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Wei Liu 0009

dblp:49/3283-9 · DBLP profile ↗
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7ranked-venue papers
0as first author
0since 2021 · last 2008
—ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 4Human-computer interaction and ubiquitous computing · 4Databases, data management, data science and information retrieval · 1

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
2 papers
3D vision · 100%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Personal fabrication and tangible interfaces · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › 3d reconstruction
shape from silhouette
0.122005
Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment · IEEE Trans. Vis. Comput. Graph. 2005
Live three-dimensional content for augmented reality · IEEE Trans. Multim. 2005
Computer vision › 3D vision
3d reconstruction
0.112005
Live three-dimensional content for augmented reality · IEEE Trans. Multim. 2005
Computer vision › 3D vision › 3d human reconstruction
human volumetric capture
0.112005
Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment · IEEE Trans. Vis. Comput. Graph. 2005
Virtual and augmented reality
augmented reality
0.112005
Live three-dimensional content for augmented reality · IEEE Trans. Multim. 2005
Virtual and augmented reality › tracking
marker-based tracking
0.012005
Live three-dimensional content for augmented reality · IEEE Trans. Multim. 2005
Virtual and augmented reality
mixed reality
0.012005
Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment · IEEE Trans. Vis. Comput. Graph. 2005
Personal fabrication and tangible interfaces
tangible interaction
0.012005
Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment · IEEE Trans. Vis. Comput. Graph. 2005

Methods — techniques the papers use, named apart from their topics

multi-camera capture · 0.2view synthesis · 0.1shape-from-silhouette · 0.1
YearPublicationVenuePosition
2008 Interactive theatre via mixed reality and Ambient Intelligence
Athanasios V. Vasilakos, Wei Liu 0009, Ta Huynh Duy Nguyen, Tran Cong Thien Qui, Li Cheng Chen, Clara Boj Tovar, Diego J. Díaz, Adrian David Cheok, Georgios N. Marentakis
Inf. Sci.2
2005 Combining the Real and Cyber worlds using Mixed Reality and Human Centered Media
abstract
This paper outlines new facilities within ubiquitous human media spaces supporting embodied interaction between humans and computation both socially and physically. We believe that the current approach to developing electronic based design environments is fundamentally defective with regard to support for multi-person multi-modal design interactions. In this paper, we present an alternative ubiquitous computing environment based on an integrated design of real and virtual worlds. We implement three different research prototype systems: the Virtual Kyoto Garden, touchy Internet, and the human pacman. The functional capabilities implemented in these systems include spatially-aware 3D navigation, tangible interaction, and ubiquitous human media spaces. Some of its details, benefits, and issues regarding design support are discussed
Adrian David Cheok, Shang Ping Lee, Wei Liu 0009, James Keng Soon Teh
CW3
2005 Aesthetic Entertainment of Social Network Interaction: Free Network Visible Network
Adrian David Cheok, Ke Xu 0004, Wei Liu 0009, Diego J. Díaz, Clara Boj Tovar
ICEC3
2005 Live three-dimensional content for augmented reality
abstract
We describe an augmented reality system for superimposing three-dimensional (3-D) live content onto two-dimensional fiducial markers in the scene. In each frame, the Euclidean transformation between the marker and the camera is estimated. The equivalent virtual view of the live model is then generated and rendered into the scene at interactive speeds. The 3-D structure of the model is calculated using a fast shape-from-silhouette algorithm based on the outputs of 15 cameras surrounding the subject. The novel view is generated by projecting rays through each pixel of the desired image and intersecting them with the 3-D structure. Pixel color is estimated by taking a weighted sum of the colors of the projections of this 3-D point in nearby real camera images. Using this system, we capture live human models and present them via the augmented reality interface at a remote location. We can generate 384/spl times/288 pixel images of the models at 25 fps, with a latency of <100 ms. The result gives the strong impression that the model is a real 3-D part of the scene.
Farzam Farbiz, Adrian David Cheok, Wei Liu 0009, Zhiying Zhou, Ke Xu 0004, Simon Prince, Mark Billinghurst, Hirokazu Kato 0001
IEEE Trans. Multim.3
2005 Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment
abstract
A real-time system for capturing humans in 3D and placing them into a mixed reality environment is presented in this paper. The subject is captured by nine cameras surrounding her. Looking through a head-mounted-display with a camera in front pointing at a marker, the user can see the 3D image of this subject overlaid onto a mixed reality scene. The 3D images of the subject viewed from this viewpoint are constructed using a robust and fast shape-from-silhouette algorithm. The paper also presents several techniques to produce good quality and speed up the whole system. The frame rate of our system is around 25 fps using only standard Intel processor-based personal computers. Besides a remote live 3D conferencing and collaborating system, we also describe an application of the system in art and entertainment, named Magic Land, which is a mixed reality environment where captured avatars of human and 3D computer generated virtual animations can form an interactive story and play with each other. This system demonstrates many technologies in human computer interaction: mixed reality, tangible interaction, and 3D communication. The result of the user study not only emphasizes the benefits, but also addresses some issues of these technologies.
Ta Huynh Duy Nguyen, Tran Cong Thien Qui, Ke Xu 0004, Adrian David Cheok, Sze Lee Teo, Zhiying Zhou, Asitha Mallawaarachchi, Shang Ping Lee, Wei Liu 0009, Hui Siang Teo, Le Nam Thang, Yu Li 0024, Hirokazu Kato 0001
IEEE Trans. Vis. Comput. Graph.9
2004 Human Pacman: a mobile, wide-area entertainment system based on physical, social, and ubiquitous computing
Adrian David Cheok, Kok Hwee Goh, Wei Liu 0009, Farzam Farbiz, Siew Wan Fong, Sze Lee Teo, Yu Li 0024, Xubo Yang
Pers. Ubiquitous Comput.3
2003 Human Pacman: A Mobile Entertainment System with Ubiquitous Computing and Tangible Interaction over a Wide Outdoor Area
Adrian David Cheok, Fong Siew Wan, Kok Hwee Goh, Xubo Yang, Wei Liu 0009, Farzam Farbiz, Yu Li 0024
Mobile HCI5