Demo Data from EDBT 2026 / reviewers in the wild / expert
Walker M. White
dblp:w/WalkerMWhite
· DBLP profile ↗
20ranked-venue papers
2as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Databases, data management, data science and information retrieval · 17 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2Artificial intelligence and machine learning · 1Systems, architecture and hardware · 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
5 papers |
Storage systems · 29% Parallel and multicore computing · 18% Performance modeling and evaluation · 18% | |
| Databases, data mining, and information retrieval
11 papers |
Data mining · 26% Data models and query languages · 25% Data stream processing · 21% | |
| Human-computer interaction and pervasive computing
2 papers |
Learning and educational technologies · 88% Games and playful interaction · 12% |
Topics — the 27 heaviest of 37, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Learning and educational technologies › language learning
second language learning |
0.2 | 1 | 2016 | Crystallize: An Immersive, Collaborative Game for Second Language Learning · CSCW 2016 |
Data stream processing
complex event processing |
0.1 | 2 | 2007 | Cayuga: a high-performance event processing engine · SIGMOD Conference 2007 What is "next" in event processing? · PODS 2007 |
Transaction processing and concurrency control › OLTP
in-memory transaction processing |
0.1 | 1 | 2011 | Fast checkpoint recovery algorithms for frequently consistent applications · SIGMOD Conference 2011 |
Storage systems
durability and recovery |
0.1 | 1 | 2011 | Fast checkpoint recovery algorithms for frequently consistent applications · SIGMOD Conference 2011 |
Performance modeling and evaluation › simulation
agent-based simulation |
0.1 | 1 | 2010 | Behavioral Simulations in MapReduce · Proc. VLDB Endow. 2010 |
Parallel and multicore computing › data-parallel programming
mapreduce |
0.1 | 1 | 2010 | Behavioral Simulations in MapReduce · Proc. VLDB Endow. 2010 |
Parallel and multicore computing
parallel programming models and runtimes |
0.1 | 1 | 2010 | Behavioral Simulations in MapReduce · Proc. VLDB Endow. 2010 |
Performance modeling and evaluation › simulation › parallel and distributed simulation
parallel simulation |
0.1 | 1 | 2010 | Behavioral Simulations in MapReduce · Proc. VLDB Endow. 2010 |
Hardware reliability and fault tolerance › error recovery
checkpoint recovery |
0.1 | 1 | 2009 | An Evaluation of Checkpoint Recovery for Massively Multiplayer Online Games · Proc. VLDB Endow. 2009 |
Storage systems
database recovery |
0.1 | 1 | 2009 | An Evaluation of Checkpoint Recovery for Massively Multiplayer Online Games · Proc. VLDB Endow. 2009 |
Distributed systems › distributed interactive applications › collaborative computing
distributed virtual environments |
0.1 | 1 | 2009 | Scalability for Virtual Worlds · ICDE 2009 |
Storage systems › storage reliability
durability |
0.1 | 1 | 2009 | An Evaluation of Checkpoint Recovery for Massively Multiplayer Online Games · Proc. VLDB Endow. 2009 |
Memory systems
main memory database |
0.1 | 1 | 2009 | An Evaluation of Checkpoint Recovery for Massively Multiplayer Online Games · Proc. VLDB Endow. 2009 |
Distributed systems
replication |
0.1 | 1 | 2009 | Scalability for Virtual Worlds · ICDE 2009 |
Data mining
pattern mining |
0.1 | 2 | 2003 | How to quickly find a witness · PODS 2003 DualMiner: a dual-pruning algorithm for itemsets with constraints · KDD 2002 |
Games and playful interaction › multiplayer games
cooperative games |
0.1 | 1 | 2016 | Crystallize: An Immersive, Collaborative Game for Second Language Learning · CSCW 2016 |
Data models and query languages
temporal data model |
0.1 | 1 | 2007 | What is "next" in event processing? · PODS 2007 |
Data mining › pattern mining › constraint-based mining
constrained itemset mining |
0.0 | 1 | 2003 | How to quickly find a witness · PODS 2003 |
Data mining › pattern mining
itemset mining |
0.0 | 1 | 2003 | How to quickly find a witness · PODS 2003 |
Data mining › pattern mining › itemset mining
frequent itemset mining |
0.0 | 1 | 2002 | DualMiner: a dual-pruning algorithm for itemsets with constraints · KDD 2002 |
Programming languages and type systems
domain-specific languages |
0.0 | 1 | 2010 | Behavioral Simulations in MapReduce · Proc. VLDB Endow. 2010 |
Programming languages and type systems › domain-specific languages
simulation language |
0.0 | 1 | 2010 | Behavioral Simulations in MapReduce · Proc. VLDB Endow. 2010 |
High-performance computing
large-scale simulation |
0.0 | 1 | 2010 | Behavioral Simulations in MapReduce · Proc. VLDB Endow. 2010 |
Transaction processing and concurrency control
distributed transaction processing |
0.0 | 1 | 2009 | Scalability for Virtual Worlds · ICDE 2009 |
Data stream processing
event monitoring |
0.0 | 1 | 2007 | Cayuga: a high-performance event processing engine · SIGMOD Conference 2007 |
Data stream processing › complex event processing
event pattern matching |
0.0 | 1 | 2007 | What is "next" in event processing? · PODS 2007 |
