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Michael Solah

dblp:239/7820 · also Michael S. Solah · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Visual content generation and editing
image colorization
0.612022
Mood-Driven Colorization of Virtual Indoor Scenes · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality
immersive audio
0.412019
Audible Panorama: Automatic Spatial Audio Generation for Panorama Imagery · CHI 2019
Virtual and augmented reality
immersive interaction
0.412019
Optimizing Visual Element Placement via Visual Attention Analysis · VR 2019
Audio and music processing
sound synthesis
0.412019
Audible Panorama: Automatic Spatial Audio Generation for Panorama Imagery · CHI 2019
Audio and music processing
spatial audio
0.412019
Audible Panorama: Automatic Spatial Audio Generation for Panorama Imagery · CHI 2019
Visualization and visual analytics › visual attention
visual attention analysis
0.412019
Optimizing Visual Element Placement via Visual Attention Analysis · VR 2019
Computer vision › 3D vision
depth estimation
0.112019
Audible Panorama: Automatic Spatial Audio Generation for Panorama Imagery · CHI 2019
Virtual and augmented reality › immersive interaction
eye tracking in virtual reality
0.112019
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
YearPublicationVenuePosition
2022 Mood-Driven Colorization of Virtual Indoor Scenes
abstract
One 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 Imagery
abstract
As 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
CHI2
2019 Optimizing Visual Element Placement via Visual Attention Analysis
abstract
Eye-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
VR2