VLDB 2026 Research / reviewers in the wild / expert
Thomas Van Gemert
dblp:227/2985
· DBLP profile ↗
6ranked-venue papers
4as first author
4since 2021 · last 2025
0000-0001-7827-3760ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 4 first-author · 4 since 2021Computer networks · 1Graphics, computer vision, multimedia, augmented reality and games · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | How your Physical Environment Affects Spatial Presence in Virtual RealityabstractVirtual reality (VR) is often used in small physical environments, requiring users to remain aware of their environment to avoid injury or damage. However, this can reduce their spatial presence in VR. Previous work and theory lack an account of how the physical environment (PE) affects spatial presence. To address this gap, we investigated the effect on spatial presence of (1) the degree of spatial knowledge of the PE and (2) knowledge of and (3) collisions with obstacles in the PE. Estimates from Bayesian regression models suggest that limiting spatial knowledge of the PE increases spatial presence initially but amplifies the detrimental effect of obstacle collisions. Repeatedly avoiding obstacles further decreases spatial presence, but removing them from the user's path yields a partial recovery. Our work contributes empirical evidence to theories of spatial presence formation and highlights the need to consider the physical environment when designing for presence in VR. Thomas Van Gemert, Jarrod Knibbe, Eduardo Velloso |
CHI | 1 |
| 2024 | Doorways Do Not Always Cause Forgetting: Studying the Effect of Locomotion Technique and Doorway Visualization in Virtual RealityabstractThe “doorway effect” predicts that crossing an environmental boundary affects memory negatively. In virtual reality (VR), we can design the crossing and the appearance of such boundaries in non-realistic ways. However, it is unclear whether locomotion techniques like teleportation, which avoid crossing the boundary altogether, still induce the effect. Furthermore, it is unclear how different appearances of a doorway act as a boundary and thus induce the effect. To address these questions, we conducted two lab studies. First, we conceptually replicated prior doorway effect studies in VR using natural walking and teleportation. Second, we investigated the effect of five doorway visualizations, ranging from doors to portals. The results show no difference in object recognition performance due to the presence of a doorway, locomotion technique, or doorway visualization. We discuss the implications of these findings on the role of boundaries in event-based memory and the design of boundary interactions in VR. Thomas Van Gemert, Sean Chew, Yiannis Kalaitzoglou, Joanna Bergström |
CHI | 1 |
| 2024 | Sicknificant Steps: A Systematic Review and Meta-analysis of VR Sickness in Walking-based Locomotion for Virtual RealityabstractWalking-based locomotion techniques in virtual reality (VR) can use redirection to enable walking in a virtual environment larger than the physical one. This results in a mismatch between the perceived virtual and physical movement, which is known to cause VR sickness. However, it is unclear if different types of walking techniques (e.g., resetting, reorientation, or self-overlapping spaces) affect VR sickness differently. To address this, we conducted a systematic review and meta-analysis of 96 papers published in 2016–2022 that measure VR sickness in walking-based locomotion. We find different VR sickness effects between types of redirection and between normal walking and redirection. However, we also identified several problems with the use and reporting of VR sickness measures. We discuss the challenges in understanding VR sickness differences between walking techniques and present guidelines for measuring VR sickness in locomotion studies. Thomas Van Gemert, Niels C. Nilsson, Teresa Hirzle, Joanna Bergström |
CHI | 1 |
| 2023 | Towards a Bedder Future: A Study of Using Virtual Reality while Lying DownabstractMost contemporary Virtual Reality (VR) experiences are made for standing users. However, when a user is lying down—either by choice or necessity—it is unclear how they can walk around, dodge obstacles, or grab distant objects. We rotate the virtual coordinate space to study the movement requirements and user experience of using VR while lying down. Fourteen experienced VR users engaged with various popular VR applications for 40 minutes in a study using a think-aloud protocol and semi-structured interviews. Thematic analysis of captured videos and interviews reveals that using VR while lying down is comfortable and usable and that the virtual perspective produces a potent illusion of standing up. However, commonplace movements in VR are surprisingly difficult when lying down, and using alternative interactions is fatiguing and hampers performance. To conclude, we discuss design opportunities to tackle the most significant challenges and to create new experiences. Thomas Van Gemert, Kasper Hornbæk, Jarrod Knibbe, Joanna Bergström |
CHI | 1 |
| 2020 | Optimal Sensor Position for a Computer MouseabstractComputer mice have their displacement sensors in various locations (center, front, and rear). However, there has been little research into the effects of sensor position or on engineering approaches to exploit it. This paper first discusses the mechanisms via which sensor position affects mouse movement and reports the results from a study of a pointing task in which the sensor position was systematically varied. Placing the sensor in the center turned out to be the best compromise: improvements over front and rear were in the 11-14% range for throughput and 20--23% for path deviation. However, users varied in their personal optima. Accordingly, variable-sensor-position mice are then presented, with a demonstration that high accuracy can be achieved with two static optical sensors. A virtual sensor model is described that allows software-side repositioning of the sensor. Individual-specific calibration should yield an added 4% improvement in throughput over the default center position. Sunjun Kim, Byungjoo Lee, Thomas Van Gemert, Antti Oulasvirta |
CHI | 3 |
| 2020 | Cloud Gaming with Foveated Video EncodingabstractCloud gaming enables playing high-end games, originally designed for PC or game console setups, on low-end devices such as netbooks and smartphones, by offloading graphics rendering to GPU-powered cloud servers. However, transmitting the high-resolution video requires a large amount of network bandwidth, even though it is a compressed video stream. Foveated video encoding (FVE) reduces the bandwidth requirement by taking advantage of the non-uniform acuity of human visual system and by knowing where the user is looking. Based on a consumer-grade real-time eye tracker and an open source cloud gaming platform, we provide a cloud gaming FVE prototype that is game-agnostic and requires no modifications to the underlying game engine. In this article, we describe the prototype and its evaluation through measurements with representative games from different genres to understand the effect of parametrization of the FVE scheme on bandwidth requirements and to understand its feasibility from the latency perspective. We also present results from a user study on first-person shooter games. The results suggest that it is possible to find a “sweet spot” for the encoding parameters so the users hardly notice the presence of foveated encoding but at the same time the scheme yields most of the achievable bandwidth savings. Gazi Karam Illahi, Thomas Van Gemert, Matti Siekkinen, Enrico Masala, Antti Oulasvirta, Antti Ylä-Jääski |
ACM Trans. Multim. Comput. Commun. Appl. | 2 |