Demo Data from SIGIR 2026 / reviewers in the wild / expert
Jukka Eerikäinen
dblp:228/1363
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, 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 · 77% Rendering · 23% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Cloud and datacenter computing · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › virtual reality
mobile virtual reality |
0.3 | 1 | 2018 | CloudVR: Cloud Accelerated Interactive Mobile Virtual Reality · ACM Multimedia 2018 |
Rendering › image-based rendering
panoramic image rendering |
0.1 | 1 | 2018 | CloudVR: Cloud Accelerated Interactive Mobile Virtual Reality · ACM Multimedia 2018 |
Cloud and datacenter computing › computation offloading
cloud offloading |
0.1 | 1 | 2018 | CloudVR: Cloud Accelerated Interactive Mobile Virtual Reality · ACM Multimedia 2018 |
Methods — techniques the papers use, named apart from their topics
rendering optimization · 0.7dynamic object placement · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | CloudVR: Cloud Accelerated Interactive Mobile Virtual RealityabstractHigh quality immersive Virtual Reality experience currently requires a PC setup with cable connected head mounted display, which is expensive and restricts user mobility. This paper presents CloudVR which is a system for cloud accelerated interactive mobile VR. It is designed to provide short rotation and interaction latencies through panoramic rendering and dynamic object placement. CloudVR also includes rendering optimizations to reduce server-side computational load and bandwidth requirements between the server and client. Performance measurements with a CloudVR prototype suggest that the optimizations make it possible to double the server's framerate and halve the amount of bandwidth required and that small objects can be quickly moved at run time to client device for rendering to provide shorter interaction latency. A small-scale user study indicates that CloudVR users do not notice small network latencies (20ms) and even much longer ones (100-200ms) become non-trivial to detect when they do not affect the interaction with objects. Finally, we present a design of CloudVR extension to multi-user scenarios. Teemu Kämäräinen, Matti Siekkinen, Jukka Eerikäinen, Antti Ylä-Jääski |
ACM Multimedia | 3 |