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Hans J. W. Spoelder

dblp:53/5319 · DBLP profile ↗
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8ranked-venue papers
1as first author
0since 2021 · last 2003
—ORCID · none

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

Systems, architecture and hardware · 4Human-computer interaction and ubiquitous computing · 3 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 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
2 papers
Virtual and augmented reality · 88% Visualization and visual analytics · 12%
Artificial intelligence
1 paper
Multi-agent systems · 100%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
High-performance computing · 84% Distributed systems · 16%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Multi-agent systems
agent-based simulation
0.012000
Man Multi-agent Interaction in VR: A Case Study with RoboCup · VR 2000
Knowledge, reasoning and agents › Multi-agent systems
human-agent interaction
0.012000
Man Multi-agent Interaction in VR: A Case Study with RoboCup · VR 2000
Virtual and augmented reality › immersive interaction
collaborative virtual environments
0.012000
Man Multi-agent Interaction in VR: A Case Study with RoboCup · VR 2000
Virtual and augmented reality
immersive interaction
0.012000
Man Multi-agent Interaction in VR: A Case Study with RoboCup · VR 2000
High-performance computing
computational steering
0.012000
CAVEStudy: An Infrastructure for Computational Steering in Virtual Reality Environments · HPDC 2000
Visualization and visual analytics › visual analytics
immersive analytics
0.012000
CAVEStudy: An Infrastructure for Computational Steering in Virtual Reality Environments · HPDC 2000
Virtual and augmented reality
virtual environment
0.012000
CAVEStudy: An Infrastructure for Computational Steering in Virtual Reality Environments · HPDC 2000
High-performance computing › scientific computing systems
molecular dynamics simulation
0.012000
CAVEStudy: An Infrastructure for Computational Steering in Virtual Reality Environments · HPDC 2000
High-performance computing
scientific computing systems
0.012000
CAVEStudy: An Infrastructure for Computational Steering in Virtual Reality Environments · HPDC 2000

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

simulation · 0.13d visualization · 0.1communication layer generation · 0.1CAVERN-Soft · 0.1
YearPublicationVenuePosition
2003 Griz: experience with remote visualization over an optical grid
Luc Renambot, Tom van der Schaaf, Henri E. Bal, Desmond Germans, Hans J. W. Spoelder
Future Gener. Comput. Syst.5
2002 The Polder Computing Environment: a system for interactive distributed simulation
abstract
Abstract The paper provides an overview of an experimental, Grid‐like computing environment, Polder, and its components. Polder offers high‐performance computing and interactive simulation facilities to computational science. It was successfully implemented on a wide‐area cluster system, the Distributed ASCI Supercomputer. An important issue is an efficient management of resources, in particular multi‐level scheduling and migration of tasks that use PVM or sockets. The system can be applied to interactive simulation, where a cluster is used for high‐performance computations, while a dedicated immersive interactive environment (CAVE) offers visualization and user interaction. Design considerations for the construction of dynamic exploration environments using such a system are discussed, in particular the use of intelligent agents for coordination. A case study of simulatedabdominal vascular reconstruction is subsequently presented: the results of computed tomography or magnetic resonance imaging of a patient are displayed in CAVE, and a surgeon can evaluate the possible treatments by performing the surgeries virtually and analysing the resulting blood flow which is simulated using the lattice‐Boltzmann method. Copyright © 2002 John Wiley & Sons, Ltd.
Kamil Iskra, Robert G. Belleman, G. Dick van Albada, J. Santoso, Peter M. A. Sloot, Henri E. Bal, Hans J. W. Spoelder, Marian Bubak
Concurr. Comput. Pract. Exp.7
2001 Visualization of time-dependent data with feature tracking and event detection
Freek Reinders, Frits H. Post, Hans J. W. Spoelder
Vis. Comput.3
2000 CAVEStudy: An Infrastructure for Computational Steering in Virtual Reality Environments
abstract
We present the CAVEStudy system that enables scientists to interactively steer a simulation from a virtual reality (VR) environment. No modification to the source code is necessary. CAVEStudy allows interactive and immersive analysis of a simulation running on a remote computer. Using a high-level description of the simulation, the system generates the communication layer (based on CAVERN-Soft) needed to control the execution and to gather data at runtime. We describe three case-studies implemented with CAVEStudy: soccer simulation, diode laser simulation and molecular dynamics.
Luc Renambot, Henri E. Bal, Desmond Germans, Hans J. W. Spoelder
HPDC4
2000 Man Multi-agent Interaction in VR: A Case Study with RoboCup
abstract
We discuss the use of virtual reality (VR) techniques for interaction between humans and a multi-agent system in the context of RoboCup. The goal of RoboCup is to let teams of cooperating autonomous agents play a soccer match, using either robots or simulated players. We use RoboCup to study distributed collaborative applications, which allow multiple users at different geographic locations to cooperate, by interacting in real time through a shared simulation program. Our objective is to construct a VR environment in which humans at different locations can play along with a running RoboCup simulation in a natural way. The simulation system consists of the Soccer Server and a set of processes modeling the players. The server keeps track of the state of the game: provides the players with information on the game, and enforces the rules. The players request state information and autonomously calculate a behavior, sending the server commands that consist of accelerations, turns and kicks. The server discretizes time into slots, only one command is executed per time slot. We have developed a 3D visualization system that allows a user in a CAVE to interact with the soccer simulation software.
Hans J. W. Spoelder, Luc Renambot, Desmond Germans, Henri E. Bal, Frans C. A. Groen
VR1
1998 Visualization in corneal topography
abstract
The anterior surface of the eye ('cornea') is extremely important for good sight. Instruments measuring corneal shape conventionally visualize the surface characteristics by mapping the instantaneous radius of curvature onto a rainbow colour scale. This technique is known to have important drawbacks. Firstly, not corneal shape itself is visualized, but rather second order surface properties. Secondly, the type of colouring produces well documented artifacts. We discuss visualization techniques for a more direct representation of the data. In a three part display, shape deviations are presented as a height surface in one window, height lines superimposed over the input image in another, and a colour mapped representation of the mean normal radius of curvature in a third. With the aid of some typical examples, it is shown that these visualizations are easy to interpret by the physician and overcome the limitations of the conventional techniques.
Frans Vos, Hans J. W. Spoelder
IEEE Visualization2
1998 Parallel simulation of ion recombination in nonpolar liquids
Frank J. Seinstra, Henri E. Bal, Hans J. W. Spoelder
Future Gener. Comput. Syst.3
1996 Interactive Exploration and Modeling of Large Data Sets: A Case Study with Venus Light Scattering Data
abstract
We present a system where visualization and the control of the simulation are integrated to facilitate interactive exploration and modeling of large data sets. The system was developed to estimate properties of the atmosphere of Venus from comparison between measured and simulated data. Reuse of results, distributed computing, and multiple views on the data were the major ingredients to create an effective environment.
Jarke J. van Wijk, Hans J. W. Spoelder, Willem-Jan Knibbe, Kamran Eftekhari Shahroudi
IEEE Visualization2