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Daniel Wagner 0003

dblp:65/6748-3 · DBLP profile ↗
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21ranked-venue papers
13as first author
0since 2021 · last 2014
0000-0003-4455-1018ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 19 · 12 first-authorHuman-computer interaction and ubiquitous computing · 19 · 12 first-authorArtificial intelligence and machine learning · 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.

Computer graphics and multimedia
13 papers
Virtual and augmented reality · 86% Computational photography and imaging · 6% Geometric modeling and processing · 3%
Artificial intelligence
5 papers
Robot navigation and mapping · 48% 3D vision · 34% Image recognition and object detection · 14%
Human-computer interaction and pervasive computing
12 papers
Interaction techniques and input · 48% Immersive interaction · 38% Games and playful interaction · 6%

Topics — the 26 heaviest of 34, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › input sensing › tracking
augmented reality tracking
0.552014
Mobile augmented reality - Tracking, mapping and rendering · ISMAR 2014
Multiple target detection and tracking with guaranteed framerates on mobile phones · ISMAR 2009
Pose tracking from natural features on mobile phones · ISMAR 2008
Virtual and augmented reality › augmented reality
mobile augmented reality
0.552011
Building your vision with Qualcomm's Mobile Augmented Reality (AR) Platform: AR on mobile devices · ISMAR 2011
Real-Time Detection and Tracking for Augmented Reality on Mobile Phones · IEEE Trans. Vis. Comput. Graph. 2010
Real-time panoramic mapping and tracking on mobile phones · VR 2010
Virtual and augmented reality › tracking
augmented reality tracking
0.322014
Workshop on tracking methods & applications · ISMAR 2014
Workshop 3: IEEE ISMAR 2012 workshop on tracking methods and applications (TMA) · ISMAR 2012
Virtual and augmented reality
augmented reality
0.342013
Real-Time Detection and Tracking for Augmented Reality on Mobile Phones · IEEE Trans. Vis. Comput. Graph. 2010
Wide area localization on mobile phones · ISMAR 2009
Tutorial 5: Handheld Augmented Reality · VR 2007
Robotics › Robot navigation and mapping › localization
robot localization
0.222014
Workshop on tracking methods & applications · ISMAR 2014
Workshop 3: IEEE ISMAR 2012 workshop on tracking methods and applications (TMA) · ISMAR 2012
Computer vision › Image recognition and object detection
object detection
0.212014
Workshop on tracking methods & applications · ISMAR 2014
Immersive interaction
augmented reality
0.212014
Mobile augmented reality - 3D object selection and reconstruction with an RGBD sensor and scene understanding · ISMAR 2014
Robotics › Robot navigation and mapping
SLAM
0.212013
User friendly SLAM initialization · ISMAR 2013
Robotics › Robot navigation and mapping › SLAM › SLAM front-end
SLAM initialization
0.212013
User friendly SLAM initialization · ISMAR 2013
Computer vision › 3D vision › pose estimation
pose tracking
0.112012
Workshop 3: IEEE ISMAR 2012 workshop on tracking methods and applications (TMA) · ISMAR 2012
Virtual and augmented reality › tracking
6DOF tracking
0.112010
Real-Time Detection and Tracking for Augmented Reality on Mobile Phones · IEEE Trans. Vis. Comput. Graph. 2010
Virtual and augmented reality › tracking
natural feature tracking
0.112010
Real-Time Detection and Tracking for Augmented Reality on Mobile Phones · IEEE Trans. Vis. Comput. Graph. 2010
Computational photography and imaging
panoramic imaging
0.112010
Real-time panoramic mapping and tracking on mobile phones · VR 2010
Robotics › Robot navigation and mapping
localization
0.112009
Wide area localization on mobile phones · ISMAR 2009
Computer vision › 3D vision
object pose estimation
0.112009
Wide area localization on mobile phones · ISMAR 2009
Computer vision › 3D vision
pose estimation
0.112009
Evaluating the trackability of natural feature-point sets · ISMAR 2009
Interaction techniques and input › input sensing › tracking
marker tracking
0.112008
Robust and unobtrusive marker tracking on mobile phones · ISMAR 2008
Immersive interaction › augmented reality
handheld augmented reality