Distributed systems
publish/subscribe systems |
0.0 | 1 | 2007 | Massively multi-query join processing in publish/subscribe systems · SIGMOD Conference 2007 |
Methods — techniques the papers use, named apart from their topics
natural language processing · 0.6flow diagrams · 0.6user study · 0.2lock-free checkpointing · 0.2frequent consistency points · 0.2chat-log analysis · 0.2spatial join · 0.2dataflow compilation · 0.2automatic parallelization · 0.2trace-driven evaluation · 0.2simulation · 0.2distributed transaction model · 0.2declarative scripting language · 0.1constraint-based mining · 0.1pruning · 0.0monotone constraints · 0.0antimonotone constraint · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | PathViewer: Visualizing Pathways through Student DataabstractAnalysis of student data is critical for improving education. In particular, educators need to understand what approaches their students are taking to solve a problem. However, identifying student strategies and discovering areas of confusion is difficult because an educator may not know what queries to ask or what patterns to look for in the data. In this paper, we present a visualization tool, PathViewer, to model the paths that students follow when solving a problem. PathViewer leverages ideas from flow diagrams and natural language processing to visualize the sequences of intermediate steps that students take. Using PathViewer, we analyzed how several students solved a Python assignment, discovering interesting and unexpected patterns. Our results suggest that PathViewer can allow educators to quickly identify areas of interest, drill down into specific areas, and identify student approaches to the problem as well as misconceptions they may have. Walker M. White, Erik Andersen 0001 |
CHI | 2 |
| 2016 | Crystallize: An Immersive, Collaborative Game for Second Language LearningabstractLearning a second language is challenging. Becoming fluent requires learning contextual information about how language should be used as well as word meanings and grammar. The majority of existing language learning applications provide only thin context around content. In this paper, we present Crystallize, a collaborative 3D game that provides rich context along with scaffolded learning and engaging gameplay mechanics. Players collaborate through joint tasks, or quests. We present a user study with 42 participants that examined the impact of low and high levels of task interdependence on language learning experience and outcomes. We found that requiring players to help each other led to improved collaborative partner interactions, learning outcomes, and gameplay. A detailed analysis of the chat-logs further revealed that changes in task interdependence affected learning behaviors. Gabriel Culbertson, Erik Andersen 0001, Walker M. White, Malte F. Jung |
CSCW | 3 |
| 2011 | Making time-stepped applications tick in the cloudabstractScientists are currently evaluating the cloud as a new platform. Many important scientific applications, however, perform poorly in the cloud. These applications proceed in highly parallel discrete time-steps or "ticks," using logical synchronization barriers at tick boundaries. We observe that network jitter in the cloud can severely increase the time required for communication in these applications, significantly increasing overall running time. Tao Zou 0002, Guozhang Wang, Marcos Antonio Vaz Salles, David Bindel, Alan J. Demers, Johannes Gehrke, Walker M. White |
SoCC | 7 |
| 2011 | Fast checkpoint recovery algorithms for frequently consistent applicationsabstractAdvances in hardware have enabled many long-running applications to execute entirely in main memory. As a result, these applications have increasingly turned to database techniques to ensure durability in the event of a crash. However, many of these applications, such as massively multiplayer online games and mainmemory OLTP systems, must sustain extremely high update rates – often hundreds of thousands of updates per second. Providing durability for these applications without introducing excessive overhead or latency spikes remains a challenge for application developers. In this paper, we take advantage of frequent points of consistency in many of these applications to develop novel checkpoint recovery algorithms that trade additional space in main memory for significantly lower overhead and latency. Compared to previous work, our new algorithms do not require any locking or bulk copies of the application state. Our experimental evaluation shows that one of our new algorithms attains nearly constant latency and reduces overhead by more than an order of magnitude for low to medium update rates. Additionally, in a heavily loaded main-memory transaction processing system, it still reduces overhead by more than a factor of two. Tuan Cao, Marcos Antonio Vaz Salles, Ben Sowell, Yao Yue, Alan J. Demers, Johannes Gehrke, Walker M. White |
SIGMOD Conference | 7 |
