Demo Data from VLDB 2026 / reviewers in the wild / expert
Lance Long
dblp:44/1498
· DBLP profile ↗
10ranked-venue papers
0as first author
2since 2021 · last 2024
0000-0002-1919-3864ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Systems, architecture and hardware · 4Human-computer interaction and ubiquitous computing · 4 · 2 since 2021Computer networks · 1Software engineering, systems software and programming languages · 1Graphics, computer vision, multimedia, augmented reality and games · 1Applied, interdisciplinary, general and emerging 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 architecture, parallel and distributed computing, and storage systems
1 paper |
Cloud and datacenter computing · 62% GPUs and heterogeneous computing · 19% High-performance computing · 19% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 77% Collaborative and social computing · 23% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 1 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
immersive display |
0.2 | 1 | 2014 | CAVE2 documentary · VR 2014 |
Methods — techniques the papers use, named apart from their topics
resource disaggregation · 0.4passive stereo · 0.4middleware · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Hummingbird: Live Theater Adventure Empowering Collaboration in Virtual RealityabstractHummingbird is an innovative, award-winning performance engaging participants in active storytelling that bridges live theater and collaborative interaction through virtual reality (VR). Hummingbird's story celebrates courage and coming of age through the eyes of a gutsy teen who must outsmart her mother's egotistic boss and survive a dangerous new technology in a live, immersive adventure. Developed at the University of Illinois Chicago by faculty and over 30 students from the departments of Computer Science and Design in partnership with professional theater producers, directors, actors, videographers and composers, this project advanced interdisciplinary collaboration, provided a unique learning environment and broadened the research experience for several cohorts of students. Over 500 people attended Hummingbird's performances at the Tony Award-winning Goodman Theatre's New Stages Festival, Chicago Children's Theater and SIGGRAPH 2022 in Vancouver, Canada, with over 200 active VR participants. In each performance, five VR participants actively collaborate with each other and a lead actor within the VR adventure, contributing problem-solving, collaboration and teamwork, while a greater audience simultaneously follows the virtual performance aspects on a large video wall in real-time. Discussion sessions and audience evaluations followed each performance, informed the Hummingbird team on script, design and interactivity to improve future performances. Through qualitative analysis of audience experiences and insights from our collaboration, we discuss key considerations and design recommendations for integrating VR with live theater. Hummingbird demonstrates how VR can revolutionize theatrical storytelling by enabling traditional theater to narrate epic stories that were once considered too ambitious for traditional stage by extending live theater and making VR accessible to a broader audience. This project serves as a prototype for successful partnerships between nonprofit theater and interdisciplinary research institutions to increase opportunities for cross-disciplinary student education. Daria Tsoupikova, Sai Priya Jyothula, Arthur Nishimoto, Jo Cattell, Andrew E. Johnson 0001, Lance Long |
VINCI | 6 |
| 2021 | Traces of Time through Space: Advantages of Creating Complex Canvases in Collaborative MeetingsabstractTechnology have long been a partner of workplace meeting facilitation. The recent outbreak of COVID-19 and the cautionary measures to reduce its spread have made it more prevalent than ever before in the form of online-meetings. In this paper, we recount our experiences during weekly meetings in three modalities: using SAGE2 - a collaborative sharing software designed for large displays - for co-located meetings, using a conventional projector for co-located meetings, and using the Zoom video-conferencing tool for distributed meetings. We view these meetings through the lens of effective meeting attributes and share ethnographic observations and attitudinal survey conducted in our research lab. We discuss patterns of content sharing, either sequential, parallel, or semi-parallel, and the potential advantages of creating complex canvases of content. We see how the SAGE2 tool affords parallel content sharing to create complex canvases, which represent queues of ideas and contributions (past, present, and future) using the space on a large display to suggest the progression of time through the meeting. Nurit Kirshenbaum, Kylie Davidson, Jesse Harden, Chris North 0001, Dylan Kobayashi, Ryan Theriot, Roderick S. Tabalba, Michael L. Rogers, Mahdi Belcaid, Andrew Thomas Burks, Krishna Bharadwaj, Luc Renambot, Andrew E. Johnson 0001, Lance Long, Jason Leigh |
Proc. ACM Hum. Comput. Interact. | 14 |
| 2019 | Usage Patterns of Wideband Display Environments In e-Science Research, Development and TrainingabstractSAGE (the Scalable Adaptive Graphics Environment) and its successor SAGE2 (the Scalable Amplified Group Environment) are operating systems for managing content across wideband display environments. This paper documents the prevalent usage patterns of SAGE-enabled display walls in support of the e-Science enterprise, based on nearly 15 years of observations of the SAGE community. These patterns will help guide e-Science users and cyberinfrastructure developers on how best to leverage large tiled display walls, and the types of software services that could be provided in the future. Jason Leigh, Krishna Bharadwaj, Arthur Nishimoto, Lance Long, Jason H. Haga, Francis Cristobal, Jared H. McLean, Roberto Pelayo, Mahdi Belcaid, Dylan Kobayashi, Nurit Kirshenbaum, Troy Wooton, Luc Renambot, Andrew E. Johnson 0001, Maxine D. Brown, Andrew Thomas Burks |