0.112007
Experiences with Handheld Augmented Reality · ISMAR 2007
Games and playful interaction › pervasive games
location-based games
0.112007
Experiences with Handheld Augmented Reality · ISMAR 2007
Computer vision › Segmentation and scene understanding › scene understanding
semantic scene understanding
0.112014
Workshop on tracking methods & applications · ISMAR 2014
Geometric modeling and processing
3d reconstruction
0.112014
Mobile augmented reality - 3D object selection and reconstruction with an RGBD sensor and scene understanding · ISMAR 2014
Learning and educational technologies › immersive learning
augmented reality learning
0.012003
Augmented Reality Kanji Learning · ISMAR 2003
Image and video processing › feature extraction
feature detection and description
0.012010
Real-Time Detection and Tracking for Augmented Reality on Mobile Phones · IEEE Trans. Vis. Comput. Graph. 2010
Virtual and augmented reality
tracking
0.012010
Real-time panoramic mapping and tracking on mobile phones · VR 2010
Computer vision › 3D vision
3d reconstruction
0.012009
Wide area localization on mobile phones · ISMAR 2009
Immersive interaction
augmented reality interaction
0.012007
Tutorial 5: Handheld Augmented Reality · VR 2007

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

user study · 0.5pilot study · 0.56DOF pose tracking · 0.5sensor fusion · 0.4monocular SLAM · 0.4inertial sensing · 0.4depth camera · 0.4RGB-D sensor · 0.4GPS · 0.4drift-free rotation tracking · 0.1visibility constraints · 0.1trackability metrics · 0.1occlusion culling · 0.1feature-point evaluation · 0.1feature matching · 0.1dynamic quality balancing · 0.1marker design · 0.1ferns · 0.1
YearPublicationVenuePosition
2014 Workshop on tracking methods & applications
abstract
The focus of this workshop is on all issues related to tracking for mixed and augmented reality applications. Unlike the tracking sessions of the main conference, this workshop does not require pure novelty of the proposed methods; it rather encourages presentations that concentrate on complete systems and integrated approaches engineered to run in real-world scenarios. The research felds covered include self-localization using computer vision or other sensing modalities (such as depth cameras, GPS, inertial, etc.) and tracking systems issues (such as system design, calibration, estimation, fusion, etc.). This year's focus is also expanded to research on object detection and semantic scene understanding with relevance to augmented reality. Implementations on mobile devices and under real-time constraints are also part of the workshop focus. These are issues of core importance for practical augmented reality systems.
Jonathan Ventura, Daniel Wagner 0003, Daniel Kurz, Harald Wuest, Selim Benhimane
ISMAR2
2014 Mobile augmented reality - 3D object selection and reconstruction with an RGBD sensor and scene understanding
abstract
In this proposal we show case two 3D reconstruction systems running in real-time on a tablet equipped with a depth sensor. We believe that the proposed set of demonstrations will engage ISMAR attendees both in terms of tracking technology and user experience. Both demos show state-of-the art 3D reconstruction technology and give attendees a chance to try hands-on our tracking with simple and interactive user interfaces.
Daniel Wagner 0003, Gerhard Reitmayr, Alessandro Mulloni, Erick Méndez, Serafin Diaz
ISMAR1
2014 Mobile augmented reality - Tracking, mapping and rendering
abstract
In this proposal we suggest a set of demonstrations to be presented at ISMAR 2014 around the topic of monocular tracking, mapping and rendering on mobile phones. We believe that the proposed set of demonstrations will engage ISMAR attendees both in terms of tracking technology and user experience. On the one hand, all demos show state-of-the art tracking and mapping technology and gives attendees a chance to try hands-on our tracking solutions and to discuss them with our researchers and developers. All demos also showcase compelling use cases enabled by our technology, encouraging discussions on topics such as integration of tracking technology with game engines and user experience research.
