VLDB 2026 Research / reviewers in the wild / expert
Luisa Theelke
dblp:307/9208
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2026
0000-0001-8152-8402ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021
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 |
Rendering · 87% Virtual and augmented reality · 6% Visualization and visual analytics · 6% | |
| Human-computer interaction and pervasive computing
1 paper |
Health and well-being technologies · 77% Immersive interaction · 23% |
Topics — the 7 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › perceptual rendering
foveated rendering |
1.0 | 1 | 2026 | Hybrid Foveated Path Tracing with Peripheral Gaussians for Immersive Anatomy · VR 2026 |
Rendering
gaussian splatting |
1.0 | 1 | 2026 | Hybrid Foveated Path Tracing with Peripheral Gaussians for Immersive Anatomy · VR 2026 |
Rendering
real-time rendering |
1.0 | 1 | 2026 | Hybrid Foveated Path Tracing with Peripheral Gaussians for Immersive Anatomy · VR 2026 |
Rendering
volume rendering |
1.0 | 1 | 2026 | Hybrid Foveated Path Tracing with Peripheral Gaussians for Immersive Anatomy · VR 2026 |
Virtual and augmented reality
immersive visualization |
0.3 | 1 | 2026 | Hybrid Foveated Path Tracing with Peripheral Gaussians for Immersive Anatomy · VR 2026 |
Visualization and visual analytics
medical visualization |
0.3 | 1 | 2026 | Hybrid Foveated Path Tracing with Peripheral Gaussians for Immersive Anatomy · VR 2026 |
Immersive interaction › virtual reality
virtual reality simulation |
0.2 | 1 | 2023 | Investigating the Effects of Selective Information Presentation in Intensive Care Units Using Virtual Reality · ISMAR 2023 |
Methods — techniques the papers use, named apart from their topics
path tracing · 1.0gaussian splatting · 1.0foveated rendering · 1.0depth-guided reprojection · 1.0user study · 0.7physiological sensing · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Hybrid Foveated Path Tracing with Peripheral Gaussians for Immersive AnatomyabstractVolumetric medical imaging offers great potential for understanding complex pathologies. Yet, traditional 2D slices provide little support for interpreting spatial relationships, forcing users to mentally reconstruct anatomy into three dimensions. Direct volumetric path tracing and VR rendering can improve perception but are computationally expensive, while precomputed representations, like Gaussian Splatting, require planning ahead. Both approaches limit interactive use.We propose a hybrid rendering approach for high-quality, interactive, and immersive anatomical visualization. Our method combines streamed foveated path tracing with a lightweight Gaussian Splatting approximation of the periphery. The peripheral model generation is optimized with volume data and continuously refined using foveal renderings, enabling interactive updates. Depth-guided reprojection further improves robustness to latency and allows users to balance fidelity with refresh rate. We compare our method against direct path tracing and Gaussian Splatting. Our results highlight how their combination can preserve strengths in visual quality while re-generating the peripheral model in under a second, eliminating extensive preprocessing and approximations. This opens new options for interactive medical visualization. Constantin Kleinbeck, Luisa Theelke, Hannah Schieber, Ulrich Eck, Rüdiger von Eisenhart-Rothe, Daniel Roth 0001 |
VR | 2 |
| 2023 | Investigating the Effects of Selective Information Presentation in Intensive Care Units Using Virtual RealityabstractMedical personnel working in intensive care units (ICUs) are continuously exposed to a multitude of alarms emanating from various monitoring devices, such as cardiac monitors, ventilators, or infusion pumps. The sheer volume of alarms, coupled with high false positive rates, can lead to alarm fatigue. This phenomenon compromises patient safety and places an additional burden on nurses who must diligently prioritize and respond to alarms in the highly dynamic environment. While the testing of stress-reducing strategies in a real ICU is challenging, virtual reality (VR) represents a powerful tool and methodology to simulate an ICU environment and test optimization scenarios for alarm display strategies. For example, redistributing alarms to responsible individuals (personalized information presentation) has been proposed as a solution, but testing in real ICU environments is not applicable due to critical patient safety. In this paper, we present a VR simulation of an ICU to simulate comparable stress situations, as well as to assess the impact of a selective and personalized alarm representation strategy in an evaluation study in two conditions. A stress condition mirrors the current ubiquitous audible alarm distribution in most ICUs, where alarms are heard non-patient-specific throughout the ward. In an experimental condition, alarms are filtered patient-specific to reduce information overload and noise pollution. Our user study with medical personnel and novices shows that stress levels can be simulated with our system as indicated by physiological responses. Further, we show that the perceived task load can be reduced with selective information presentation. We discuss the potential benefits of ICU simulations as a methodology and personalized alarm distribution as a first potential strategy for future technologies in ICUs. Luisa Theelke, Fynn-Lennardt Metzler, Julian Kreimeier, Christopher Hauer, Johannes Binder, Daniel Roth 0001 |
ISMAR | 1 |