Jens H. Krüger

Orcid: 0000-0002-9197-0613

Affiliations:
  • University of Duisburg-Essen, Department of Computer Science and Applied Cognitive Science
  • Saarland University, Intel Visual Computing Institute
  • University of Utah, Scientific Computing and Imaging Institute (SCI)
  • Technical University Munich, Faculty of Informatics


According to our database1, Jens H. Krüger authored at least 88 papers between 2003 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
Playing for a Better Future: How Animal Avatars Influence the Attitude of Players.
Proc. ACM Hum. Comput. Interact., 2024

Investigating the Apple Vision Pro Spatial Computing Platform for GPU-Based Volume Visualization.
Proceedings of the IEEE Visualization and Visual Analytics, 2024

Clothing Sounds in Games: Generation Procedure and Impact on Player Experience.
Proceedings of the 13th Nordic Conference on Human-Computer Interaction, 2024

2023
A Matter of Perspective: Designing Immersive Character Transitions for Virtual Reality Games.
Proc. ACM Hum. Comput. Interact., 2023

Tug & Swing: Traveling in Virtual Environments with Point-Tugging and Arm-Swinging.
Proceedings of the IEEE Conference on Games, 2023

Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality Exergame.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Outpace Reality: A Novel Augmented-Walking Technique for Virtual Reality Games.
Proc. ACM Hum. Comput. Interact., 2022

Interpolating Happiness: Understanding the Intensity Gradations of Face Emojis Across Cultures.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
A Discrete Probabilistic Approach to Dense Flow Visualization.
IEEE Trans. Vis. Comput. Graph., 2021

Puzzles Unpuzzled: Towards a Unified Taxonomy for Analog and Digital Escape Room Games.
Proc. ACM Hum. Comput. Interact., 2021

Towards Sneaking as a Playful Input Modality for Virtual Environments.
Proceedings of the IEEE Virtual Reality and 3D User Interfaces, 2021

A Multi-Modular System for the Visualization and Classification of MER Data During Neurostimulation Procedures.
Proceedings of the 43rd Annual International Conference of the IEEE Engineering in Medicine & Biology Society, 2021

"I Packed My Bag and in It I Put...": A Taxonomy of Inventory Systems for Virtual Reality Games.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Effects of Task Type and Wall Appearance on Collision Behavior in Virtual Environments.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

Exploring the Potential of Vertical Jump Training in Virtual Reality.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person Perspectives.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Deadeye Visualization Revisited: Investigation of Preattentiveness and Applicability in Virtual Environments.
IEEE Trans. Vis. Comput. Graph., 2020

Interactive computation and visualization of deep brain stimulation effects using Duality.
Comput. methods Biomech. Biomed. Eng. Imaging Vis., 2020

FAVR - Accelerating Direct Volume Rendering for Virtual RealitySystems.
Proceedings of the 31st IEEE Visualization Conference, 2020

A Study on Real-Time Visualizations During Sports Activities on Smartwatches.
Proceedings of the MUM 2020: 19th International Conference on Mobile and Ubiquitous Multimedia, 2020

Silhouette Games: An Interactive One-Way Mirror Approach to Watching Players in VR.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

"Pls Uninstall": On the Interplay of the COVID-19 Pandemic and Toxic Player Behavior in Competitive Gaming.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Playing With Friends - The Importance of Social Play During the COVID-19 Pandemic.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

2019
Deadeye: A Novel Preattentive Visualization Technique Based on Dichoptic Presentation.
IEEE Trans. Vis. Comput. Graph., 2019

Automatic route planning for GPS art generation.
Comput. Vis. Media, 2019

Integrating Visualization Literacy into Computer Graphics Education Using the Example of Dear Data.
Proceedings of the 40th Annual Conference of the European Association for Computer Graphics, 2019

The Illusion of Animal Body Ownership and Its Potential for Virtual Reality Games.
Proceedings of the IEEE Conference on Games, 2019