Daniel Wagner 0003, Gerhard Reitmayr, Alessandro Mulloni, Erick Méndez, Serafin Diaz
ISMAR1
2013 User friendly SLAM initialization
abstract
The development of new Simultaneous Localization and Mapping (SLAM) techniques is quickly advancing in research communities and rapidly transitioning into commercial products. Creating accurate and high-quality SLAM maps relies on a robust initialization process. However, the robustness and usability of SLAM initialization for end-users has often been disregarded. This paper presents and evaluates a novel tracking system for 6DOF pose tracking between a single keyframe and the current camera frame, without any prior scene knowledge. Our system is particularly suitable for SLAM initialization, since it allows 6DOF pose tracking in the intermediate frames before a wide-enough baseline between two keyframes has formed. We investigate how our tracking system can be used to interactively guide users in performing an optimal motion for SLAM initialization. However, our findings from a pilot study indicate that the need for such motion can be completely hidden from the user and outsourced to our tracking system. Results from a second user study show that letting our tracking system create a SLAM map as soon as possible is a viable and usable solution. Our work provides important insight for SLAM systems, showing how our novel tracking system can be integrated with a user interface to support fast, robust and user-friendly SLAM initialization.
Alessandro Mulloni, Mahesh Ramachandran, Gerhard Reitmayr, Daniel Wagner 0003, Raphaël Grasset, Serafin Diaz
ISMAR4
2012 Workshop 3: IEEE ISMAR 2012 workshop on tracking methods and applications (TMA)
abstract
The focus of this workshop is on presenting, discussing and demonstrating recent tracking methods and applications that work well in practice and that show some superiority over state-of-the-art methods. Rather than focusing on pure novelty, this workshop encourages presentations that concentrate on complete systems and integrated approaches. The TMA workshop looks at pose tracking from an end-to-end point of view.
Daniel Wagner 0003, Jonathan Ventura, Gerhard Reitmayr, Hideo Saito 0001, Selim Benhimane
ISMAR1
2011 Building your vision with Qualcomm's Mobile Augmented Reality (AR) Platform: AR on mobile devices
abstract
Academic/Research Overview of Mobile Augmented Reality Introduction to the Qualcomm AR Platform — Features and Usage Scenarios Developing Mobile AR Applications using Qualcomm's Unity Extension Introduction to Qualcomm's QCAR SDK Native API Cross Platform Development with the Native QCAR SDK
Daniel Wagner 0003, István Barakonyi, Istvan Siklossy, Jay Wright, Roy Ashok, Serafin Diaz, Blair MacIntyre, Dieter Schmalstieg
ISMAR1
2010 Optimization of Target Objects for Natural Feature Tracking
abstract
This paper investigates possible physical alterations of tracking targets to obtain improved 6DoF pose detection for a camera observing the known targets. We explore the influence of several texture characteristics on the pose detection, by simulating a large number of different target objects and camera poses. Based on statistical observations, we rank the importance of characteristics such as texturedness and feature distribution for a specific implementation of a 6DoF tracking technique. These findings allow informed modification strategies for improving the tracking target objects themselves, in the common case of man-made targets, as for example used in advertising. This fundamentally differs from and complements the traditional approach of leaving the targets unchanged while trying to optimize the tracking algorithms and parameters.
Lukas Gruber, Stefanie Zollmann, Daniel Wagner 0003, Dieter Schmalstieg, Tobias Höllerer
ICPR3
2010 Hide and seek: location sharing practices with social media
abstract
This paper presents a multi-pronged study of users' location-sharing practices in the context of online social networks. The contribution of this study is two-fold: first it presents a series of insights relating to location-sharing practices, and second it highlights the use of third-person scenarios as a useful method for eliciting privacy concerns and potentially educating users.
Daniel Wagner 0003, Mariana Lopez, André Dória, Iryna Pavlyshak, Vassilis Kostakos, Ian Oakley, Tasos Spiliotopoulos
Mobile HCI1
2010 Real-time panoramic mapping and tracking on mobile phones
abstract
We present a novel method for the real-time creation and tracking of panoramic maps on mobile phones. The maps generated with this technique are visually appealing, very accurate and allow drift-free rotation tracking. This method runs on mobile phones at 30 Hz and has applications in the creation of panoramic images for offline browsing, for visual enhancements through environment mapping and for outdoor Augmented Reality on mobile phones.
