VLDB 2026 Research / reviewers in the wild / expert
Jacob Young
dblp:240/7029
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9ranked-venue papers
5as first author
8since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 4 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Virtual Voyages: Evaluating the Role of Real-Time and Narrated Virtual Tours in Shaping User Experience and MemoriesabstractImmersive technologies are capable of transporting people to distant or inaccessible environments that they might not otherwise visit. Practitioners and researchers alike are discovering new ways to replicate and enhance existing tourism experiences using virtual reality, yet few controlled experiments have studied how users perceive virtual tours of real-world locations. In this paper we present an initial exploration of a new system for virtual tourism, measuring the effects of real-time experiences and storytelling on presence, place attachment, and user memories of the destination. Our results suggest that narrative plays an important role in inducing presence within and attachment to the destination, while livestreaming can further increase place attachment while providing flexible, tailored experiences. We discuss the design and evaluation of our system, including feedback from our tourism partners, and provide insights into current limitations and further opportunities for virtual tourism. Lillian Maria Eagan, Jacob Young, Jesse Bering, Tobias Langlotz |
CHI | 2 |
| 2025 | Semantics-Controlled Gaussian Splatting for Outdoor Scene Reconstruction and Rendering in Virtual RealityabstractAdvancements in 3D rendering like Gaussian Splatting (GS) allow novel view synthesis and real-time rendering in virtual reality (VR). However, GS-created 3D environments are often difficult to edit. For scene enhancement or to incorporate 3D assets, segmenting Gaussians by class is essential. Existing segmentation approaches are typically limited to certain types of scenes, e.g., "circular" scenes, to determine clear object boundaries. However, this method is ineffective when removing large objects in non-"circling" scenes such as large outdoor scenes.We propose Semantics-Controlled GS (SCGS), a segmentation-driven GS approach, enabling the separation of large scene parts in uncontrolled, natural environments. SCGS allows scene editing and the extraction of scene parts for VR. Additionally, we introduce a challenging outdoor dataset, overcoming the "circling" setup. We outperform the state-of-the-art in visual quality on our dataset and in segmentation quality on the 3D-OVS dataset. We conducted an exploratory user study, comparing a 360-video, plain GS, and SCGS in VR with a fixed viewpoint. In our subsequent main study, users were allowed to move freely, evaluating plain GS and SCGS. Our main study results show that participants clearly prefer SCGS over plain GS. We overall present an innovative approach that surpasses the state-of-the-art both technically and in user experience. Hannah Schieber, Jacob Young, Tobias Langlotz, Stefanie Zollmann, Daniel Roth 0001 |
VR | 2 |
| 2025 | From Picks to Pixels: An Exploration of Virtual Reality in Geoscience EducationabstractIn this work we present our system for teaching practical geology field skills through a combination of 360° video, photogrammetry, and virtual content. The system was evaluated with first- and second-year undergraduate geoscience students to determine if it was effective in teaching practical skills that could be transferred to the real world. Second-year students who had performed the task before saw a significant improvement in their abilities, however this improvement was absent in the first-year students, suggesting the tool may be more effective for revision rather than first-time learning. We discuss these findings and their implications for future virtual training tools, as well as the challenges in developing and deploying such systems in a university environment. Jacob Young, Matthew Wood, Nadia Pantidi, Dene Carroll, James Crampton, Cliff Atkins |
VR | 1 |
| 2024 | "I Shot the Interviewer!": The Effects of In-VR Interviews on Participant Feedback and RapportabstractThe integration of questionnaires into virtual reality experiences has recently been proposed as a way to reduce the potential biases introduced through the negative effects of leaving VR, however there has been little attention paid to how qualitative interviews could similarly be integrated into the virtual world for the purposes of user evaluation. In this paper we explore how conducting interviews within the virtual environment may affect the outcome of the evaluation and the relationship between participant and interviewer, and how this may differ with and without visual representation of the interviewer through use of an avatar. We conclude that in-VR interviews are a valid and promising method of data collection for user evaluation with similar data quality to in-person interviews, but that the interviewer should have a visual presence in the environment to maintain their relationship with the participant and the perceived realism of the environment. Jacob Young, Jennifer Ferreira, Nadia Pantidi |
CHI | 1 |
| 2024 | SimuQ: A Framework for Programming Quantum Hamiltonian Simulation with Analog CompilationabstractQuantum Hamiltonian simulation, which simulates the evolution of quantum systems and probes quantum phenomena, is one of the most promising applications of quantum computing. Recent experimental results suggest that Hamiltonian-oriented analog quantum simulation would be advantageous over circuit-oriented digital quantum simulation in the Noisy Intermediate-Scale Quantum (NISQ) machine era. However, programming analog quantum simulators is much more challenging due to the lack of a unified interface between hardware and software. In this paper, we design and implement SimuQ, the first framework for quantum Hamiltonian simulation that supports Hamiltonian programming and pulse-level compilation to heterogeneous analog quantum simulators. Specifically, in SimuQ, front-end users specify the target quantum system with Hamiltonian Modeling Language, and the Hamiltonian-level programmability of analog quantum simulators is specified through a new abstraction called the abstract analog instruction set (AAIS) and programmed in AAIS Specification Language by hardware providers. Through a solver-based compilation, SimuQ generates executable pulse schedules for real devices to simulate the evolution of desired quantum systems, which is demonstrated on superconducting (IBM), neutral-atom (QuEra), and trapped-ion (IonQ) quantum devices. Moreover, we demonstrate the advantages of exposing the Hamiltonian-level programmability of devices with native operations or interaction-based gates and establish a small benchmark of quantum simulation to evaluate SimuQ’s compiler with the above analog quantum simulators. Yuxiang Peng 0004, Jacob Young, Xiaodi Wu 0001 |
