VLDB 2026 Research / reviewers in the wild / expert
Gareth Rendle
dblp:344/9979
· DBLP profile ↗
10ranked-venue papers
3as first author
10since 2021 · last 2025
0000-0003-0399-8294ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 10 · 3 first-author · 10 since 2021Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 6 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | ICS-MR: Interactive Conversation Scenarios for Assessment of Mixed Reality CommunicationabstractWe present ICS-MR, a dataset containing three conversational scenarios designed for the evaluation of communication quality in Mixed Reality (MR) systems. Along with detailed descriptions of the conversation tasks, we provide all the materials required to incorporate the tasks into MR user studies. The materials also support application of the scenarios in real-world and video-conferencing contexts for studies that, for example, call for comparison of immersive systems against reference communication media. Open-source Unity implementations of the scenarios are also made available, supporting direct usage of the scenarios in distributed, multi-user experiments. The conversation tasks have all been administered in recent scientific works that address the evaluation of user experiences in immersive communication systems, allowing analysis and comparison of each scenario's evoked behavioral properties. The ICS-MR dataset therefore contributes valuable resources for further research on communication in immersive systems. Felix Immohr, Gareth Rendle, Annika Neidhardt, Anton Benjamin Lammert, Bernd Fröhlich 0001, Alexander Raake |
ACM Multimedia | 2 |
| 2025 | AMIS: An Audiovisual Dataset for Multimodal XR ResearchabstractThe Audiovisual Multimodal Interaction Suite (AMIS) is an open-source dataset and accompanying Unity-based demo implementation designed to aid research on immersive media communication and social XR environments. AMIS features synchronized audiovisual recordings of three actors performing monologues and participating in dyadic conversations across four modalities: talking-head videos, full-body videos, volumetric avatars, and personalized animated avatars. These recordings can be used to simulate scenarios such as traditional video conferences or XR meetings with 3D avatars in controlled and replicable environments. The limitations of existing datasets, which include a restricted number of audiovisual formats, a narrow application focus, and suboptimal inclusion of verbal and non-verbal cues, are addressed by AMIS. With AMIS Studio, a Unity-based demonstrator, researchers can explore the recordings and compare the different audiovisual formats in VR scenes. This paper outlines the creation of AMIS, its design considerations, and how it may be applied in interdisciplinary domains, including cognitive psychology, audiovisual quality assessment, and social XR research. Abhinav Bhattacharya, Luís Fernando de Souza Cardoso, Andy Schleising, Gareth Rendle, Adrian Kreskowski, Felix Immohr, Rakesh Rao Ramachandra Rao, Wolfgang Broll, Alexander Raake |
MMSys | 4 |
| 2025 | Influence of Audiovisual Realism on Communication Behaviour in Group-to-Group TelepresenceabstractGroup-to-group telepresence systems immerse geographically separated groups in a shared interaction space where remote users are represented as avatars. Notably, such systems allow users to interact with collocated and remote interlocutors simultaneously. In this context, where virtual user representations can be directly compared with real users, we investigate how visual realism (avatar type) and aural realism (presence of spatial audio) affect communication. Furthermore, we examine how communication differs between collocated and remote pairs of interlocutors. In our user study, groups of four participants perform a collaborative conversation task under the aforementioned visual and aural realism conditions. Our results indicate that avatar realism has positive effects on subjective ratings of perceived message understanding and group cohesion, and yields behavioural differences that indicate more interactivity and engagement. Few significant effects of aural realism were observed. Comparisons between collocated and remote communication found that collocated communication was perceived as more effective, but that more visual attention was paid to both remote participants than the collocated user. Gareth Rendle, Felix Immohr, Christian Kehling, Anton Benjamin Lammert, Adrian Kreskowski, Karlheinz Brandenburg, Alexander Raake, Bernd Fröhlich 0001 |
VR | 1 |
| 2025 | On Virtual Pointing Rays and Motion ArtefactsabstractVirtual pointing rays are a commonly employed interaction metaphor allowing users of mixed reality applications to select out-of-reach virtual objects. However, fast hand movements can cause the visual representation of the ray to move quickly across the visual field, leading to motion artefacts that cause multiple copies of the ray to appear in discrete locations. In this work, we conduct a user study to investigate whether the conditions for motion artefact occurrence arise during a selection task that participants undertake with a pointing ray. We analyse the recorded gaze and ray movement data from the study to show that pointing actions create the conditions necessary for motion artefacts to appear. In addition, we propose a motion blur effect that we apply to the pointing ray with the aim of mitigating motion artefacts. The blur effect is evaluated in the aforementioned user study and is found to improve the perceived smoothness of ray selection, without affecting selection performance. Gareth Rendle, Adrian Kreskowski, Bernd Fröhlich 0001 |
VR | 1 |
| 2024 | Subjective Evaluation of the Impact of Spatial Audio on Triadic Communication in Virtual RealityabstractVirtual Reality (VR) enables users to meet, converse, and collaborate in shared virtual environments. For such communication systems, many system factors can affect user experience and perception. To effectively allocate system resources, understanding of the relative influence of such factors is required. One important factor is a spatial auralization, which has been shown to elevate users’ experience in traditional and single-user VR systems. However, its effect in multi-party social VR has not been fully investigated. In this work, we conducted a study assessing the effect of spatial audio on audiovisual plausibility and presence perception in a three-user interactive communication scenario. Triads of participants perform a collaborative conversation task under three conditions: a VR condition with binaural spatial audio, a VR condition with simple diotic audio, and a real-world reference condition. This paper presents the results of the study based on questionnaire-based evaluation. Felix Immohr, Gareth Rendle, Christian Kehling, Anton Benjamin Lammert, Steve Goering, Bernd Fröhlich 0001, Alexander Raake |
