Tom Vierjahn

Tom Vierjahn
Westphalian University of Applied Sciences · Business Studies and Information Technology

Professor

About

34
Publications
8,324
Reads
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151
Citations
Additional affiliations
September 2018 - present
Westphalian University of Applied Sciences, Germany
Position
  • Professor
November 2014 - August 2018
RWTH Aachen University
Position
  • Researcher
September 2014 - present
Hochschule Düsseldorf
Position
  • Research Assistant
Description
  • Mathematics I
Education
September 2007 - August 2010
Hochschule Düsseldorf
Field of study
  • Virtual Reality
September 2003 - August 2007
Hochschule Düsseldorf
Field of study
  • Medie Technology

Publications

Publications (34)
Code
NEST is a simulator for spiking neural network models that focuses on the dynamics, size and structure of neural systems rather than on the exact morphology of individual neurons. For further information, visit http://www.nest-simulator.org. The release notes for this release are available at: https://github.com/nest/nest-simulator/releases/tag/v3...
Chapter
Full-text available
Performance analysis is an integral part of developing and optimizing parallel applications for high performance computing (HPC) platforms. Hierarchical data from different sources is typically available to identify performance issues or anomalies. Some hierarchical data such as the calling context can be very large in terms of breadth and depth of...
Conference Paper
Neuroscientists want to inspect the data their simulations are producing while these are still running. This will on the one hand save them time waiting for results and therefore insight. On the other, it will allow for more efficient use of CPU time if the simulations are being run on supercomputers. If they had access to the data being generated,...
Conference Paper
Full-text available
When interacting and communicating with virtual agents in immer-sive environments, the agents' behavior should be believable and authentic. Thereby, one important aspect is a convincing auralization of their speech. In this work-in-progress paper a study design to evaluate the effect of adding directivity to speech sound source on the perceived soc...
Poster
Full-text available
Controlling user-agent-interactions by means of an external operator includes selecting the virtual interaction partners fast and faultlessly. However, especially in immersive scenes with a large number of potential partners, this task is non-trivial. Thus, we present a score-based recommendation system supporting an operator in the selection task....
Poster
Full-text available
Immersive visualization (IV) fosters the creation of mental images of a data set, a scene, a procedure, etc. We devise an initial version of a design space for categorizing workflows that take advantage of IV. From this categorization, specific requirements for an actual, seamless IV-integration can be derived. We validate the design space with thr...
Conference Paper
Full-text available
In this work we describe the scenario of fully-immersive desktop VR, which serves the overall goal to seamlessly integrate with existing workflows and workplaces of data analysts and researchers, such that they can benefit from the gain in productivity when immersed in their data-spaces. Furthermore, we provide a literature review showing the statu...
Conference Paper
Full-text available
Applications of Virtual Reality (VR) have been repeatedly explored with the goal to improve the data analysis process of users from different application domains, such as architecture and simulation sciences. Recent developments regarding consumer VR hardware have further fueled the desire to make VR available in professional application scenarios...
Conference Paper
Understanding the performance behaviour of high-performance computing (hpc) applications based on performance profiles is a challenging task. Phenomena in the performance behaviour can stem from the hpc system itself, from the application’s code, but also from the application domain. In order to analyse the latter phenomena, we propose a system tha...
Conference Paper
Embodied, virtual agents provide users assistance in agent-based support systems. To this end, two closely linked factors have to be considered for the agents' behavioral design: their presence time (PT), i.e., the time in which the agents are visible, and the approaching time (AT), i.e., the time span between the user's calling for an agent and th...
Conference Paper
Computer-controlled virtual humans can serve as assistants in virtual scenes. Here, they are usually in an almost constant contact with the user. Nonetheless, in some applications assistants are required only temporarily. Consequently, presenting them only when needed, i.e., minimizing their presence time, might be advisable. To the best of our kno...
Poster
Phenomena in the performance behaviour of high-performance computing (HPC) applications can stem from the HPC system itself, from the application's code, but also from the simulation domain. In order to analyse the latter phenomena, we propose a system that visualizes profile-based performance data in its spatial context, i.e., on the geometry, in...
Article
In this paper we propose surface-reconstructing growing neural gas (SGNG), a learning based artificial neural network that iteratively constructs a triangle mesh from a set of sample points lying on an object's surface. From these input points (SGNG) automatically approximates the shape and the topology of the original surface. It furthermore assig...
Conference Paper
Full-text available
3D-Längenanamorphosen sind verzerrte 2D-Bilder, die sich von einer bestimm- ten Perspektive betrachtet scheinbar zu einem 3D-Objekt verwandeln. Durch die Compu- tergrafik ist es ein Leichtes geworden, 3D-Anamorphosen zu erzeugen. Doch das derzeitig angewandte Verfahren bietet noch viel Raum für Optimierungen. So werden im Moment noch zwei verlustbe...
Conference Paper
Full-text available
In this paper we present and evaluate a new online reconstruction algorithm to create a textured triangle mesh from a set of aerial images via an unorganized point cloud. Both the point cloud and the mesh are iteratively refined while allowing new aerial images to be added at any time during reconstruction. Texture coordinates are learnt to instant...
Book
Das Buch Christian Geiger, Jens Herder, Tom Vierjahn (Hg.) - Virtuelle und Erweiterte Realität 9. Workshop der GI-Fachgruppe VR/AR (ISBN: 978-3-8440-1309-2) wurde im Shaker Verlag veröffentlicht.
Conference Paper
Full-text available
Growing Cell Structures (GCS) have been proven to be suitable for surface reconstruction from unstructured point clouds. The reconstructed triangle mesh can be represented compactly as a progressive mesh with integrated level of detail by storing only vertex split operations. However, half-edge collapse operations are used for GCS. In this paper, w...
Conference Paper
In this paper we introduce a novel approach to interactively generate a virtual environment (VE) as reconstruction of the real world by using a swarm of autonomously flying miniature unmanned aerial vehicles (MUAVs). In our system each of the MUAVs is equipped with advanced network as well as different sensor technologies, which allow to capture im...
Conference Paper
Full-text available
In this work we present an improved rendering algorithm for the planning of stage lighting using photon mapping, since existing software implements algorithms that do not suit the lighting workflow in a theatre adequately. During theatre lighting, positional changes of light sources are occuring rarely compared to intensity and color changes: Once...
Conference Paper
Actors in virtual studio productions are faced with the challenge that they have to interact with invisible virtual objects because these elements are rendered separately and combined with the real image later in the production process. Virtual sets typically use static virtual elements or animated objects with predefined behavior so that actors ca...
Thesis
Modern interactive environments are tending to not impose any restrictions by additional encumbrance on the user. Therefore it seems reasonable to utilize computer vision for detecting interactions. There are many techniques available to segment an image into fore- and background, but most of them require the scene to be static. In contrast this wo...

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