Demo Data from VLDB 2026 / reviewers in the wild / expert
Hank Kerzmarski
dblp:72/3457
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2003
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous 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 |
High-performance computing · 77% GPUs and heterogeneous computing · 23% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
High-performance computing › cluster computing
commodity cluster |
0.0 | 1 | 2003 | Commodity Clusters for Virtual Reality · VR 2003 |
Virtual and augmented reality › virtual environment
immersive environment |
0.0 | 1 | 2003 | Commodity Clusters for Virtual Reality · VR 2003 |
Methods — techniques the papers use, named apart from their topics
tutorial · 0.1panel discussion · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2003 | Commodity Clusters for Virtual RealityabstractMultiprojection Immersive Environments are used in many applications ranging fromscience, engineering and art. Such VR-oriented systems have traditionally been powered byhigh-end graphics workstations or supercomputers, but, recently, clusters of commoditycomputers (such as PCs, Macs, and low cost workstations) have become a practical alternative.The advantages of a commodity cluster include low cost, flexibility, access to technology, andperformance scalability. The workshop will be divided in three parts. An introductory tutorialon VR clustering technologies will cover hardware and software issues and will emphasize freesoftware solutions. The second part will consist of 20-minute presentations on specificcommodity technologies as applied to virtual reality. An open panel discussion will close theworkshop. Bruno Raffin, Marcelo Knörich Zuffo, Hank Kerzmarski, Zhingeng Pan |
VR | 3 |