EDBT 2026 Demo / reviewers in the wild / expert
Jacob Clements
dblp:123/2910
· DBLP profile ↗
2ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper |
Trustworthy machine learning · 50% Segmentation and scene understanding · 25% Deep learning architectures and training · 25% | |
| Human-computer interaction and pervasive computing
1 paper |
Wearable and physiological sensing · 100% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Deep learning architectures and training
data augmentation |
0.9 | 1 | 2025 | Adaptive Sensitivity Analysis for Robust Augmentation against Natural Corruptions in Image Segmentation · ICML 2025 |
Computer vision › Segmentation and scene understanding
image segmentation |
0.9 | 1 | 2025 | Adaptive Sensitivity Analysis for Robust Augmentation against Natural Corruptions in Image Segmentation · ICML 2025 |
Machine learning › Trustworthy machine learning
robustness |
0.9 | 1 | 2025 | Adaptive Sensitivity Analysis for Robust Augmentation against Natural Corruptions in Image Segmentation · ICML 2025 |
Machine learning › Trustworthy machine learning › robustness
robustness to corruption |
0.9 | 1 | 2025 | Adaptive Sensitivity Analysis for Robust Augmentation against Natural Corruptions in Image Segmentation · ICML 2025 |
Wearable and physiological sensing
body sensor networks |
0.1 | 1 | 2012 | Immersive multiplayer tennis with microsoft kinect and body sensor networks · ACM Multimedia 2012 |
Wearable and physiological sensing
motion capture |
0.0 | 1 | 2012 | Immersive multiplayer tennis with microsoft kinect and body sensor networks · ACM Multimedia 2012 |
Methods — techniques the papers use, named apart from their topics
sensitivity analysis · 0.9kinect · 0.1attitude and heading reference system · 0.13d point cloud · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Adaptive Sensitivity Analysis for Robust Augmentation against Natural Corruptions in Image SegmentationabstractAchieving robustness in image segmentation models is challenging due to the fine-grained nature of pixel-level classification. These models, which are crucial for many real-time perception applications, particularly struggle when faced with natural corruptions in the wild for autonomous systems. While sensitivity analysis can help us understand how input variables influence model outputs, its application to natural and uncontrollable corruptions in training data is computationally expensive. In this work, we present an adaptive, sensitivity-guided augmentation method to enhance robustness against natural corruptions. Our sensitivity analysis on average runs 10 times faster and requires about 200 times less storage than previous sensitivity analysis, enabling practical, on-the-fly estimation during training for a model-free augmentation policy. With minimal fine-tuning, our sensitivity-guided augmentation method achieves improved robustness on both real-world and synthetic datasets compared to state-of-the-art data augmentation techniques in image segmentation. Laura Yu Zheng, Wenjie Wei, Jacob Clements, Shreelekha Revankar, Andre Harrison, Ming C. Lin |
ICML | 4 |
| 2012 | Immersive multiplayer tennis with microsoft kinect and body sensor networksabstractWe present an immersive gaming demonstration using the minimum amount of wearable sensors. The game demonstrated is two-player tennis. We combine a virtual environment with real 3D representations of physical objects like the players and the tennis racquet (if available). The main objective of the game is to provide as real an experience of tennis as possible, while also being as less intrusive as possible. The game is played across a network, and this opens the possibility of two remote players playing a game together on a single virtual tennis pitch. The Microsoft Kinect sensors are used to obtain a 3D point cloud and a skeletal map representation of the player. This 3D point cloud is mapped on to the virtual tennis pitch. We also use a wireless wearable Attitude and Heading Reference System (AHRS) mote, which is strapped onto the wrist of the players. This mote gives us precise information about the movement (swing, rotation etc.) of the playing arm. This information along with the skeletal map is used to implement the physics of the game. Using this game we demonstrate our solutions for simultaneous data acquisition, 3D point-cloud mapping in a virtual space, use of the Kinect and AHRS sensors to calibrate real and virtual objects and for interaction of virtual objects with a 3D point cloud. Suraj Raghuraman, Karthik Venkatraman, Zhanyu Wang, Jian Wu 0016, Jacob Clements, Reza Lotfian, B. Prabhakaran 0001, Xiaohu Guo, Roozbeh Jafari, Klara Nahrstedt |
ACM Multimedia | 5 |