Proc. ACM Program. Lang. | 2 |
| 2024 | Classifying Presence Scores: Insights and Analysis from Two Decades of the Igroup Presence Questionnaire (IPQ)abstractPresence, or the experience of being present in a computer-generated environment, is a defining element of virtual reality. While there are different methodologies to measure presence, questionnaires remain the most popular, particularly the Igroup Presence Questionnaire (IPQ). In this paper, we analyse the results of over 20 years of IPQ usage to develop a new comparative means of reporting presence scores and comparing them across existing and future work. We additionally report on correct and problematic usage of the questionnaire and, through this, present guidelines on how to administer the IPQ in future to aid further analysis. Finally, we present a new web-based tool to streamline the analysis and reporting of IPQ results, which we hope will facilitate more standardised usage of the questionnaire in future research. Tanh Quang Tran, Tobias Langlotz, Jacob Young, Thomas Schubert 0001, Holger Regenbrecht |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2023 | I Can't See That! Considering the Readability of Small Objects in Virtual EnvironmentsabstractThough virtual reality has repeatedly seen usability improvements through higher fidelity headsets, interacting with small objects has remained an issue due to a reduction in visual acuity. Given the current uptake of virtual reality platforms and the range of real world applications that they may be used for, it is worth considering how such interactions can be accounted for. We propose three techniques for improving the usability of small objects in virtual environments: i) expanding them in place, ii) showing a zoomed-in twin above the original object, and iii) showing a large readout of the object's current state. We conducted a study comparing each technique's usability, induced presence, and effect on short-term knowledge retention in a VR training scenario that simulated the common geoscience exercise of measuring strike and dip. Participant feedback highlighted the need for this research, however simply scaling the area of interest may not be enough to improve the usability of information-bearing objects, while displaying this information in large text format can make tasks faster to complete at the cost of reducing the user's ability to transfer knowledge they've learned to the real world. We discuss these results and their implications for the design of future virtual reality experiences. Jacob Young, Nadia Pantidi, Matthew Wood |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2022 | TeleFest: Augmented Virtual Teleportation for Live ConcertsabstractWe present TeleFest, a novel system for live-streaming mixed reality 360° videos to online streaming services. TeleFest allows a producer to control multiple cameras in real time, providing viewers with different locations for experiencing the concert, and an intermediate software stack allows virtual content to be overlaid with coherent illumination that matches the real-world footage. TeleFest was evaluated by livestreaming a concert to almost 2,000 online viewers, allowing them to watch the performance from the crowd, the stage, or via a catered experience controlled by a producer in real time that included camera switching and augmented content. The results of an online survey completed by virtual and physical attendees of the festival are presented, showing positive feedback for our setup and suggesting that the addition of virtual and immersive content to live events could lead to a more enjoyable experience for viewers. Jacob Young, Stephen Thompson 0001, Holly Downer, Benjamin Allen, Nadia Pantidi, Lukas Stoecklein, Taehyun Rhee |
IMX | 1 |
| 2019 | Immersive Telepresence and Remote Collaboration using Mobile and Wearable DevicesabstractThe mobility and ubiquity of mobile head-mounted displays make them a promising platform for telepresence research as they allow for spontaneous and remote use cases not possible with stationary hardware. In this work we present a system that provides immersive telepresence and remote collaboration on mobile and wearable devices by building a live spherical panoramic representation of a user's environment that can be viewed in real time by a remote user who can independently choose the viewing direction. The remote user can then interact with this environment as if they were actually there through intuitive gesture-based interaction. Each user can obtain independent views within this environment by rotating their device, and their current field of view is shared to allow for simple coordination of viewpoints. We present several different approaches to create this shared live environment and discuss their implementation details, individual challenges, and performance on modern mobile hardware; by doing so we provide key insights into the design and implementation of next generation mobile telepresence systems, guiding future research in this domain. The results of a preliminary user study confirm the ability of our system to induce the desired sense of presence in its users. Jacob Young, Tobias Langlotz, Matthew Cook 0005, Steven Mills, Holger Regenbrecht |
IEEE Trans. Vis. Comput. Graph. | 1 |