Demo Data from VLDB 2026 / reviewers in the wild / expert
Michael Solah
dblp:239/7820 · also Michael S. Solah
· DBLP profile ↗
3ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 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
3 papers |
Virtual and augmented reality · 46% Audio and music processing · 24% Visual content generation and editing · 18% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing
image colorization |
0.6 | 1 | 2022 | Mood-Driven Colorization of Virtual Indoor Scenes · IEEE Trans. Vis. Comput. Graph. 2022 |
Virtual and augmented reality
immersive audio |
0.4 | 1 | 2019 | Audible Panorama: Automatic Spatial Audio Generation for Panorama Imagery · CHI 2019 |
Virtual and augmented reality
immersive interaction |
0.4 | 1 | 2019 | Optimizing Visual Element Placement via Visual Attention Analysis · VR 2019 |
Audio and music processing
sound synthesis |
0.4 | 1 | 2019 | Audible Panorama: Automatic Spatial Audio Generation for Panorama Imagery · CHI 2019 |
Audio and music processing
spatial audio |
0.4 | 1 | 2019 | Audible Panorama: Automatic Spatial Audio Generation for Panorama Imagery · CHI 2019 |
Visualization and visual analytics › visual attention
visual attention analysis |
0.4 | 1 | 2019 | Optimizing Visual Element Placement via Visual Attention Analysis · VR 2019 |
Computer vision › 3D vision
depth estimation |
0.1 | 1 | 2019 | Audible Panorama: Automatic Spatial Audio Generation for Panorama Imagery · CHI 2019 |
Virtual and augmented reality › immersive interaction
eye tracking in virtual reality |
0.1 | 1 | 2019 | Optimizing Visual Element Placement via Visual Attention Analysis · VR 2019 |
Methods — techniques the papers use, named apart from their topics
scene classification · 0.8object detection · 0.8depth estimation · 0.8optimization · 0.6deep learning · 0.6regression · 0.4eye tracking · 0.4data-driven optimization · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Mood-Driven Colorization of Virtual Indoor ScenesabstractOne of the challenging tasks in virtual scene design for Virtual Reality (VR) is causing it to invoke a particular mood in viewers. The subjective nature of moods brings uncertainty to the purpose. We propose a novel approach to automatic adjustment of the colors of textures for objects in a virtual indoor scene, enabling it to match a target mood. A dataset of 25,000 images, including building/home interiors, was used to train a classifier with the features extracted via deep learning. It contributes to an optimization process that colorizes virtual scenes automatically according to the target mood. Our approach was tested on four different indoor scenes, and we conducted a user study demonstrating its efficacy through statistical analysis with the focus on the impact of the scenes experienced with a VR headset. Michael Solah, Haikun Huang, Jiachuan Sheng, Tian Feng 0001, Marc Pomplun, Lap-Fai Yu |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2019 | Audible Panorama: Automatic Spatial Audio Generation for Panorama ImageryabstractAs 360 deg cameras and virtual reality headsets become more popular, panorama images have become increasingly ubiquitous. While sounds are essential in delivering immersive and interactive user experiences, most panorama images, however, do not come with native audio. In this paper, we propose an automatic algorithm to augment static panorama images through realistic audio assignment. We accomplish this goal through object detection, scene classification, object depth estimation, and audio source placement. We built an audio file database composed of over $500$ audio files to facilitate this process. We designed and conducted a user study to verify the efficacy of various components in our pipeline. We run our method on a large variety of panorama images of indoor and outdoor scenes. By analyzing the statistics, we learned the relative importance of these components, which can be used in prioritizing for power-sensitive time-critical tasks like mobile augmented reality (AR) applications. Haikun Huang, Michael Solah, Dingzeyu Li, Lap-Fai Yu |
CHI | 2 |
| 2019 | Optimizing Visual Element Placement via Visual Attention AnalysisabstractEye-tracking enables researchers to conduct complex analysis on human behavior. With the recent introduction of eye-tracking into consumer-grade virtual reality headsets, the barrier of entry to visual attention analysis in virtual environments has been lowered significantly. Whether for arranging artwork in a virtual museum, posting banners for virtual events or placing advertisements in virtual worlds, analyzing visual attention patterns provides a powerful means for guiding visual element placement. In this work, we propose a novel data-driven optimization approach for automatically analyzing visual attention and placing visual elements in 3D virtual environments. Using an eye-tracking virtual reality headset, we collect eye-tracking data which we use to train a regression model for predicting gaze duration. We then use the predicted gaze duration output of our regressors to optimize the placement of visual elements with respect to certain visual attention and design goals. Through experiments in several virtual environments, we demonstrate the effectiveness of our optimization approach for predicting gaze duration and for placing visual elements in different practical scenarios. Our approach is implemented as a useful plug-in that level designers can use to automatically populate visual elements in 3D virtual environments. Rawan Alghofaili, Michael Solah, Haikun Huang, Yasuhito Sawahata, Marc Pomplun, Lap-Fai Yu |
VR | 2 |