headset · 0.1head-mounted display · 0.1
YearPublicationVenuePosition
2007 Evaluation of a Low-Cost 3D Sound System for Immersive Virtual Reality Training Systems
abstract
Since Head Mounted Displays (HMD), datagloves, tracking systems, and powerful computer graphics resources are nowadays in an affordable price range, the usage of PC-based "Virtual Training Systems" becomes very attractive. However, due to the limited field of view of HMD devices, additional modalities have to be provided to benefit from 3D environments. A 3D sound simulation can improve the capabilities of VR systems dramatically. Unfortunately, realistic 3D sound simulations are expensive and demand a tremendous amount of computational power to calculate reverberation, occlusion, and obstruction effects. To use 3D sound in a PC-based training system as a way to direct and guide trainees to observe specific events in 3D space, a cheaper alternative has to be provided, so that a broader range of applications can take advantage of this modality. To address this issue, we focus in this paper on the evaluation of a low-cost 3D sound simulation that is capable of providing traceable 3D sound events. We describe our experimental system setup using conventional stereo headsets in combination with a tracked HMD device and present our results with regard to precision, speed, and used signal types for localizing simulated sound events in a virtual training environment.
Kai-Uwe Doerr, Holger Rademacher, Silke Huesgen, Wolfgang Kubbat
IEEE Trans. Vis. Comput. Graph.4