| 2010 | Behavioral Simulations in MapReduceabstractIn many scientific domains, researchers are turning to large-scale behavioral simulations to better understand real-world phenomena. While there has been a great deal of work on simulation tools from the high-performance computing community, behavioral simulations remain challenging to program and automatically scale in parallel environments. In this paper we present BRACE (Big Red Agent-based Computation Engine), which extends the MapReduce framework to process these simulations efficiently across a cluster. We can leverage spatial locality to treat behavioral simulations as iterated spatial joins and greatly reduce the communication between nodes. In our experiments we achieve nearly linear scale-up on several realistic simulations. Though processing behavioral simulations in parallel as iterated spatial joins can be very efficient, it can be much simpler for the domain scientists to program the behavior of a single agent. Furthermore, many simulations include a considerable amount of complex computation and message passing between agents, which makes it important to optimize the performance of a single node and the communication across nodes. To address both of these challenges, BRACE includes a high-level language called BRASIL (the Big Red Agent SImulation Language). BRASIL has object-oriented features for programming simulations, but can be compiled to a dataflow representation for automatic parallelization and optimization. We show that by using various optimization techniques, we can achieve both scalability and single-node performance similar to that of a hand-coded simulation. Guozhang Wang, Marcos Antonio Vaz Salles, Ben Sowell, Tuan Cao, Alan J. Demers, Johannes Gehrke, Walker M. White |
Proc. VLDB Endow. | 8 |
| 2009 | From Declarative Languages to Declarative Processing in Computer Games
Ben Sowell, Alan J. Demers, Johannes Gehrke, Nitin Gupta 0003, Haoyuan Li 0001, Walker M. White |
CIDR | 6 |
| 2009 | Scalability for Virtual WorldsabstractIn this paper, we propose a distributed model for massive scalability in net-VEs. Our model inherits concepts from distributed databases, where the application logic and transaction processing take place at the client machine. The key feature of our model is its novel transaction model, which exploits application semantics to reduce the number of messages needed to maintain consistency. Our proposed model imposes no major restrictions on the interaction between participants located in different parts of the world, and so can be easily adapted to a wide range of net-VEs. Nitin Gupta 0003, Alan J. Demers, Johannes Gehrke, Philipp Unterbrunner, Walker M. White |
ICDE | 5 |
| 2009 | Database research in computer gamesabstractThis tutorial presents an overview of the data management issues faced by computer games today. While many games do not use databases directly, they still have to process large amounts of data, and could benefit from the application of database technology. Other games, such as massively multiplayer online games (MMOs), must communicate with commercial databases and have their own unique challenges. In this tutorial we will present the state-of-the-art of data management in games that we learned from our interaction with various game studios. We will show how the issues involved motivate current research, and illustrate several possibilities for future work. Alan J. Demers, Johannes Gehrke, Christoph Koch 0001, Ben Sowell, Walker M. White |
SIGMOD Conference | 5 |
| 2009 | An Evaluation of Checkpoint Recovery for Massively Multiplayer Online GamesabstractMassively multiplayer online games (MMOs) have emerged as an exciting new class of applications for database technology. MMOs simulate long-lived, interactive virtual worlds, which proceed by applying updates in frames or ticks, typically at 30 or 60 Hz. In order to sustain the resulting high update rates of such games, game state is kept entirely in main memory by the game servers. Nevertheless, durability in MMOs is usually achieved by a standard DBMS implementing ARIES-style recovery. This architecture limits scalability, forcing MMO developers to either invest in high-end hardware or to over-partition their virtual worlds. In this paper, we evaluate the applicability of existing checkpoint recovery techniques developed for main-memory DBMS to MMO workloads. Our thorough experimental evaluation uses a detailed simulation model fed with update traces generated synthetically and from a prototype game server. Based on our results, we recommend MMO developers to adopt a copy-on-update scheme with a double-backup disk organization to checkpoint game state. This scheme outperforms alternatives in terms of the latency introduced in the game as well the time necessary to recover after a crash. Marcos Antonio Vaz Salles, Tuan Cao, Ben Sowell, Alan J. Demers, Johannes Gehrke, Christoph Koch 0001, Walker M. White |
Proc. VLDB Endow. | 7 |