Daniel Wagner 0003, Alessandro Mulloni, Tobias Langlotz, Dieter Schmalstieg
VR1
2010 Real-Time Detection and Tracking for Augmented Reality on Mobile Phones
abstract
In this paper, we present three techniques for 6DOF natural feature tracking in real time on mobile phones. We achieve interactive frame rates of up to 30 Hz for natural feature tracking from textured planar targets on current generation phones. We use an approach based on heavily modified state-of-the-art feature descriptors, namely SIFT and Ferns plus a template-matching-based tracker. While SIFT is known to be a strong, but computationally expensive feature descriptor, Ferns classification is fast, but requires large amounts of memory. This renders both original designs unsuitable for mobile phones. We give detailed descriptions on how we modified both approaches to make them suitable for mobile phones. The template-based tracker further increases the performance and robustness of the SIFT- and Ferns-based approaches. We present evaluations on robustness and performance and discuss their appropriateness for Augmented Reality applications.
Daniel Wagner 0003, Gerhard Reitmayr, Alessandro Mulloni, Tom Drummond, Dieter Schmalstieg
IEEE Trans. Vis. Comput. Graph.1
2009 Wide area localization on mobile phones
abstract
We present a fast and memory efficient method for localizing a mobile user's 6DOF pose from a single camera image. Our approach registers a view with respect to a sparse 3D point reconstruction. The 3D point dataset is partitioned into pieces based on visibility constraints and occlusion culling, making it scalable and efficient to handle. Starting with a coarse guess, our system only considers features that can be seen from the user's position. Our method is resource efficient, usually requiring only a few megabytes of memory, thereby making it feasible to run on low-end devices such as mobile phones. At the same time it is fast enough to give instant results on this device class.
Clemens Arth, Daniel Wagner 0003, Manfred Klopschitz, Arnold Irschara, Dieter Schmalstieg
ISMAR2
2009 Evaluating the trackability of natural feature-point sets
abstract
In this work we present a novel idea of evaluating natural feature-point based tracking targets. Our main objective is to evaluate the inherent characteristics of natural feature-point sets with respect to vision-based pose estimation algorithms. Our work attempts to break new ground by concentrating on evaluating complete tracking targets, rather than evaluating tracking methods or single features. This allows deriving indications on how to improve the trackability of natural feature point sets.
Lukas Gruber, Stefanie Zollmann, Daniel Wagner 0003, Dieter Schmalstieg
ISMAR3
2009 Global pose estimation using multi-sensor fusion for outdoor Augmented Reality
abstract
Outdoor Augmented Reality typically requires tracking in unprepared environments. For global registration, Global Positioning System (GPS) is currently the best sensing technology, but its precision and update rate are not sufficient for high quality tracking. We present a system that uses Kalman filtering for fusion of Differential GPS (DGPS) or Real-Time Kinematic (RTK) based GPS with barometric heights and also for an inertial measurement unit with gyroscopes, magnetometers and accelerometers to improve the transient oscillation. Typically, inertial sensors are subjected to drift and magnetometer measurements are distorted by electro-magnetic fields in the environment. For compensation, we additionally apply a visual orientation tracker which is drift-free through online mapping of the unknown environment. This tracker allows for correction of distortions of the 3-axis magnetic compass, which increases the robustness and accuracy of the pose estimates. We present results of applying this approach in an industrial application scenario.
Gerhard Schall, Daniel Wagner 0003, Gerhard Reitmayr, Elise Taichmann, Manfred Wieser, Dieter Schmalstieg, Bernhard Hofmann-Wellenhof
ISMAR2
2009 Multiple target detection and tracking with guaranteed framerates on mobile phones
abstract
In this paper we present a novel method for real-time pose estimation and tracking on low-end devices such as mobile phones. The presented system can track multiple known targets in real-time and simultaneously detect new targets for tracking. We present a method to automatically and dynamically balance the quality of detection and tracking to adapt to a variable time budget and ensure a constant frame rate. Results from real data of a mobile phone Augmented Reality system demonstrate the efficiency and robustness of the described approach. The system can track 6 planar targets on a mobile phone simultaneously at framerates of 23 fps.
