Demo Data from VLDB 2026 / reviewers in the wild / expert
Zhenlin Wei
dblp:08/9048
· DBLP profile ↗
5ranked-venue papers
0as first author
5since 2021 · last 2026
0000-0001-5172-1279ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 4 since 2021Graphics, 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.
| Artificial intelligence
1 paper |
Language models and text generation · 75% Generative modeling · 25% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Natural language and speech › Language models and text generation
evaluation of language models |
1.0 | 1 | 2026 | RubricHub: A Comprehensive and Highly Discriminative Rubric Dataset via Automated Coarse-to-Fine Generation · ACL (1) 2026 |
Natural language and speech › Language models and text generation
instruction tuning |
1.0 | 1 | 2026 | RubricHub: A Comprehensive and Highly Discriminative Rubric Dataset via Automated Coarse-to-Fine Generation · ACL (1) 2026 |
Machine learning › Generative modeling › synthetic data generation
preference data synthesis |
1.0 | 1 | 2026 | RubricHub: A Comprehensive and Highly Discriminative Rubric Dataset via Automated Coarse-to-Fine Generation · ACL (1) 2026 |
Natural language and speech › Language models and text generation › large language model evaluation › automatic evaluation
rubric-based evaluation |
1.0 | 1 | 2026 | RubricHub: A Comprehensive and Highly Discriminative Rubric Dataset via Automated Coarse-to-Fine Generation · ACL (1) 2026 |
Methods — techniques the papers use, named apart from their topics
coarse-to-fine generation · 1.0automated rubric generation · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | RubricHub: A Comprehensive and Highly Discriminative Rubric Dataset via Automated Coarse-to-Fine GenerationabstractSunzhu Li, Jiale Zhao, Huimin Ren, Zhenlin Wei, Yang Zhou, Jingwen Yang, Shunyu Liu, Kaike Zhang, Chen Wei. Proceedings of the 64th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2026. Sunzhu Li, Zhenlin Wei, Shunyu Liu 0001, Kaike Zhang |
ACL (1) | 4 |
| 2026 | A few-shot enhancement method for railway foreign object detection using sample generation and transfer learning
Hang Yu 0015, Yong Qin 0002, Tiantao Xu, Zhenlin Wei |
Eng. Appl. Artif. Intell. | 6 |
| 2025 | Luminance prior guided Low-Light 4C catenary image enhancement
Zhenhua Xue, Zhenlin Wei |
Comput. Vis. Image Underst. | 3 |
| 2025 | EEMD-MST-Resnet: a hybrid deep learning approach for predicting passenger flow in urban transportation hubs
Junxi Chen, Zhenlin Wei |
Neural Comput. Appl. | 2 |
| 2024 | How to set safety boundary in virtual reality: A dynamic approach based on user motion predictionabstractAbstract Virtual reality (VR) interaction safety is a prerequisite for all user activities in the virtual environment. While seeking a deep sense of immersion with little concern about surrounding obstacles, users may have limited ability to perceive the real‐world space, resulting in possible collisions with real‐world objects. Nowadays, recent works and rendering techniques such as the Chaperone can provide safety boundaries to users but confines them in a small static space and lack of immediacy. To solve this problem, we propose a dynamic approach based on user motion prediction named SCARF, which uses Spearman's correlation analysis, rule learning, and few‐shot learning to achieve prediction of user movements in specific VR tasks. Specifically, we study the relationship between user characteristics, human motion, and categories of VR tasks and provides an approach that uses biomechanical analysis to define the interaction space in VR dynamically.We report on a user study with 58 volunteers and establish a three dimensional kinematic dataset from a VR game. The experiments validate that our few‐shot learning model is effective and can improve the performance of motion prediction. Finally, we implement SCARF in VR environment for dynamic safety boundary adjustment. Xiaoping Che, Enyao Chang, Chenxin Qu, Yao Lu 0001, Zhenlin Wei |
Comput. Animat. Virtual Worlds | 6 |