Gudrun J. Klinker

Last updated
Gudrun J. Klinker
Born
Gudrun Johanna Rekers

15 February 1958 (1958-02-15) (age 65)
NationalityGerman
Education Diplom 1982
Ph.D. 1988
Alma mater
Known for Augmented reality
SpouseGeorg Klinker
Childrentwo
AwardsRobert-Sauer-Award of BAdW (2010) [1]
ISMAR 10 Years Lasting Impact Award (2014) [2]
Scientific career
Fields Computer Science
Institutions
Thesis A Physical Approach to Color Image Understanding  (1988)
Doctoral advisor Takeo Kanade
Website http://campar.in.tum.de/Chair/ResearchAr

Gudrun Johanna Klinker (born 15 February 1958) is a German computer scientist known for her work on augmented reality.

Professional career

Klinker finished her graduate studies in informatics 1982 at Hamburg University. From 1983 to 1988 she worked as a teaching and research assistant at the computer science department of Carnegie Mellon University, where she earned her Ph.D. in 1988. From 1989 to 1998 she worked as a member of research staff up to scientific leader in research projects e.g. at Cambridge Research Lab of DEC, European Computer-Industry Research Center (ECRC) in Munich and Fraunhofer project group for augmented reality in Munich/Darmstadt. After two years working as a freelance expert for augmented reality she joined the faculty of Technical University of Munich as a full professor for augmented reality in May 2000. [3]

Her research focus lies on bringing augmented reality technology into real applications by combining augmented reality with concepts of mobile and ubiquitous computing. This includes the fields of sensing, ubiquitous tracking (sensor fusion), three-dimensional information presentation, three-dimensional interaction, human–computer interaction in cars, multi-touch displays, systems architectures for ubiquitous augmented reality and industrial augmented reality. [4]

Klinker is counted among the co-founders of the International Symposium on Mixed and Augmented Reality (ISMAR). [5] She has served on numerous program committees such as VR, Virtual Reality Software and Technology (VRST), three-dimensional User Interfaces (3DUI), and User Interface Software and Technology (UIST). She is author and co-author of more than 100 reviewed scientific publications. [6]

Related Research Articles

Ubiquitous computing is a concept in software engineering, hardware engineering and computer science where computing is made to appear anytime and everywhere. In contrast to desktop computing, ubiquitous computing can occur using any device, in any location, and in any format. A user interacts with the computer, which can exist in many different forms, including laptop computers, tablets, smart phones and terminals in everyday objects such as a refrigerator or a pair of glasses. The underlying technologies to support ubiquitous computing include Internet, advanced middleware, operating system, mobile code, sensors, microprocessors, new I/O and user interfaces, computer networks, mobile protocols, location and positioning, and new materials.

<span class="mw-page-title-main">User interface</span> Means by which a user interacts with and controls a machine

In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology.

<span class="mw-page-title-main">Augmented reality</span> View of the real world with computer-generated supplementary features

Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive, or destructive. This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one.

<span class="mw-page-title-main">Computer-mediated reality</span> Ability to manipulate ones perception of reality through the use of a computer

Computer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone.

<span class="mw-page-title-main">Mixed reality</span> Merging of real and virtual worlds to produce new environments

Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time.

The following outline is provided as an overview of and topical guide to human–computer interaction:

Human-centered computing (HCC) studies the design, development, and deployment of mixed-initiative human-computer systems. It is emerged from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts. Human-centered computing is closely related to human-computer interaction and information science. Human-centered computing is usually concerned with systems and practices of technology use while human-computer interaction is more focused on ergonomics and the usability of computing artifacts and information science is focused on practices surrounding the collection, manipulation, and use of information.

A pervasive game is one where the gaming experience is extended out in the real world, or where the fictive world in which the game takes place blends with the physical world. The "It's Alive" mobile games company described pervasive games as "games that surround you", while Montola, Stenros and Waern's book, Pervasive Games defines them as having "one or more salient features that expand the contractual magic circle of play spatially, temporally, or socially." The concept of a "magic circle" draws from the work of Johan Huizinga, who describes the boundaries of play.

A projection augmented model is an element sometimes employed in virtual reality systems. It consists of a physical three-dimensional model onto which a computer image is projected to create a realistic looking object. Importantly, the physical model is the same geometric shape as the object that the PA model depicts.

