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Desmond Germans

dblp:87/4620 · DBLP profile ↗
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5ranked-venue papers
0as first author
0since 2021 · last 2015
—ORCID · none

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

Systems, architecture and hardware · 2Graphics, computer vision, multimedia, augmented reality and games · 2Artificial intelligence and machine learning · 1Human-computer interaction and ubiquitous computing · 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
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
2015 The In-between Machine - The Unique Value Proposition of a Robot or Why we are Modelling the Wrong Things
Johan F. Hoorn, Elly A. Konijn, Desmond Germans, Sander Burger, Annemiek Munneke
ICAART (2)3
2007 Lessons learned from building and calibrating the ICWall, a stereo tiled display
abstract
Abstract Implementation of stereo tiled displays is a rather demanding task. In this article we want to share the lessons we have learned during the design and construction of the ICWall tiled display. This large display, used in a classroom setting, is a high‐resolution stereo tiled display (2 × 8 tiles), built from low‐cost commodity components. The overall image is produced by an array of projectors. When building such a system, a key challenge is to align the projector images. We describe our automated approach for alignment/calibration of the left‐ and right‐eye stereo images. We provide measurements that show accuracy of this procedure. We explain and compare two calibration approaches: a single‐pass and a two‐pass rendering method to align the tiled images. We explain how to provide seamless image on the tiled display and which issues have to be solved. We also discuss the depth perception issues on the ICWall for the large audiences. Another important aspect, is the architecture of the software used for PC‐cluster‐based rendering. We describe Aura, the parallel scene graph API that is used for rendering on our tiled display. Copyright © 2007 John Wiley & Sons, Ltd.
Tom van der Schaaf, Desmond Germans, Henri E. Bal, Michal Koutek
Comput. Animat. Virtual Worlds2
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.4
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
HPDC3
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
VR3