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Wouter Pasman

dblp:p/WouterPasman · DBLP profile ↗
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6ranked-venue papers
5as first author
0since 2021 · last 2007
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 4 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 3 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
Rendering · 39% Virtual and augmented reality · 30% Geometric modeling and processing · 30%
Computer networks
1 paper
Edge and fog computing · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › remote rendering
client-server rendering
0.012003
Comparing Simplification and Image-Based Techniques for 3D Client-Server Rendering Systems · IEEE Trans. Vis. Comput. Graph. 2003
Geometric modeling and processing › mesh processing
mesh simplification
0.012003
Comparing Simplification and Image-Based Techniques for 3D Client-Server Rendering Systems · IEEE Trans. Vis. Comput. Graph. 2003
Virtual and augmented reality › augmented reality
mobile augmented reality
0.012003
Implementation of an Augmented Reality System on a PDA · ISMAR 2003
Rendering
image-based rendering
0.012003
Comparing Simplification and Image-Based Techniques for 3D Client-Server Rendering Systems · IEEE Trans. Vis. Comput. Graph. 2003
Edge and fog computing › mobile edge computing › computation offloading
mobile computation offloading
0.012003
Implementation of an Augmented Reality System on a PDA · ISMAR 2003

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

data compression · 0.1mathematical modeling of rendering load · 0.0image-based simplification · 0.0
YearPublicationVenuePosition
2007 Improving service matching and selection in ubiquitous computing environments: a user study
Jasper Lindenberg, Wouter Pasman, Kim Kranenborg, Joris Stegeman, Mark A. Neerincx
Pers. Ubiquitous Comput.2
2006 Human-agent service matching using natural language queries: system test and training
Wouter Pasman, Jasper Lindenberg
Pers. Ubiquitous Comput.1
2004 Organizing Ad Hoc Agents for Human-Agent Service Matching
abstract
Ambient intelligence, distributed agent systems, smart buildings and other emerging architectures leave the user lost between large amounts of autonomous entities or agents. With agents in cars, personal devices and other mobile systems, the set of agents available to the user can change rapidly, adding to the problems. We propose a set of agent relations to organize agents in an ad hoc situation. There are dynamic task-, location- and user relations, creating multiple relation hierarchies in agent space. These hierarchies allow robust, space- and task limited, context-sensitive search through agent space. We show how to use this structure to keep user interfaces near the user, and how it can be used to support the user in finding the agent he needs in a context-sensitive way.
Wouter Pasman
MobiQuitous1
2003 Implementation of an Augmented Reality System on a PDA
abstract
We present a client/server implementation for running demanding mobile AR application on a PDA device. The system incorporates various data compression methods to make it run as fast as possible on a wide range of communication networks, from GSM to WLAN.
Wouter Pasman, Charles Woodward
ISMAR1
2003 Comparing Simplification and Image-Based Techniques for 3D Client-Server Rendering Systems
abstract
A mathematical model is presented for comparing geometric and image-based simplification methods. Geometric simplification reduces the number of polygons in the virtual object and image-based simplification replaces the object with an image. Our model integrates and extrapolates existing accuracy estimates, enabling the comparison of different simplification methods in order to choose the most efficient method in a given situation. The model compares data transfer and rendering load of the methods. Byte size and expected lifetime of simplifications are calculated as a function of the desired visual quality and the position and movement of the viewer. An example result is that, in typical viewing and rendering conditions and for objects with a radius in the order of one meter, imposter techniques can be used at viewing distances above 15 meters. Below that, simplified polygon objects are required and, below one meter distance, the full-resolution virtual object has to be rendered. An electronic version of the model is available on the web.
Wouter Pasman, Frederik W. Jansen
IEEE Trans. Vis. Comput. Graph.1
1999 Accurate overlaying for mobile augmented reality
Wouter Pasman, Arjen van der Schaaf, Reginald L. Lagendijk, Frederik W. Jansen
Comput. Graph.1