Daniel Wagner 0003, Dieter Schmalstieg, Horst Bischof
ISMAR1
2008 Robust and unobtrusive marker tracking on mobile phones
abstract
Marker tracking has revolutionized augmented reality about a decade ago. However, this revolution came at the expense of visual clutter. In this paper, we propose several new marker techniques, which are less obtrusive than the usual black and white squares. Furthermore, we report methods that allow tracking beyond the visibility of these markers further improving robustness. All presented techniques are implemented in a single tracking library, are highly efficient in their memory and CPU usage and run at interactive frame rates on mobile phones.
Daniel Wagner 0003, Tobias Langlotz, Dieter Schmalstieg
ISMAR1
2008 Pose tracking from natural features on mobile phones
abstract
In this paper we present two techniques for natural feature tracking in real-time on mobile phones. We achieve interactive frame rates of up to 20 Hz for natural feature tracking from textured planar targets on current-generation phones. We use an approach based on heavily modified state-of-the-art feature descriptors, namely SIFT and Ferns. While SIFT is known to be a strong, but computationally expensive feature descriptor, Ferns classification is fast, but requires large amounts of memory. This renders both original designs unsuitable for mobile phones. We give detailed descriptions on how we modified both approaches to make them suitable for mobile phones. We present evaluations on robustness and performance on various devices and finally discuss their appropriateness for augmented reality applications.
Daniel Wagner 0003, Gerhard Reitmayr, Alessandro Mulloni, Tom Drummond, Dieter Schmalstieg
ISMAR1
2007 Experiences with Handheld Augmented Reality
abstract
In this paper, we present Studierstube ES, a framework for the development of handheld Augmented Reality. The applications run self-contained on handheld computers and smartphones with Windows CE. A detailed description of the performance critical tracking and rendering components are given. We also report on the implementation of a client-server architecture for multi-user applications, and a game engine for location based museum games that has been built on top of this infrastructure. Details on two games that were created, permanently deployed and evaluated in two Austrian museums illustrate the practical value of the framework and lessons learned from using it.
Dieter Schmalstieg, Daniel Wagner 0003
ISMAR2
2007 Tutorial 5: Handheld Augmented Reality
Daniel Wagner 0003, István Barakonyi, Mark Billinghurst, Blair MacIntyre
VR1
2006 Handheld Augmented Reality Displays
abstract
Augmented Reality (AR) can naturally complement mobile computing on wearable devices by providing an intuitive interface to a three-dimensional information space embedded within physical reality. However, existing AR systems like MARS [1] or Tinmith [2], which require a user to wear a notebook computer in a backpack and a head-mounted display (HMD) are expensive, fragile and inconvenient to wear. Thin-client approaches using a Tablet PC or Personal Digital Assistant (PDA) merely as a portable display [3][4] require a dedicated server infrastructure and limit mobility. We believe there is a need for an unconstrained, infrastructureindependent AR display running to fill the gap in situations where traditional backpack systems are too costly and cumbersome, but thin client implementations exhibit inadequate deployability, scalability or interactive behavior. Particular examples include sporadic use over lengthy time spans, in between which devices must be stowed away, mixed indoor/outdoor use in wide-area environments, and massively multi-user application scenarios. This has motivated us to develop a state of the art AR framework targeting lightweight handheld displays.
Daniel Wagner 0003, Dieter Schmalstieg
VR1
2005 Development of interactive applications for mobile devices
abstract
No abstract available.
Enrico Rukzio, Michael Rohs, Daniel Wagner 0003, John Hamard
Mobile HCI3
2003 Augmented Reality Kanji Learning
abstract
ARToolKit programmers are familiar with the kanji symbols supplied with the distribution. Most of them do not know what these kanji symbols mean. We propose a piece of educational software that uses collaborative augmented reality (AR) to teach users the meaning of kanji symbols. The application is laid out as a two player augmented reality computer game. The novelty of our approach is that we do not use regular workstations or laptops to host the AR (augmented reality) application. Instead we use fully autonomous PDAs, running the application together with an optical marker-based tracking module that makes this application not only available for a broad audience but also optimally mobile.
Daniel Wagner 0003, István Barakonyi
ISMAR1