Beyond Human: Animals as an Escape from Stereotype Avatars in Virtual Reality Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Toward a Taxonomy of Inventory Systems for Virtual Reality Games.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Outstanding: A Multi-Perspective Travel Approach for Virtual Reality Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Outstanding: A Perspective-Switching Technique for Covering Large Distances in VR Games.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
VR Animals: Surreal Body Ownership in Virtual Reality Games.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

GulliVR: A Walking-Oriented Technique for Navigation in Virtual Reality Games Based on Virtual Body Resizing.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2018

2017
CoFlaVis: A Visualization System for Pulverized Coal Flames.
Comput. Sci. Eng., 2017

VisAnalyticsKit: User Logging for Mobile Visualization Applications.
Proceedings of the 10th IEEE Workshop on Software Engineering and Architectures for Realtime Interactive Systems, 2017

Self-Transforming Controllers for Virtual Reality First Person Shooters.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Gestures From the Point of View of an Audience: Towards Anticipatable Interaction of Presenters With 3D Content.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
State of the Art in Transfer Functions for Direct Volume Rendering.
Comput. Graph. Forum, 2016

2015
Towards in situ visualization of extreme-scale, agent-based, worldwide disease-spreading simulations.
Proceedings of the SIGGRAPH Asia 2015 Visualization in High Performance Computing, 2015

Explicit frequency control for high-quality texture-based flow visualization.
Proceedings of the 2015 IEEE Scientific Visualization Conference, 2015

An Approach to Lowering the In Situ Visualization Barrier.
Proceedings of the First Workshop on In Situ Infrastructures for Enabling Extreme-Scale Analysis and Visualization, 2015

2014
Hybrid Rendering with Scheduling under Uncertainty.
IEEE Trans. Vis. Comput. Graph., 2014

Sparse PDF Volumes for Consistent Multi-Resolution Volume Rendering.
IEEE Trans. Vis. Comput. Graph., 2014

Freeprocessing: Transparent in situ Visualization via Data Interception.
Proceedings of the 14th Eurographics Symposium on Parallel Graphics and Visualization, 2014

Scalable Devices.
Proceedings of the Scientific Visualization, 2014

2013
A Metric for the Evaluation of Dense Vector Field Visualizations.
IEEE Trans. Vis. Comput. Graph., 2013

Evaluation of Interactive Visualization on Mobile Computing Platforms for Selection of Deep Brain Stimulation Parameters.
IEEE Trans. Vis. Comput. Graph., 2013

The impact of display bezels on stereoscopic vision for tiled displays.
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology, 2013

Dense isocontour imaging.
Proceedings of the SIGGRAPH Asia 2013, 2013

GPU-based large-scale visualization.
Proceedings of the SIGGRAPH Asia 2013, Hong Kong, China, November 19-22, 2013, Courses, 2013

An analysis of scalable GPU-based ray-guided volume rendering.
Proceedings of the IEEE Symposium on Large-Scale Data Analysis and Visualization, 2013

2012
ISP: An Optimal Out-of-Core Image-Set Processing Streaming Architecture for Parallel Heterogeneous Systems.
IEEE Trans. Vis. Comput. Graph., 2012

Sparse PDF maps for non-linear multi-resolution image operations.
ACM Trans. Graph., 2012

Parallel large data visualization with display walls.
Proceedings of the Visualization and Data Analysis 2012, 2012

Dense flow visualization using wave interference.
Proceedings of the 2012 IEEE Pacific Visualization Symposium, 2012

2011
Partial Symmetry Detection in Volume Data.
Proceedings of the 16th International Workshop on Vision, Modeling, and Visualization, 2011

Multi-Resolution-Display System for Virtual Reality Setups.
Proceedings of the Ergonomics and Health Aspects of Work with Computers, 2011

Optimal Multi-Image Processing Streaming Framework on Parallel Heterogeneous Systems.
Proceedings of the 11th Eurographics Symposium on Parallel Graphics and Visualization, 2011

