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Arnd Vitzthum

dblp:97/6877 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2009
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorSoftware engineering, systems software and programming languages · 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
1 paper
Virtual and augmented reality · 77% Computer animation and physical simulation · 23%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
virtual prototyping
0.112009
Simulation of Standard Control Actuators in Dynamic Virtual Environments · VR 2009
Computer animation and physical simulation
rigid body simulation
0.012009
Simulation of Standard Control Actuators in Dynamic Virtual Environments · VR 2009

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

physics engine · 0.1
YearPublicationVenuePosition
2009 Simulation of Standard Control Actuators in Dynamic Virtual Environments
abstract
Realistic behavior of control actuators is important for virtual proto-typing applications. We present a systematic approach for modeling such articulated components as described in the European Standard EN 894-3. Control actuators may have several rotational and translational degrees of freedom (DOFs), possibly with discrete lock states. During user interactions, information about the actuators' manipulation is collected and made available to the higher application layers in the form of interaction events. This allows for recording and playback of demonstrated manipulation sequences for many purposes, such as ergonomics evaluations involving virtual humans. The framework uses XML for declaration and is implemented using a freely available physics engine.
Frank Gommlich, Guido Heumer, Arnd Vitzthum, Bernhard Jung 0001
VR3
2008 Grasp synthesis from low-dimensional probabilistic grasp models
abstract
Abstract We propose a novel data‐driven animation method for the synthesis of natural looking human grasping. Motion data captured from human grasp actions is used to train a probabilistic model of the human grasp space. This model greatly reduces the high number of degrees of freedom of the human hand to a few dimensions in a continuous grasp space. The low dimensionality of the grasp space in turn allows for efficient optimization when synthesizing grasps for arbitrary objects. The method requires only a short training phase with no need for preprocessing of graphical objects for which grasps are to be synthesized. Copyright © 2008 John Wiley & Sons, Ltd.
Heni Ben Amor, Guido Heumer, Bernhard Jung 0001, Arnd Vitzthum
Comput. Animat. Virtual Worlds4
2007 Integrating Heterogeneous Tools into Model-Centric Development of Interactive Applications
Andreas Pleuß, Arnd Vitzthum, Heinrich Hußmann
MoDELS2
2005 SSIML/Behaviour: Designing Behaviour and Animation of Graphical Objects in Virtual Reality and Multimedia Applications
abstract
The development of complex object behaviour in domains of interactive graphical applications such as desktop-virtual reality (desktop-VR) or multimedia is still a problem today. We attribute this situation to the lack of sophisticated concepts and tools for pre-implementation behaviour specification and provide the tool-supported visual modeling language SSIML/Behaviour to address this problem. As an extension of the Unified Modeling Language (UML) our language allows the platform-independent behaviour description and can be easily integrated into UML tools. Moreover, it is possible to map SSIML/Behaviour models to platform-specific program code automatically.
Arnd Vitzthum
ISM1