| 2008 | SGL: a scalable language for data-driven gamesabstractWe propose to demonstrate SGL, a language and system for writing computer games using data management techniques. We will demonstrate a complete game built using the system, and show how complex game behavior can be expressed in a declarative scripting language. The demo will also illustrate the workflow necessary to modify a game and include a visualization of the relational operations that are executed as the game runs. Robert Albright, Alan J. Demers, Johannes Gehrke, Nitin Gupta 0003, Hooyeon Lee, Rick Keilty, Gregory Sadowski, Ben Sowell, Walker M. White |
SIGMOD Conference | 9 |
| 2007 | Cayuga: A General Purpose Event Monitoring System
Alan J. Demers, Johannes Gehrke, Biswanath Panda, Mirek Riedewald, Walker M. White |
CIDR | 6 |
| 2007 | Characterization of the Interaction of XML Functional Dependencies with DTDs
Lucja Kot, Walker M. White |
ICDT | 2 |
| 2007 | What is "next" in event processing?abstractEvent processing systems have wide applications ranging from managing events from RFID readers to monitoring RSS feeds. Consequently, there exists much work on them in the literature. The prevalent use of these systems is on-line recognition of patterns that are sequences of correlated events in event streams. Query semantics and implementation efficiency are inherently determined by the underlying temporal model: how events are sequenced (what is the "next" event), and how the time stamp of an event is represented. Many competing temporal models for event systems have been proposed, with no consensus on which approach is best. Walker M. White, Mirek Riedewald, Johannes Gehrke, Alan J. Demers |
PODS | 1 |
| 2007 | Cayuga: a high-performance event processing engineabstractWe propose a demonstration of Cayuga, a complex event monitoring system for high speed data streams. Our demonstration will show Cayuga applied to monitoring Web feeds; the demo will illustrate the expressiveness of the Cayuga query language, the scalability of its query processing engine to high stream rates, and a visualization of the internals of the query processing engine. Lars Brenna, Alan J. Demers, Johannes Gehrke, Mingsheng Hong, Joel Ossher, Biswanath Panda, Mirek Riedewald, Mohit Thatte, Walker M. White |
SIGMOD Conference | 9 |
| 2007 | Massively multi-query join processing in publish/subscribe systemsabstractDATA Mingsheng Hong, Alan J. Demers, Johannes Gehrke, Christoph Koch 0001, Mirek Riedewald, Walker M. White |
SIGMOD Conference | 6 |
| 2007 | Scaling games to epic proportionabstractWe introduce scalability for computer games as the next frontier for techniques from data management. A very important aspect of computer games is the artificial intelligence (AI) of non-player characters. To create interesting AI in games today, developers or players have to create complex, dynamic behavior for a very small number of characters, but neither the game engines nor the style of AI programming enables intelligent behavior that scales to a very large number of non-player characters. Walker M. White, Alan J. Demers, Christoph Koch 0001, Johannes Gehrke, Rajmohan Rajagopalan |
SIGMOD Conference | 1 |
| 2006 | Towards Expressive Publish/Subscribe Systems
Alan J. Demers, Johannes Gehrke, Mingsheng Hong, Mirek Riedewald, Walker M. White |
EDBT | 5 |
| 2003 | How to quickly find a witnessabstractThe subfield of itemset mining is essentially a collection of algorithms. Whenever a new type of constraint is discovered, a specialized algorithm is proposed to handle it. All of these algorithms are highly tuned to take advantage of the unique properties of their associated constraints, and so they are not very compatible with other constraints. In this paper we present a more unified view of mining constrained itemsets such that most existing algorithms can be easily extended to handle constraints for which they were not designed a-priori. We apply this technique to mining itemsets with restrictions on their variance --- a problem that has been open for several years in the data mining community. Daniel Kifer, Johannes Gehrke, Cristian Bucila, Walker M. White |
PODS | 4 |
| 2003 | DualMiner: A Dual-Pruning Algorithm for Itemsets with Constraints
Cristian Bucila, Johannes Gehrke, Daniel Kifer, Walker M. White |
Data Min. Knowl. Discov. | 4 |
| 2002 | DualMiner: a dual-pruning algorithm for itemsets with constraintsabstractConstraint-based mining of itemsets for questions such as "find all frequent itemsets where the total price is at least $50" has received much attention recently. Two classes of constraints, monotone and antimonotone, have been identified as very useful. There are algorithms that efficiently take advantage of either one of these two classes, but no previous algorithms can efficiently handle both types of constraints simultaneously. In this paper, we present the first algorithm (called DualMiner) that uses both monotone and antimonotone constraints to prune its search space. We complement a theoretical analysis and proof of correctness of DualMiner with an experimental study that shows the efficacy of DualMiner compared to previous work. Cristian Bucila, Johannes Gehrke, Daniel Kifer, Walker M. White |
KDD | 4 |