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Jefferson Y. Han

dblp:07/5105 · DBLP profile ↗
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6ranked-venue papers
2as first author
0since 2021 · last 2009
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 4 · 1 first-authorSystems, architecture and hardware · 1Graphics, 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.

Human-computer interaction and pervasive computing
4 papers
Interaction techniques and input · 96% Ubiquitous computing and smart environments · 4%
Computer graphics and multimedia
2 papers
Geometric modeling and processing · 52% Visual content generation and editing · 26% Rendering · 22%

Topics — the 9 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input › touch interaction
multi-touch interaction
0.232009
A screen-space formulation for 2D and 3D direct manipulation · UIST 2009
Extending 2D object arrangement with pressure-sensitive layering cues · UIST 2008
A direct texture placement and editing interface · UIST 2006
Interaction techniques and input
direct manipulation
0.112009
A screen-space formulation for 2D and 3D direct manipulation · UIST 2009
Geometric modeling and processing › surface parameterization
constrained parameterization
0.112006
A direct texture placement and editing interface · UIST 2006
Geometric modeling and processing
surface parameterization
0.112006
A direct texture placement and editing interface · UIST 2006
Interaction techniques and input › input sensing › touch sensing
multi-touch sensing
0.112005
Low-cost multi-touch sensing through frustrated total internal reflection · UIST 2005
Rendering
appearance acquisition
0.012003
Measuring bidirectional texture reflectance with a kaleidoscope · ACM Trans. Graph. 2003
Interaction techniques and input › spatial interaction
3d interaction
0.012009
A screen-space formulation for 2D and 3D direct manipulation · UIST 2009
Ubiquitous computing and smart environments
interactive surfaces
0.012005
Low-cost multi-touch sensing through frustrated total internal reflection · UIST 2005
Rendering › appearance acquisition
reflectance measurement
0.012003
Measuring bidirectional texture reflectance with a kaleidoscope · ACM Trans. Graph. 2003

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

direct manipulation · 0.1constrained parameterization · 0.1screen-space formulation · 0.1page-folding metaphor · 0.1depth sorting · 0.1frustrated total internal reflection · 0.1tapered kaleidoscope · 0.0structured light · 0.0
YearPublicationVenuePosition
2009 CNP: An FPGA-based processor for Convolutional Networks
abstract
Convolutional networks (ConvNets) are biologically inspired hierarchical architectures that can be trained to perform a variety of detection, recognition and segmentation tasks. ConvNets have a feed-forward architecture consisting of multiple linear convolution filters interspersed with pointwise non-linear squashing functions. This paper presents an efficient implementation of ConvNets on a low-end DSP-oriented field programmable gate array (FPGA). The implementation exploits the inherent parallelism of ConvNets and takes full advantage of multiple hardware multiply accumulate units on the FPGA. The entire system uses a single FPGA with an external memory module, and no extra parts. A network compiler software was implemented, which takes a description of a trained ConvNet and compiles it into a sequence of instructions for the ConvNet Processor (CNP). A ConvNet face detection system was implemented and tested. Face detection on a 512 times 384 frame takes 100 ms (10 frames per second), which corresponds to an average performance of 3.4 times 109connections per second for this 340 million connection network. The design can be used for low-power, lightweight embedded vision systems for micro-UAVs and other small robots.
Clément Farabet, Cyril Poulet, Jefferson Y. Han, Yann LeCun
FPL3
2009 A screen-space formulation for 2D and 3D direct manipulation
abstract
Rotate-Scale-Translate (RST) interactions have become the de facto standard when interacting with two-dimensional (2D) contexts in single-touch and multi-touch environments. Because the use of RST has thus far focused almost entirely on 2D, there are not yet standard techniques for extending these principles into three dimensions. In this paper we describe a screen-space method which fully captures the semantics of the traditional 2D RST multi-touch interaction, but also allows us to extend these same principles into three-dimensional (3D) interaction. Just like RST allows users to directly manipulate 2D contexts with two or more points, our method allows the user to directly manipulate 3D objects with three or more points. We show some novel interactions, which take perspective into account and are thus not available in orthographic environments. Furthermore, we identify key ambiguities and unexpected behaviors that arise when performing direct manipulation in 3D and offer solutions to mitigate the difficulties each presents. Finally, we show how to extend our method to meet application-specific control objectives, as well as show our method working in some example environments.
Jason L. Reisman, Philip L. Davidson, Jefferson Y. Han
UIST3
2008 Extending 2D object arrangement with pressure-sensitive layering cues
abstract
We demonstrate a pressure-sensitive depth sorting technique that extends standard two-dimensional (2D) manipulation techniques, particularly those used with multi-touch or multi-point controls. We combine this layering operation with a page-folding metaphor for more fluid interaction in applications requiring 2D sorting and layout.
Philip L. Davidson, Jefferson Y. Han
UIST2
2006 A direct texture placement and editing interface
abstract
The creation of most models used in computer animation and computer games requires the assignment of texture coordinates, texture painting, and texture editing. We present a novel approach for texture placement and editing based on direct manipulation of textures on the surface. Compared to conventional tools for surface texturing, our system combines UV-coordinate specification and texture editing into one seamless process, reducing the need for careful initial design of parameterization and providing a natural interface for working with textures directly on 3D surfaces.A combination of efficient techniques for interactive constrained parameterization and advanced input devices makes it possible to realize a set of natural interaction paradigms. The texture is regarded as a piece of stretchable material, which the user can position and deform on the surface, selecting arbitrary sets of constraints and mapping texture points to the surface; in addition, the multi-touch input makes it possible to specify natural handles for texture manipulation using point constraints associated with different fingers. Pressure can be used as a direct interface for texture combination operations. The 3D position of the object and its texture can be manipulated simultaneously using two-hand input.
Yotam I. Gingold, Philip L. Davidson, Jefferson Y. Han, Denis Zorin
UIST3
2005 Low-cost multi-touch sensing through frustrated total internal reflection
abstract
This paper describes a simple, inexpensive, and scalable technique for enabling high-resolution multi-touch sensing on rear-projected interactive surfaces based on frustrated total internal reflection. We review previous applications of this phenomenon to sensing, provide implementation details, discuss results from our initial prototype, and outline future directions.
Jefferson Y. Han
UIST1
2003 Measuring bidirectional texture reflectance with a kaleidoscope
abstract
We describe a new technique for measuring the bidirectional texture function (BTF) of a surface that requires no mechanical movement, can measure surfaces in situ under arbitrary lighting conditions, and can be made small, portable and inexpensive. The enabling innovation is the use of a tapered kaleidoscope, which allows a camera to view the same surface sample simultaneously from many directions. Similarly, the surface can be simultaneously illuminated from many directions, using only a single structured light source. We describe the techniques of construction and measurement, and we show experimental results.
Jefferson Y. Han, Ken Perlin
ACM Trans. Graph.1