Demo Data from VLDB 2026 / reviewers in the wild / expert
Yufeng Chen 0007
dblp:64/5715-7
· DBLP profile ↗
3ranked-venue papers
1as first author
3since 2021 · last 2026
0009-0009-3653-6580ORCID · conflict
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 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
2 papers |
Virtual and augmented reality · 77% Multimedia systems and quality of experience · 23% | |
| Computer networks
2 papers |
Wireless networking · 35% Internet architecture and protocols · 35% Datacenter networks · 30% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › virtual reality
collaborative virtual reality |
1.0 | 1 | 2026 | Scalable Collocated Multi-User VR Through Virtual Environment User Spatial Coherence · IEEE Trans. Vis. Comput. Graph. 2026 |
Virtual and augmented reality › virtual reality
co-located virtual reality |
1.0 | 1 | 2026 | Scalable Collocated Multi-User VR Through Virtual Environment User Spatial Coherence · IEEE Trans. Vis. Comput. Graph. 2026 |
Virtual and augmented reality › virtual environment
networked virtual environment |
0.9 | 1 | 2025 | RUN: A Case for Cross-Layer Networked Virtual Reality · ACM Multimedia 2025 |
Multimedia systems and quality of experience › multimedia delivery
VR content delivery |
0.9 | 1 | 2025 | RUN: A Case for Cross-Layer Networked Virtual Reality · ACM Multimedia 2025 |
Internet architecture and protocols
multicast |
0.3 | 1 | 2026 | Scalable Collocated Multi-User VR Through Virtual Environment User Spatial Coherence · IEEE Trans. Vis. Comput. Graph. 2026 |
Wireless networking
wireless network protocols |
0.3 | 1 | 2026 | Scalable Collocated Multi-User VR Through Virtual Environment User Spatial Coherence · IEEE Trans. Vis. Comput. Graph. 2026 |
Methods — techniques the papers use, named apart from their topics
visibility-aware prioritization · 2.0multicast · 2.0bitmap acknowledgments · 2.0cross-layer design · 1.7additive detail refinement · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Scalable Collocated Multi-User VR Through Virtual Environment User Spatial CoherenceabstractThis paper presents an approach to alleviating the server-client communication bottleneck in collocated multi-user virtual reality (VR). Instead of transmitting unique packets to each client, the system multicasts the same packets to all users, combining packetization, visibility-aware prioritization, and lightweight acknowledgments to ensure efficiency and fairness. To enable rapid scene completion, the environment is partitioned into independent fixed-size packets that can be decoded immediately upon arrival, and transmission order is guided by precomputed visibility footprints. Scalability is achieved through repeated multicast until compact bitmap acknowledgments confirm reception, keeping communication cost mostly independent of the number of clients. A controlled study with 23 participants in groups of 7 and 16 showed that this method reconstructs environments several times faster and with fewer missing parts than a conventional unicast TCP-based approach. These findings demonstrate that multicast transmission over commodity Wi-Fi can support large collocated VR groups. Yuqi Zhou 0002, Shuqi Liao, Yufeng Chen 0007, Sonia Fahmy, Voicu Popescu |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | RUN: A Case for Cross-Layer Networked Virtual RealityabstractImmersive virtual reality (VR) experiences require transmission and rendering of large-scale 3D content, often represented as point clouds or polygon meshes. Unfortunately, existing networked VR systems often fail to fully exploit the flexibility of VR data representations. To address this problem, we propose a cross-layer design that elevates a network data unit to a usable rendering unit for VR applications. Our aim is to bridge the gap between networks and applications in order to enhance visual quality, especially over constrained and variable networks. Our approach, Rendering Unit that is Network-aware (RUN), with two variants, RUN-Packet and RUN-Hybrid, includes mechanisms to effectively utilize network data units when encoding, transmitting, decoding, and rendering. Specifically, we develop additive detail refinement mechanisms and address streaming challenges such as head-of-line (HoL) blocking. We prototype our system in Unity 3D and evaluate it using synthetic network environments and real network traces. Our results with both static and dynamic point clouds demonstrate that RUN significantly reduces stalls and delivers smoother frame updates, enhancing visual quality. Yufeng Chen 0007, Umakant Kulkarni, Voicu Popescu, Sonia Fahmy |
ACM Multimedia | 1 |
| 2023 | Toward QoE-based Routing Path SelectionabstractThe increasing popularity of video streaming and conferencing services have altered the nature of Internet traffic. In this paper, we take a first step toward quantifying the impact of this changing nature of traffic on the Quality of Experience (QoE) of popular video streaming and conferencing applications. We first analyze the traffic characteristics of these applications and of backbone links, and show how simple multipath routing may adversely impact application QoE. To mitigate this problem, we propose a new routing path selection approach, inspired by the TCP timeout computation algorithm, that uses both the average and variation of path load. Preliminary results show that this approach improves application QoE by on average 14% and packet latency by 11% for video streaming and conferencing applications, respectively.1 Umakant Kulkarni, Yufeng Chen 0007, Patrick Melampy, Sonia Fahmy |
HPSR | 2 |