eScience | 4 |
| 2019 | COMPaaS DLV: Composable Infrastructure for Deep Learning in an Academic Research EnvironmentabstractIn today's Big Data era, data scientists require new computational instruments in order to quickly analyze large-scale datasets using complex codes and quicken the rate of scientific progress. While Federally-funded computer resources, from supercomputers to clouds, are beneficial, they are often limiting - particularly for deep learning and visualization - as they have few Graphics Processing Units (GPUs). GPUs are at the center of modern high-performance computing and artificial intelligence, efficiently performing mathematical operations that can be massively parallelized, speeding up codes used for deep learning, visualization and image processing, more so than general-purpose microprocessors, or Central Processing Units (CPUs). The University of Illinois at Chicago is acquiring a much-in-demand GPU-based instrument, COMPaaS DLV - COMposable Platform as a Service Instrument for Deep Learning & Visualization, based on composable infrastructure, an advanced architecture that disaggregates the underlying compute, storage, and network resources for scaling needs, but operates as a single cohesive infrastructure for management and workload purposes. We are experimenting with a small system and learning a great deal about composability, and we believe COMPaaS DLV users will benefit from the varied workflow that composable infrastructure allows. Maxine D. Brown, Luc Renambot, Lance Long, Timothy Bargo, Andrew E. Johnson 0001 |
ICNP | 3 |
| 2016 | SAGE2: A collaboration portal for scalable resolution displays
Luc Renambot, Thomas Marrinan, Jillian Aurisano, Arthur Nishimoto, Victor A. Mateevitsi, Krishna Bharadwaj, Lance Long, Andrew E. Johnson 0001, Maxine D. Brown, Jason Leigh |
Future Gener. Comput. Syst. | 7 |
| 2014 | SAGE2: A new approach for data intensive collaboration using Scalable Resolution Shared DisplaysabstractCurrent web-based collaboration systems, such as Google Hangouts, WebEx, and Skype, primarily enable single users to work with remote collaborators through video conferencing and desktop mirroring. The original SAGE software, developed in 2004 and adopted at over one hundred international sites, was Thomas Marrinan, Jillian Aurisano, Arthur Nishimoto, Krishna Bharadwaj, Victor A. Mateevitsi, Luc Renambot, Lance Long, Andrew E. Johnson 0001, Jason Leigh |
CollaborateCom | 7 |
| 2014 | CAVE2 documentaryabstractThis video describes the CAVE2 Hybrid Reality Environment developed by the Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago (UIC). CAVE2 is a near-seamless flat-panel-based, surround-screen immersive system that can simultaneously display both 2D and 3D information, providing more flexibility for mixed media applications and more opportunities for groups of researchers to work together with large heterogeneous datasets [1]. CAVE2 is a cylindrical system of 24 feet in diameter and 8 feet tall, and consists of 72 near-seamless, off-axis-optimized passive-stereo LCD panels, creating a 320-degree panoramic environment for displaying information at 37 Megapixels (in stereoscopic 3D) or 74 Megapixels in 2D and at a horizontal visual acuity of 20/20 [2]. Custom LCD panels with shifted polarizers were built so the images in the top and bottom rows of LCDs are optimized for vertical off-center viewing, allowing viewers to come closer to the displays while minimizing ghosting. EVL's Omegalib middleware supports fully immersive OpenGL, OpenSceneGraph and VTK applications, as well as EVL's SAGE middleware to achieve a hybrid 2D/3D environment. CAVE2 also supports CalVR (developed at the Calit2 Qualcomm Institute at University of California, San Diego), Electro (by Robert Kooima, currently at Louisiana State University) and Google Earth. Jason Leigh, Andrew E. Johnson 0001, Luc Renambot, Lance Long, Dan Sandin, Jonas Talandis, Alessandro Febretti, Arthur Nishimoto |
VR | 4 |
| 2009 | The OptIPortal, a scalable visualization, storage, and computing interface device for the OptiPuter
Thomas A. DeFanti, Jason Leigh, Luc Renambot, Byungil Jeong, Alan Verlo, Lance Long, Maxine D. Brown, Dan Sandin, Venkatram Vishwanath, Mason J. Katz, Philip M. Papadopoulos, Joseph P. Keefe, Gregory R. Hidley, Gregory Dawe, Ian Kaufman, Bryan Glogowski, Kai-Uwe Doerr, Rajvikram Singh, Javier Girado |
Future Gener. Comput. Syst. | 6 |
| 2006 | The first functional demonstration of optical virtual concatenation as a technique for achieving Terabit networking
Akira Hirano, Luc Renambot, Byungil Jeong, Jason Leigh, Alan Verlo, Venkatram Vishwanath, Rajvikram Singh, Julieta Aguilera, Andrew E. Johnson 0001, Thomas A. DeFanti, Lance Long, Nicholas Schwarz, Maxine D. Brown, Naohide Nagatsu, Yukio Tsukishima, Masahito Tomizawa, Yutaka Miyamoto, Masahiko Jinno, Yoshihiro Takigawa, Osamu Ishida |
Future Gener. Comput. Syst. | 11 |
| 2006 | The global lambda visualization facility: An international ultra-high-definition wide-area visualization collaboratory
Jason Leigh, Luc Renambot, Andrew E. Johnson 0001, Byungil Jeong, Ratko Jagodic, Nicholas Schwarz, Dmitry Svistula, Rajvikram Singh, Julieta Aguilera, Venkatram Vishwanath, Brenda Lopez, Dan Sandin, Tom Peterka, Javier Girado, Robert Kooima, Jinghua Ge, Lance Long, Alan Verlo, Thomas A. DeFanti, Maxine D. Brown, Donna J. Cox, Robert Patterson, Patrick Dorn, Paul Wefel, Stuart Levy, Jonas Talandis, Joe Reitzer, Tom Prudhomme, Tom Coffin, Paul Wielinga, Bram Stolk, Gee Bum Koo, Jaeyoun Kim, Sangwoo Han, Jongwon Kim 0001, Brian Corrie II, Todd Zimmerman, Pierre Boulanger, Manuel Garcia |
Future Gener. Comput. Syst. | 18 |