Efficient I/O for Parallel Visualization.
Proceedings of the 11th Eurographics Symposium on Parallel Graphics and Visualization, 2011

2010
Sample-Based Surface Coloring.
IEEE Trans. Vis. Comput. Graph., 2010

Feature Preserving Sketching of Volume Data.
Proceedings of the 15th International Workshop on Vision, Modeling, and Visualization, 2010

Tuvok, an Architecture for Large Scale Volume Rendering.
Proceedings of the 15th International Workshop on Vision, Modeling, and Visualization, 2010

A New Sampling Scheme for Slice Based Volume Rendering.
Proceedings of the 8th IEEE VGTC / Eurographics International Symposium on Volume Graphics, 2010

Large data visualization on distributed memory multi-GPU clusters.
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on High Performance Graphics 2010, 2010

2009
Fast Four-Way Parallel Radix Sorting on GPUs.
Comput. Graph. Forum, 2009

GPU Ray-Casting for Scalable Terrain Rendering.
Proceedings of the 30th Annual Conference of the European Association for Computer Graphics, 2009

Fast Parallel Unbiased Diffeomorphic Atlas Construction on Multi-Graphics Processing Units.
Proceedings of the 9th Eurographics Symposium on Parallel Graphics and Visualization, 2009

2008
Direct Volume Editing.
IEEE Trans. Vis. Comput. Graph., 2008

GPU basierte Verfahren zur interaktiven Simulation und Darstellung von Fluid-Effekten (A GPU Framework for Interactive Simulation and Rendering of Fluid Effects).
it Inf. Technol., 2008

Importance-Driven Particle Techniques for Flow Visualization.
Proceedings of the IEEE VGTC Pacific Visualization Symposium 2008, 2008

2007
GPU Rendering of Secondary Effects.
Proceedings of the 12th International Fall Workshop on Vision, Modeling, and Visualization, 2007

Interactive Visual Exploration of Unsteady 3D Flows.
Proceedings of the 9th Joint Eurographics - IEEE VGTC Symposium on Visualization, 2007

GPGPU flow.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

GPGPU and raytracing.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

2006
A GPU framework for interactive simulation and rendering of fluid effects.
PhD thesis, 2006

Compression and rendering of iso-surfaces and point sampled geometry.
Vis. Comput., 2006

ClearView: An Interactive Context Preserving Hotspot Visualization Technique.
IEEE Trans. Vis. Comput. Graph., 2006

Interactive Screen-Space Accurate Photon Tracing on GPUs.
Proceedings of the Eurographics Symposium on Rendering Techniques, Nicosia, Cyprus, 2006, 2006

A GPU framework for interactive simulation and rendering of fluid effects.
Proceedings of the Ausgezeichnete Informatikdissertationen 2006, 2006

2005
A Particle System for Interactive Visualization of 3D Flows.
IEEE Trans. Vis. Comput. Graph., 2005

GPU Simulation and Rendering of Volumetric Effects for Computer Games and Virtual Environments.
Comput. Graph. Forum, 2005

The Application of GPU Particle Tracing to Diffusion Tensor Field Visualization.
Proceedings of the 16th IEEE Visualization Conference, 2005

DUODECIM - A Structure for Point Scan Compression and Rendering.
Proceedings of the 2nd Symposium on Point Based Graphics, 2005

A Survey of General-Purpose Computation on Graphics Hardware.
Proceedings of the 26th Annual Conference of the European Association for Computer Graphics, 2005

2004
GPGPU: general purpose computation on graphics hardware.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2004

Numerical Simulations on PC Graphics Hardware.
Proceedings of the Recent Advances in Parallel Virtual Machine and Message Passing Interface, 2004

2003
Linear algebra operators for GPU implementation of numerical algorithms.
ACM Trans. Graph., 2003

Acceleration Techniques for GPU-based Volume Rendering.
Proceedings of the 14th IEEE Visualization Conference, 2003


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