Demo Data from VLDB 2026 / reviewers in the wild / expert
P. C. Correa Hernandez
dblp:39/6175
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2007
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author
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 |
3D vision · 44% Segmentation and scene understanding · 44% Probabilistic and Bayesian machine learning · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › motion capture
human motion capture |
0.1 | 1 | 2007 | Bayesian Approach for Morphology-Based 2-D Human Motion Capture · IEEE Trans. Multim. 2007 |
Computer vision › Segmentation and scene understanding › image segmentation › binary segmentation
silhouette segmentation |
0.1 | 1 | 2007 | Bayesian Approach for Morphology-Based 2-D Human Motion Capture · IEEE Trans. Multim. 2007 |
Machine learning › Probabilistic and Bayesian machine learning › probabilistic inference
MAP inference |
0.0 | 1 | 2007 | Bayesian Approach for Morphology-Based 2-D Human Motion Capture · IEEE Trans. Multim. 2007 |
Methods — techniques the papers use, named apart from their topics
geodesic distance · 0.1Bayesian MAP estimation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2007 | Bayesian Approach for Morphology-Based 2-D Human Motion CaptureabstractThis paper presents a novel technique for 2D human motion capture using a single non calibrated camera. The user's five extremities (head, hands and feet) are extracted, labeled and tracked after silhouette segmentation. As they are the minimal number of points that can be used in order to enable whole body gestural interaction, we henceforth refer to these features as crucial points. The crucial point candidates are defined as the local maxima of the geodesic distance with respect to the center of gravity of the actor region that lie on the silhouette boundary. In order to disambiguate the selected crucial points into head, left and right foot and left and right hand classes, we propose a Bayesian framework that combines a MAP approach weighted by a prior model and the intensities of the tracked crucial points. Due to its low computational complexity, the system can run at real-time paces on standard personal computers, with an average error rate range between 2% and 7% in realistic situations, depending on the context and segmentation quality. P. C. Correa Hernandez, Jacek Czyz, Ferran Marqués, Toshiyuki Umeda, Xavier Marichal, Benoît Macq |
IEEE Trans. Multim. | 1 |