Demo Data from VLDB 2026 / reviewers in the wild / expert
John O. Murray
dblp:401/5780
· DBLP profile ↗
4ranked-venue papers
2as first author
3since 2021 · last 2026
0009-0000-8264-0623ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 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 |
Multimedia systems and quality of experience · 77% Virtual and augmented reality · 23% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Multimedia systems and quality of experience › video streaming
360-degree video streaming |
0.4 | 1 | 2020 | Video 360 Content Navigation for Mobile HMD Devices · ACM Multimedia 2020 |
Methods — techniques the papers use, named apart from their topics
navigation graph · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Exploring the Relationship Between Quality of Experience and Quality of Service in Collaborative Mixed RealityabstractCollaborative Mixed Reality (CollabMR) enables multiple users to interact with both the physical and virtual worlds in real time. One of the major challenges CollabMR faces is the timely synchronization of shared virtual content, yet how network Quality of Service (QoS) maps to user Quality of Experience (QoE) remains poorly understood. To address this gap, we present an exploratory, multi-layer framework linking QoS inputs (latency, bandwidth) to system responsiveness and perceptual, cognitive, and behavioral QoE. We evaluate this framework through a controlled within-subject human study with 60 participants (30 pairs) using HoloLens 2 headsets and a collaborative 3D puzzle task under four network conditions. To validate, we analyze network-level measurements, interaction logs, task performance metrics, and post-task subjective questionnaires to examine how variations in system responsiveness manifest across our conceptual model. John O. Murray, Yasra Chandio, Michael Zink |
IMX | 1 |
| 2024 | Synchronized Object Sharing for Augmented Reality Virtual ConferencingabstractIn the aftermath of the pandemic, governments and organizations worldwide are proactively preparing for future challenges. The importance of communication and connection has been underscored in recent years, especially through applications like Skype, Discord, and Zoom, as they play a pivotal role in collaboration and innovation across the world. Virtual platforms have become integral for societies to connect and collaborate, emphasizing the need for the evolution of communication methods to ensure a resilient global future. This paper provides an implementation for an Extended Reality (XR) conferencing application. This required implementing an XR-capable application for the HoloLens 2 as well as creating a server application that acts as a hub for all connected users, with a focus on simplicity and modality to allow for future modification and experimentation. Once these applications were created, further testing was performed to evaluate network metrics, and user quality of experience through a user study. The user study evaluates the effects of latency on object movement and creates a starting point for further improvement on the created messaging system. The development and deployment of a basic conferencing application for the HoloLens 2 is an important step in building a more connected and resilient future. John O. Murray, Michael Zink |
ISM | 1 |
| 2021 | L3BOU: Low Latency, Low Bandwidth, Optimized Super-Resolution Backhaul for 360-Degree Video StreamingabstractIn recent years, streamed 360° videos have gained popularity within Virtual Reality (VR) and Augmented Reality (AR) applications. However, they are of much higher resolutions than 2D videos, causing greater bandwidth consumption when streamed. This increased bandwidth utilization puts tremendous strain on the network capacity of the cloud providers streaming these videos. In this paper, we introduce L3BOU, a novel, three-tier distributed software framework that reduces cloud-edge bandwidth in the backhaul network and lowers average end-to-end latency for 360° video streaming applications. The L3BOU framework achieves low bandwidth and low latency by leveraging edge-based, optimized upscaling techniques. L3BOU accomplishes this by utilizing down-scaled MPEG-DASH-encoded 360° video data, known as Ultra Low Resolution (ULR) data, that the L3BOU edge applies distributed super-resolution (SR) techniques on, providing a high quality video to the client. L3BOU is able to reduce the cloud-edge backhaul bandwidth by up to a factor of 24, and the optimized super-resolution multi-processing of ULR data provides a 10-fold latency decrease in super resolution upscaling at the edge. Ayush Sarkar, John O. Murray, Mallesham Dasari, Michael Zink, Klara Nahrstedt |
ISM | 2 |
| 2020 | Video 360 Content Navigation for Mobile HMD DevicesabstractWe demonstrate a video 360 navigation and streaming system for Mobile HMD devices. The Navigation Graph (NG) concept is used to predict future views that use a graph model that captures both temporal and spatial viewing behavior of prior viewers. Visualization of video 360 content navigation and view prediction algorithms is used for assessment of Quality of Experience (QoE) and evaluation of the accuracy of the NG-based view prediction algorithm. Jounsup Park, Mingyuan Wu, Klara Nahrstedt, Arielle Rosenthal, John O. Murray, Kevin Spiteri, Michael Zink, Ramesh K. Sitaraman |
ACM Multimedia | 7 |