Demo Data from VLDB 2026 / reviewers in the wild / expert
Brad Colbert
dblp:84/4609
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 1999
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2Graphics, computer vision, multimedia, augmented reality and games · 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 graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Software engineering, system software, and programming languages
1 paper |
Requirements engineering and software design · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Distributed systems · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Requirements engineering and software design
software architecture |
0.0 | 1 | 1999 | The Software Architecture of a Real-Time Battlefield Visualization Virtual Environment · VR 1999 |
Distributed systems › distributed data processing
distributed data fusion |
0.0 | 1 | 1999 | The Software Architecture of a Real-Time Battlefield Visualization Virtual Environment · VR 1999 |
Methods — techniques the papers use, named apart from their topics
real-time rendering · 0.1data integration · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1999 | The Software Architecture of a Real-Time Battlefield Visualization Virtual EnvironmentabstractThis paper describes the software architecture of Dragon, a real-time situational awareness virtual environment for battlefield visualization. Dragon receives data from a number of different sources and creates a single, coherent, and consistent three-dimensional display. We describe the problem of Battlefield Visualization and the challenges it imposes. We discuss the Dragon architecture, the rational for its design, and its performance in an actual application. The battlefield VR system is also suitable for similar civilian domains such as large-scale disaster relief and hostage rescue. Simon J. Julier, Rob King, Brad Colbert, Jim Durbin, Lawrence J. Rosenblum |
VR | 3 |
| 1998 | Battlefield visualization on the responsive workbenchabstractIn this paper we describe a battlefield visualization system, called Dragon, which we have implemented on a virtual reality responsive workbench. The Dragon system has been successfully deployed as part of two large military exercises: the Hunter Warrior advanced warfighting experiment, in March 1997, and the Joint Counter Mine advanced concept tactical demonstration, in August and September 1997. We describe battlefield visualization, the Dragon system, and the workbench, and we describe our experiences as part of these two real-world deployments, with an emphasis on lessons learned and needed future work. Jim Durbin, J. Edward Swan II, Brad Colbert, John Crowe, Rob King, Tony King, Christopher Scannell, Zachary Wartell, Terry Welsh |
IEEE Visualization | 3 |