EDBT 2026 Demo / reviewers in the wild / expert
Bálint György Nagy
dblp:252/1015
· DBLP profile ↗
3ranked-venue papers
1as first author
2since 2021 · last 2025
0000-0001-9917-952XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 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.
| Human-computer interaction and pervasive computing
1 paper |
Human-robot interaction · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Cloud and datacenter computing · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › virtual reality
VR platform |
0.4 | 1 | 2019 | Towards Human-Robot Collaboration: An Industry 4.0 VR Platform with Clouds Under the Hood · ICNP 2019 |
Human-robot interaction › robot navigation
collision avoidance |
0.4 | 1 | 2019 | Towards Human-Robot Collaboration: An Industry 4.0 VR Platform with Clouds Under the Hood · ICNP 2019 |
Human-robot interaction
human-robot collaboration |
0.4 | 1 | 2019 | Towards Human-Robot Collaboration: An Industry 4.0 VR Platform with Clouds Under the Hood · ICNP 2019 |
Cloud and datacenter computing › computation offloading
cloud offloading |
0.1 | 1 | 2019 | Towards Human-Robot Collaboration: An Industry 4.0 VR Platform with Clouds Under the Hood · ICNP 2019 |
Methods — techniques the papers use, named apart from their topics
digital twin · 1.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Enablers of low-latency immersive interaction in future remote-rendered Mixed Reality applicationsabstractMixed Reality (MR) has launched from science fiction but its entrance in reality can reshape our society. By combining the physical and virtual worlds, it provides novel ways of immersive interactions and experiences and by these means enables a new generation of applications. The most exciting and challenging ones support collaborative, multi-user operation in large geographical scale, require real-time environment comprehension and high visual fidelity. The success or failure is definitely impacted by the capabilities and performance limits of edge cloud platforms and 5G/6G networks providing the offloading features for CPU/GPU intensive MR functions. In addition, the desired quality of user experience calls for further mechanisms at the application level hiding the consequences of varying network characteristics. In this paper, we propose a novel edge cloud based architecture for future remote-rendered MR applications supporting low-latency immersive interactions. Our contribution is threefold. First, the system architecture is presented focusing on the remote rendering, 3D simulation and environment detection control loops. Second, we highlight the main features of our proof-of-concept prototype and our dedicated application, namely the Mixed Reality version of a Rocket League inspired game. Third, the concepts are validated via experiments in a Beyond 5G infrastructure where we analyze the operation and latency characteristics of the overall system. In addition, the quality of the user experience is also evaluated via real-life experiments conducted as part of a student competition. The results show that the latency and jitter characteristics of the most sensitive render loop can be managed efficiently together by a network-level control (slice priorities) and an application-level (dynamic jitter buffer) mechanism. Janos Doka, Bálint György Nagy, Dávid Jocha, Bence Formanek, Iván Viciedo, Adrián Rodrigo, David Gomez-Barquero, Balázs Sonkoly |
MMSys | 2 |
| 2023 | Towards an Edge Cloud Based Coordination Platform for Multi-User AR Applications Built on Open-Source SLAMsabstractAugmented Reality (AR) applications can reshape our society enabling novel ways of interactions and immersive experiences in many fields. However, multi-user and collaborative AR applications pose several challenges. The expected user experience requires accurate position and orientation information for each device and precise synchronization of the respective coordinate systems in real-time. Unlike mobile phones or AR glasses running on battery with constrained resource capacity, cloud and edge platforms can provide the computing power for the core functions under the hood. In this paper, we propose a novel edge cloud based platform for multi-user AR applications realizing an essential coordination service among the users. The latency critical, computation intensive Simultaneous Localization And Mapping (SLAM) function is offloaded from the device to the edge cloud infrastructure. Our solution is built on open-source SLAM libraries and the Robot Operating System (ROS). Our contribution is threefold. First, we propose an extensible, edge cloud based AR architecture. Second, we develop a proof-of-concept prototype supporting multiple devices. Third, a dedicated measurement methodology is described and the overall performance of the system is evaluated via real experiments. Balázs Sonkoly, Bálint György Nagy, Janos Doka, Zsófia Kecskés-Solymosi, János Czentye, Bence Formanek, Dávid Jocha, Balázs Péter Gero |
NOMS | 2 |
| 2019 | Towards Human-Robot Collaboration: An Industry 4.0 VR Platform with Clouds Under the HoodabstractSafe and efficient Human-Robot Collaboration (HRC) is an essential feature of future Industry 4.0 production systems which requires sophisticated collision avoidance mechanisms with intense computation need. Digital twins provide a novel way to test the impact of different control decisions in a simulated virtual environment even in parallel. In addition, Virtual/Augmented Reality (VR/AR) applications can revolutionize future industry environments. Each component requires extreme computational power which can be provided by cloud platforms but at the cost of higher delay and jitter. Moreover, clouds bring a versatile set of novel techniques easing the life of both developers and operators. Can these applications be realized and operated on today's systems? In this demonstration, we give answers to this question via real experiments. Bálint György Nagy, Janos Doka, Sándor Rácz, Géza Szabó, István Pelle, János Czentye, László Toka, Balázs Sonkoly |
ICNP | 1 |