Demo Data from VLDB 2026 / reviewers in the wild / expert
Youwei Zhou
dblp:385/6710
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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 |
Graph learning · 56% Video understanding and tracking · 44% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Graph learning › hypergraph learning
hypergraph convolution |
0.9 | 1 | 2025 | Adaptive Hyper-Graph Convolution Network for Skeleton-Based Human Action Recognition with Virtual Connections · ICCV 2025 |
Computer vision › Video understanding and tracking › action recognition
skeleton-based action recognition |
0.9 | 1 | 2025 | Adaptive Hyper-Graph Convolution Network for Skeleton-Based Human Action Recognition with Virtual Connections · ICCV 2025 |
Machine learning › Graph learning › graph neural network
graph convolutional network |
0.3 | 1 | 2025 | Adaptive Hyper-Graph Convolution Network for Skeleton-Based Human Action Recognition with Virtual Connections · ICCV 2025 |
Methods — techniques the papers use, named apart from their topics
virtual connections · 0.9adaptive hyper-graph convolution · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Adaptive Hyper-Graph Convolution Network for Skeleton-Based Human Action Recognition with Virtual ConnectionsabstractThe shared topology of human skeletons motivated the recent investigation of graph convolutional network (GCN) solutions for action recognition. However, most of the existing GCNs rely on the binary connection of two neighboring vertices (joints) formed by an edge (bone), overlooking the potential of constructing multi-vertex convolution structures. Although some studies have attempted to utilize hyper-graphs to represent the topology, they rely on a fixed construction strategy, which limits their adaptivity in uncovering the intricate latent relationships within the action. In this paper, we address this oversight and explore the merits of an adaptive hyper-graph convolutional network (Hyper-GCN) to achieve the aggregation of rich semantic information conveyed by skeleton vertices. In particular, our Hyper-GCN adaptively optimises the hyper-graphs during training, revealing the action-driven multi-vertex relations. Besides, virtual connections are often designed to support efficient feature aggregation, implicitly extending the spectrum of dependencies within the skeleton. By injecting virtual connections into hyper-graphs, the semantic clues of diverse action categories can be highlighted. The results of experiments conducted on the NTU-60, NTU-120, and NW-UCLA datasets demonstrate the merits of our Hyper-GCN, compared to the state-of-the-art methods. The code is available at https://github.com/6UOOON9/Hyper-GCN. Youwei Zhou, Tianyang Xu 0001, Cong Wu 0006, Xiaojun Wu 0001, Josef Kittler |
ICCV | 1 |