Demo Data from EDBT 2026 / reviewers in the wild / expert
Kenneth Bodin
dblp:06/7983
· DBLP profile ↗
4ranked-venue papers
1as first author
1since 2021 · last 2021
0000-0002-4748-0086ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorArtificial intelligence and machine learning · 1 · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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.
| Computer graphics and multimedia
2 papers |
Computer animation and physical simulation · 93% Virtual and augmented reality · 7% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 44% Human-robot interaction · 44% Wearable and physiological sensing · 13% |
Topics — the 7 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
fluid simulation |
0.1 | 1 | 2012 | Constraint Fluids · IEEE Trans. Vis. Comput. Graph. 2012 |
Computer animation and physical simulation › fluid simulation › particle-based fluid simulation
smoothed particle hydrodynamics |
0.1 | 1 | 2012 | Constraint Fluids · IEEE Trans. Vis. Comput. Graph. 2012 |
Computer animation and physical simulation › contact simulation
frictional contact |
0.1 | 1 | 2011 | Hybrid, Multiresolution Wires with Massless Frictional Contacts · IEEE Trans. Vis. Comput. Graph. 2011 |
Human-robot interaction › cognitive human-robot interaction › spatial cognition
mental rotation |
0.1 | 1 | 2010 | Effects of interactivity and 3D-motion on mental rotation brain activity in an immersive virtual environment · CHI 2010 |
Computer animation and physical simulation
interactive simulation |
0.0 | 1 | 2011 | Hybrid, Multiresolution Wires with Massless Frictional Contacts · IEEE Trans. Vis. Comput. Graph. 2011 |
Virtual and augmented reality
virtual environment |
0.0 | 1 | 2011 | Hybrid, Multiresolution Wires with Massless Frictional Contacts · IEEE Trans. Vis. Comput. Graph. 2011 |
Wearable and physiological sensing
brain-computer interface |
0.0 | 1 | 2010 | Effects of interactivity and 3D-motion on mental rotation brain activity in an immersive virtual environment · CHI 2010 |
Methods — techniques the papers use, named apart from their topics
variational time stepping · 0.1mixed linear complementarity problem · 0.1holonomic kinematic constraints · 0.1quasistatic kinematic constraint · 0.1multiresolution scheme · 0.1dry friction model · 0.1fMRI · 0.1EEG · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Reinforcement Learning Control of a Forestry Crane ManipulatorabstractForestry machines are heavy vehicles performing complex manipulation tasks in unstructured production forest environments. Together with the complex dynamics of the onboard hydraulically actuated cranes, the rough forest terrains have posed a particular challenge in forestry automation. In this study, the feasibility of applying reinforcement learning control to forestry crane manipulators is investigated in a simulated environment. Our results show that it is possible to learn successful actuator-space control policies for energy efficient log grasping by invoking a simple curriculum in a deep reinforcement learning setup. Given the pose of the selected logs, our best control policy reaches a grasping success rate of 97%. Including an energy-optimization goal in the reward function, the energy consumption is significantly reduced compared to control policies learned without incentive for energy optimization, while the increase in cycle time is marginal. The energy-optimization effects can be observed in the overall smoother motion and acceleration profiles during crane manipulation. Jennifer Andersson, Kenneth Bodin, Daniel M. Lindmark, Martin Servin, Erik Wallin |
IROS | 2 |
| 2012 | Constraint FluidsabstractWe present a fluid simulation method based on Smoothed Particle Hydrodynamics (SPH) in which incompressibility and boundary conditions are enforced using holonomic kinematic constraints on the density. This formulation enables systematic multiphysics integration in which interactions are modeled via similar constraints between the fluid pseudoparticles and impenetrable surfaces of other bodies. These conditions embody Archimede's principle for solids and thus buoyancy results as a direct consequence. We use a variational time stepping scheme suitable for general constrained multibody systems we call SPOOK. Each step requires the solution of only one Mixed Linear Complementarity Problem (MLCP) with very few inequalities, corresponding to solid boundary conditions. We solve this MLCP with a fast iterative method. Overall stability is vastly improved in comparison to the unconstrained version of SPH, and this allows much larger time steps, and an increase in overall performance by two orders of magnitude. Proof of concept is given for computer graphics applications and interactive simulations. Kenneth Bodin, Claude Lacoursière, Martin Servin |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2011 | Hybrid, Multiresolution Wires with Massless Frictional ContactsabstractWe describe a method for the visual interactive simulation of wires contacting with rigid multibodies. The physical model used is a hybrid combining lumped elements and massless quasistatic representations. The latter is based on a kinematic constraint preserving the total length of the wire along a segmented path which can involve multiple bodies simultaneously and dry frictional contact nodes used for roping, lassoing, and fastening. These nodes provide stick and slide friction along the edges of the contacting geometries. The lumped element resolution is adapted dynamically based on local stability criteria, becoming coarser as the tension increases, and up to the purely kinematic representation. Kinematic segments and contact nodes are added, deleted, and propagated based on contact geometries and dry friction configurations. The method gives a dramatic increase in both performance and robustness because it quickly decimates superfluous nodes without loosing stability, yet adapts to complex configurations with many contacts and high curvature, keeping a fixed, large integration time step. Numerical results demonstrating the performance and stability of the adaptive multiresolution scheme are presented along with an array of representative simulation examples illustrating the versatility of the frictional contact model. Martin Servin, Claude Lacoursière, Fredrik Nordfelth, Kenneth Bodin |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2010 | Effects of interactivity and 3D-motion on mental rotation brain activity in an immersive virtual environmentabstractThe combination of virtual reality (VR) and brain measurements is a promising development of HCI, but the maturation of this paradigm requires more knowledge about how brain activity is influenced by parameters of VR applications. To this end we investigate the influence of two prominent VR parameters, 3d-motion and interactivity, while brain activity is measured for a mental rotation task, using functional MRI (fMRI). A mental rotation network of brain areas is identified, matching previous results. The addition of interactivity increases the activation in core areas of this network, with more profound effects in frontal and preparatory motor areas. The increases from 3d-motion are restricted to primarily visual areas. We relate these effects to emerging theories of cognition and potential applications for brain-computer interfaces (BCIs). Our results demonstrate one way to provoke increased activity in task-relevant areas, making it easier to detect and use for adaptation and development of HCI. Daniel Sjölie, Kenneth Bodin, Eva Elgh, Johan Gunnar Eriksson, Lars-Erik Janlert, Lars Nyberg |
CHI | 2 |