Elizabeth D. "Beth" Mynatt is the Dean of the Khoury College of Computer Sciences at Northeastern University. She is former executive director of the Institute for People and Technology, director of the GVU Center at Georgia Tech, and Regents' and Distinguished Professor in the School of Interactive Computing, all at the Georgia Institute of Technology.

In computing, 3D interaction is a form of human-machine interaction where users are able to move and perform interaction in 3D space. Both human and machine process information where the physical position of elements in the 3D space is relevant.

<span class="mw-page-title-main">Mobile interaction</span>

Mobile interaction is the study of interaction between mobile users and computers. Mobile interaction is an aspect of human–computer interaction that emerged when computers became small enough to enable mobile usage, around the 1990s.

Metaio GmbH was a privately held augmented reality (AR) company that was acquired by Apple Inc. in May of 2015 for an undisclosed amount. Headquartered in Munich, Germany, with subsidiaries in San Francisco, California, New York City, New York and Dallas, Texas, Metaio provided a software development kit (SDK) for programming PC, web, mobile application and custom offline augmented reality applications. Additionally, Metaio was the creator of Junaio, a free mobile AR browser available for Android and iOS devices.

The Human Media Lab(HML) is a research laboratory in Human-Computer Interaction at Queen's University's School of Computing in Kingston, Ontario. Its goals are to advance user interface design by creating and empirically evaluating disruptive new user interface technologies, and educate graduate students in this process. The Human Media Lab was founded in 2000 by Prof. Roel Vertegaal and employs an average of 12 graduate students.

<span class="mw-page-title-main">Industrial augmented reality</span>

Industrial augmented reality (IAR) is related to the application of augmented reality (AR) and heads-up displays to support an industrial process. The use of IAR dates back to the 1990s with the work of Thomas Caudell and David Mizell about the application of AR at Boeing. Since then several applications of this technique over the years have been proposed showing its potential in supporting some industrial processes. Although there have been several advances in technology, IAR is still considered to be at an infant developmental stage.

IEEE Transactions on Visualization and Computer Graphics is a peer-reviewed scientific journal published by the IEEE Computer Society. It covers subjects related to computer graphics and visualization techniques, systems, software, hardware, and user interface issues. TVCG has been considered the top journal in the field of visualization.

Yvonne Rogers is a British psychologist and computer scientist. She serves as director of the Interaction Centre at University College London. She has authored or contributed to more than 250 publications. Her book Interaction Design: Beyond Human-Computer Interaction written with Jenny Preece and Helen Sharp has sold more than 200,000 copies worldwide and has been translated into six other languages. Her work is described in Encounters with HCI Pioneers: A Personal History and Photo Journal.

<span class="mw-page-title-main">Wendy Mackay</span> Computer Scientist

Wendy Elizabeth Mackay is a Canadian researcher specializing in human-computer interaction. She has served in all of the roles on the SIGCHI committee, including Chair. She is a member of the CHI Academy and a recipient of a European Research Council Advanced grant. She has been a visiting professor in Stanford University between 2010 and 2012, and received the ACM SIGCHI Lifetime Service Award in 2014.

Joëlle Coutaz is a French computer scientist, specializing in human-computer interaction (HCI). Her career includes research in the fields of operating systems and HCI, as well as being a professor at the University of Grenoble. Coutaz is considered a pioneer in HCI in France, and in 2007, she was awarded membership to SIGCHI. She was also involved in organizing CHI conferences and was a member on the editorial board of ACM Transactions on Computer-Human Interaction.

Responsive computer-aided design is an approach to computer-aided design (CAD) that utilizes real-world sensors and data to modify a three-dimensional (3D) computer model. The concept is related to cyber-physical systems through blurring of the virtual and physical worlds, however, applies specifically to the initial digital design of an object prior to production.

References

  1. Honorific speech for Robert-Sauer-Award of BAdW
  2. "ISMAR 2014 Awards". Archived from the original on October 17, 2014. Retrieved 2017-10-22.{{cite web}}: CS1 maint: bot: original URL status unknown (link)
  3. Tabular CV of Gudrun Klinker
  4. Research group augmented reality of Gudrun J. Klinker at Munich Technical University
  5. Klinker has been one of the initiators of the First IEEE International Workshop on Augmented Reality 1998 Archived 2012-04-29 at the Wayback Machine , one of the two predecessors of the 1st ISMAR 2002 Archived 2017-11-13 at the Wayback Machine , where Klinker has been member of the program committee as well of the steering committee
  6. Short Bio of Gudrun J. Klinker at Munich Technical University