EDBT 2026 Demo / reviewers in the wild / expert
Liem Hoang
dblp:01/665
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 3
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 · 58% Rendering · 39% Geometric modeling and processing · 4% | |
| Human-computer interaction and pervasive computing
2 papers |
Haptics and multimodal interaction · 100% |
Topics — the 10 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
augmented reality |
0.5 | 3 | 2016 | Exploring the perception of co-location errors during tool interaction in visuo-haptic augmented reality · VR 2016 ClonAR: Rapid redesign of real-world objects · ISMAR 2012 Global illumination for Augmented Reality on mobile phones · VR 2014 |
Haptics and multimodal interaction › multisensory interaction
visuo-haptic interaction |
0.2 | 1 | 2016 | Exploring the perception of co-location errors during tool interaction in visuo-haptic augmented reality · VR 2016 |
Rendering
global illumination |
0.2 | 1 | 2014 | Global illumination for Augmented Reality on mobile phones · VR 2014 |
Rendering › global illumination
image-based lighting |
0.2 | 1 | 2014 | Global illumination for Augmented Reality on mobile phones · VR 2014 |
Virtual and augmented reality › haptics
visuo-haptic augmented reality |
0.1 | 1 | 2012 | ClonAR: Rapid redesign of real-world objects · ISMAR 2012 |
Haptics and multimodal interaction
tool interaction |
0.1 | 1 | 2016 | Exploring the perception of co-location errors during tool interaction in visuo-haptic augmented reality · VR 2016 |
Rendering › parallel rendering
distributed rendering |
0.1 | 1 | 2014 | Global illumination for Augmented Reality on mobile phones · VR 2014 |
Virtual and augmented reality › augmented reality
mobile augmented reality |
0.1 | 1 | 2014 | Global illumination for Augmented Reality on mobile phones · VR 2014 |
Geometric modeling and processing › shape representation › implicit representation
signed distance function |
0.0 | 1 | 2012 | ClonAR: Rapid redesign of real-world objects · ISMAR 2012 |
Haptics and multimodal interaction
haptic rendering |
0.0 | 1 | 2012 | ClonAR: Rapid redesign of real-world objects · ISMAR 2012 |
Methods — techniques the papers use, named apart from their topics
psychophysics experiment · 0.5signed distance field rendering · 0.3kinectfusion · 0.3just-noticeable difference measurement · 0.2just noticeable difference measurement · 0.2ray tracing · 0.2panorama capture · 0.2image-based lighting · 0.2raymarching · 0.1ray marching · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Exploring the perception of co-location errors during tool interaction in visuo-haptic augmented realityabstractCo-located haptic feedback in mixed and augmented reality environments can improve realism and user performance, but it also requires careful system design and calibration. In this poster, we determine the thresholds for perceiving co-location errors through two psychophysics experiments in a typical fine-motor manipulation task. In these experiments we simulate the two fundamental ways of implementing VHAR systems: first, attaching a real tool; second, augmenting a virtual tool. We determined the just-noticeable co-location errors for position and orientation in both experiments and found that users are significantly more sensitive to co-location errors with virtual tools. Our overall findings are useful for designing visuo-haptic augmented reality workspaces and calibration procedures. Ulrich Eck, Liem Hoang, Christian Sandor, Goshiro Yamamoto, Takafumi Taketomi, Hirokazu Kato 0001, Hamid Laga |
VR | 2 |
| 2014 | Global illumination for Augmented Reality on mobile phonesabstractThe goal of our work is to create highly realistic graphics for Augmented Reality on mobile phones. One of the greatest challenges for this is to provide realistic lighting of the virtual objects that matches the real world lighting. This becomes even more difficult with the limited capabilities of mobile phone GPUs. Our approach differs in the following important aspects compared to previous attempts: (1) most have relied on rasterizer approaches, while our approach is based on raytracing; (2) we perform distributed rendering in order to address the limited mobile GPU capabilities; (3) we use image-based lighting from a pre-captured panorama to incorporate real world lighting. We utilize two markers: one for object tracking and one for registering the panorama. Our initial results are encouraging, as the visual quality resembles real objects and also the reference renderings which were created offline. However, we still need to validate our approach in human subject studies, especially with regards to the trade-off between latency of remote rendering and visual quality. Michael Csongei, Liem Hoang, Christian Sandor, Yong-Beom Lee |
VR | 2 |
| 2012 | ClonAR: Rapid redesign of real-world objectsabstractClonAR enables users to rapidly clone and edit real-world objects. First, real-world objects can be scanned using KinectFusion. Second, users can edit the scanned objects in our visuo-haptic Augmented Reality environment. Our whole pipeline does not use mesh representation of objects, but rather Signed Distance Fields, which are the output of KinectFusion. We directly render Signed Distance Fields haptically and visually. We do direct haptic rendering of Signed Distance Fields, which is faster and more flexible than rendering meshes. Visual rendering is performed by our custom-built raymarcher, which facilitates realistic illumination effects like ambient occlusions and soft shadows. Our prototype demonstrates the whole pipeline. We further present several results of redesigned real-world objects. Michael Csongei, Liem Hoang, Ulrich Eck, Christian Sandor |
ISMAR | 2 |