QoMEX | 2 |
| 2024 | Evaluating the Effect of Binaural Auralization on Audiovisual Plausibility and Communication Behavior in Virtual RealityabstractSpatial audio representations have been shown to positively impact user experience in traditional, non-immersive communication media. While spatial audio also contributes to presence in single-user immersive VR, its impact in virtual communication scenarios has not yet been fully understood. This work aims to further investigate which communication scenarios benefit from spatial audio representations. We present a study in which pairs of interlocutors undertake a collaborative task in an audiovisual Virtual Environment (VE) under different auralization and scene arrangement conditions. The novel task is designed to encourage simultaneous conversation and movement, with the aim of increasing the relevance of spatial hearing. Results are obtained through questionnaires measuring social presence and plausibility, as well as through conversational and behavioral analysis. Although participants are shown to favor binaural auralization over diotic audio in a direct active-listening comparison, no significant differences in social presence, plausibility, or communication behavior could be found. Our results suggest that spatial audio may not affect user experience in dyadic communication scenarios where spatial auditory information is not directly relevant to the considered task. Felix Immohr, Gareth Rendle, Anton Benjamin Lammert, Annika Neidhardt, Victoria Meyer Zur Heyde, Bernd Fröhlich 0001, Alexander Raake |
VR | 2 |
| 2024 | Immersive Study Analyzer: Collaborative Immersive Analysis of Recorded Social VR StudiesabstractVirtual Reality (VR) has become an important tool for conducting behavioral studies in realistic, reproducible environments. In this paper, we present ISA, an Immersive Study Analyzer system designed for the comprehensive analysis of social VR studies. For in-depth analysis of participant behavior, ISA records all user actions, speech, and the contextual environment of social VR studies. A key feature is the ability to review and analyze such immersive recordings collaboratively in VR, through support of behavioral coding and user-defined analysis queries for efficient identification of complex behavior. Respatialization of the recorded audio streams enables analysts to follow study participants' conversations in a natural and intuitive way. To support phases of close and loosely coupled collaboration, ISA allows joint and individual temporal navigation, and provides tools to facilitate collaboration among users at different temporal positions. An expert review confirms that ISA effectively supports collaborative immersive analysis, providing a novel and effective tool for nuanced understanding of user behavior in social VR studies. Anton Benjamin Lammert, Gareth Rendle, Felix Immohr, Annika Neidhardt, Karlheinz Brandenburg, Alexander Raake, Bernd Fröhlich 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2023 | Proof-of-Concept Study to Evaluate the Impact of Spatial Audio on Social Presence and User Behavior in Multi-Modal VR CommunicationabstractThis paper presents a proof-of-concept study conducted to analyze the effect of simple diotic vs. spatial, position-dynamic binaural synthesis on social presence in VR, in comparison with face-to-face communication in the real world, for a sample two-party scenario. A conversational task with shared visual reference was realized. The collected data includes questionnaires for direct assessment, tracking data, and audio and video recordings of the individual participants’ sessions for indirect evaluation. While tendencies for improvements with binaural over diotic presentation can be observed, no significant difference in social presence was found for the considered scenario. The gestural analysis revealed that participants used the same amount and type of gestures in face-to-face as in VR, highlighting the importance of non-verbal behavior in communication. As part of the research, an end-to-end framework for conducting communication studies and analysis has been developed. Felix Immohr, Gareth Rendle, Annika Neidhardt, Steve Goering, Rakesh Rao Ramachandra Rao, Stephanie Arevalo, Bernd Fröhlich 0001, Alexander Raake |
IMX | 2 |
| 2023 | Volumetric Avatar Reconstruction with Spatio-Temporally Offset RGBD CamerasabstractRGBD cameras can capture users and their actions in the real world for reconstruction of photo-realistic volumetric avatars that allow rich interaction between spatially distributed telepresence parties in virtual environments. In this paper, we present and evaluate a system design that enables volumetric avatar reconstruction at increased frame rates. We demonstrate that we can overcome the limited capturing frame rate of commodity RGBD cameras such as the Azure Kinect by dividing a set of cameras into two spatio-temporally offset reconstruction groups and implementing a real-time reconstruction pipeline to fuse the temporally offset RGBD image streams. Comparisons of our proposed system against capture configurations possible with the same number of RGBD cameras indicate that it is beneficial to use a combination of spatially and temporally offset RGBD cameras, allowing increased reconstruction frame rates and scene coverage while producing temporally consistent volumetric avatars. Gareth Rendle, Adrian Kreskowski, Bernd Fröhlich 0001 |
VR | 1 |
| 2022 | Efficient Direct Isosurface Rasterization of Scalar VolumesabstractAbstract In this paper we propose a novel and efficient rasterization‐based approach for direct rendering of isosurfaces. Our method exploits the capabilities of task and mesh shader pipelines to identify subvolumes containing potentially visible isosurface geometry, and to efficiently extract primitives which are consumed on the fly by the rasterizer. As a result, our approach requires little preprocessing and negligible additional memory. Direct isosurface rasterization is competitive in terms of rendering performance when compared with ray‐marching‐based approaches, and significantly outperforms them for increasing resolution in most situations. Since our approach is entirely rasterization based, it affords straightforward integration into existing rendering pipelines, while allowing the use of modern graphics hardware features, such as multi‐view stereo for efficient rendering of stereoscopic image pairs for geometry‐bound applications. Direct isosurface rasterization is suitable for applications where isosurface geometry is highly variable, such as interactive analysis scenarios for static and dynamic data sets that require frequent isovalue adjustment. Adrian Kreskowski, Gareth Rendle, Bernd Fröhlich 0001 |
Comput. Graph. Forum | 2 |