EDBT 2026 Demo / reviewers in the wild / expert
Lui Thomsen
dblp:182/7529 · also Lui Albæk Thomsen
· DBLP profile ↗
3ranked-venue papers
1as first author
1since 2021 · last 2026
0000-0002-3325-5478ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2
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 · 100% | |
| Human-computer interaction and pervasive computing
3 papers |
Haptics and multimodal interaction · 46% Immersive interaction · 29% Design research and methods · 26% |
Topics — the 8 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
virtual reality |
1.0 | 1 | 2026 | Open-Source Toolkits for Experiments in Virtual Reality: A Scoping Review · IEEE Trans. Vis. Comput. Graph. 2026 |
Design research and methods
research methodology |
0.3 | 1 | 2026 | Open-Source Toolkits for Experiments in Virtual Reality: A Scoping Review · IEEE Trans. Vis. Comput. Graph. 2026 |
Haptics and multimodal interaction
haptic feedback |
0.3 | 1 | 2017 | Effect on high versus low fidelity haptic feedback in a virtual reality baseball simulation · VR 2017 |
Virtual and augmented reality
presence |
0.2 | 1 | 2016 | Effects of vibrotactile stimulation during virtual sandboarding · VR 2016 |
Virtual and augmented reality
visual realism |
0.2 | 1 | 2016 | Effects of vibrotactile stimulation during virtual sandboarding · VR 2016 |
Immersive interaction
self-motion perception |
0.2 | 1 | 2016 | Effects of vibrotactile stimulation during virtual sandboarding · VR 2016 |
Haptics and multimodal interaction › haptic feedback
vibrotactile feedback |
0.2 | 1 | 2016 | Effects of vibrotactile stimulation during virtual sandboarding · VR 2016 |
Immersive interaction
virtual reality |
0.1 | 1 | 2017 | Effect on high versus low fidelity haptic feedback in a virtual reality baseball simulation · VR 2017 |
Methods — techniques the papers use, named apart from their topics
scoping review · 2.0within-subjects study · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Open-Source Toolkits for Experiments in Virtual Reality: A Scoping ReviewabstractVirtual reality (VR) is increasingly influencing how researchers study human behavior. Yet, running large-scale VR experiments remains a challenge. The software is complex, capturing data from many sources at once is difficult, and analysis at scale takes significant effort. This paper reviews 67 open-source, research-oriented toolkits that support some or all stages of running VR studies, including the planning, design and management of experiments, collecting and synchronizing data, analyzing and visualizing results, and even running studies remotely or across different types of devices. We group existing peer-reviewed tools into five categories and highlight trends in the field. We discuss Unity's strong influence, the ongoing balance between easy-to-use interfaces and flexible coding approaches, the increased adoption of Lab Streaming Layer (LSL) for time-synchronized data capture, and growing interest in real-world and AI-supported analysis. Based on this overview, we offer practical recommendations to make VR research more consistent and sustainable, such as using shared formats for data and events, ensuring accurate timing and replay, and developing data exports that remain usable over time. We also compile a maintenance snapshot, which highlights technological and operational risks. We conclude with a roadmap targeting reproducibility, including considerations for a cross-platform VR experiment description language and distributed, replayable datasets. This review aims to help researchers choose and combine tools more effectively and give developers directions for supporting a more robust and reliable VR research ecosystem. Lui Thomsen, Rico Krueger |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2017 | Effect on high versus low fidelity haptic feedback in a virtual reality baseball simulationabstractIn this paper we present a within-subjects study (n=26) comparing participants' experience of three kinds of haptic feedback (no haptic feedback, low fidelity haptic feedback and high fidelity haptic feedback) simulating the impact between a virtual baseball bat and ball. We noticed some minor effect on high fidelity versus low fidelity haptic feedback, but haptic feedback generally enhanced realism and quality of experience. Andreas Ryge, Lui Thomsen, Theis Berthelsen, Jonatan S. Hvass, Lars Koreska, Casper Vollmers, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin |
VR | 2 |
| 2016 | Effects of vibrotactile stimulation during virtual sandboardingabstractThis poster details a within-subjects study (n=17) investigating the effects of vibrotactile stimulation on illusory self-motion, presence and perceived realism during an interactive sandboarding simulation. The study compared three conditions: no vibration, constant vibration and dynamic vibration. The results suggest that constant vibrotactile feedback led to significantly more compelling self-motion illusions and a higher degree of perceived realism. Stine L. R. Lind, Lui Thomsen, Mie C. S. Egeberg, Niels C. Nilsson, Rolf Nordahl, Stefania Serafin |
VR | 2 |