VLDB 2026 Research / reviewers in the wild / expert
Maximilian Wandinger
dblp:247/3840
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 67% Rendering · 33% | |
| Human-computer interaction and pervasive computing
1 paper |
Learning and educational technologies · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
mixed reality |
0.4 | 1 | 2019 | Mixed Reality for Cultural Heritage · VR 2019 |
Rendering
remote rendering |
0.4 | 1 | 2019 | Mixed Reality for Cultural Heritage · VR 2019 |
Virtual and augmented reality › immersive streaming
VR streaming |
0.4 | 1 | 2019 | Mixed Reality for Cultural Heritage · VR 2019 |
Learning and educational technologies › informal learning
museum learning |
0.1 | 1 | 2019 | Mixed Reality for Cultural Heritage · VR 2019 |
Methods — techniques the papers use, named apart from their topics
3d scanning · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Mixed Reality for Cultural HeritageabstractIn this paper we present two different approaches with Mixed (Virtual and Augmented) Reality to give pupils an understanding of ancient Greek culture and history in a motivating way. We identify the possibilities of AR in a museum for ancient statues to represent virtual information and to guide the visitor. Moreover, we discuss typical issues of mobile and stationary Virtual Reality (VR) systems in the context of public usage within schools and museums. Additionally, a new VR-streaming approach called SaMaXVR is presented that combines the benefits of mobile and stationary consumer ready VR systems in terms of usability, maintenance, safety and graphics-quality by mitigating many of their individual disadvantages when used in daily business. As this streaming solution consists of cost-effective hardware, this approach can be seen as a valuable and affordable alternative for schools, museums and students. To demonstrate its potential, an application was developed that visualizes complex 3D scans of cultural heritage in their former original environment to give users the possibility to travel back in time (and place) to see how the artifacts might have looked like in the past. David A. Plecher, Maximilian Wandinger, Gudrun Klinker |
VR | 2 |