Demo Data from EDBT 2026 / reviewers in the wild / expert
Jiye Lee 0001
dblp:132/4471-1
· DBLP profile ↗
5ranked-venue papers
4as first author
5since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 5 since 2021Artificial intelligence and machine learning · 2 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
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
4 papers |
Computer animation and physical simulation · 87% Virtual and augmented reality · 13% | |
| Artificial intelligence
2 papers |
3D vision · 64% Reinforcement learning · 28% Motion planning and robot control · 8% | |
| Human-computer interaction and pervasive computing
1 paper |
Wearable and physiological sensing · 100% |
Topics — the 14 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
human-object interaction |
1.0 | 1 | 2026 | MOCHI: Motion Enhancement of Collaborative Human-object Interactions · ACM Trans. Graph. 2026 |
Computer animation and physical simulation › motion capture
motion capture data processing |
1.0 | 1 | 2026 | MOCHI: Motion Enhancement of Collaborative Human-object Interactions · ACM Trans. Graph. 2026 |
Virtual and augmented reality › avatar
avatar animation |
0.9 | 1 | 2025 | Audio Driven Real-Time Facial Animation for Social Telepresence · SIGGRAPH Asia 2025 |
Computer animation and physical simulation
facial animation |
0.9 | 1 | 2025 | Audio Driven Real-Time Facial Animation for Social Telepresence · SIGGRAPH Asia 2025 |
Computer animation and physical simulation › facial animation
speech-driven facial animation |
0.9 | 1 | 2025 | Audio Driven Real-Time Facial Animation for Social Telepresence · SIGGRAPH Asia 2025 |
Computer vision › 3D vision › motion capture
full-body motion capture |
0.8 | 1 | 2024 | Mocap Everyone Everywhere: Lightweight Motion Capture with Smartwatches and a Head-Mounted Camera · CVPR 2024 |
Computer vision › 3D vision › motion capture
human motion capture |
0.8 | 1 | 2024 | Mocap Everyone Everywhere: Lightweight Motion Capture with Smartwatches and a Head-Mounted Camera · CVPR 2024 |
Wearable and physiological sensing › motion capture
wearable motion capture |
0.8 | 1 | 2024 | Mocap Everyone Everywhere: Lightweight Motion Capture with Smartwatches and a Head-Mounted Camera · CVPR 2024 |
Machine learning › Reinforcement learning
model-based reinforcement learning |
0.7 | 1 | 2023 | Locomotion-Action-Manipulation: Synthesizing Human-Scene Interactions in Complex 3D Environments · ICCV 2023 |
Computer animation and physical simulation › motion synthesis
human motion synthesis |
0.7 | 1 | 2023 | Locomotion-Action-Manipulation: Synthesizing Human-Scene Interactions in Complex 3D Environments · ICCV 2023 |
Computer animation and physical simulation
human-scene interaction |
0.7 | 1 | 2023 | Locomotion-Action-Manipulation: Synthesizing Human-Scene Interactions in Complex 3D Environments · ICCV 2023 |
Computer animation and physical simulation
character animation |
0.6 | 1 | 2022 | Learning Virtual Chimeras by Dynamic Motion Reassembly · ACM Trans. Graph. 2022 |
Computer animation and physical simulation › audio-driven animation
speech-driven animation |
0.3 | 1 | 2025 | Audio Driven Real-Time Facial Animation for Social Telepresence · SIGGRAPH Asia 2025 |
Robotics › Motion planning and robot control
motion planning |
0.2 | 1 | 2023 | Locomotion-Action-Manipulation: Synthesizing Human-Scene Interactions in Complex 3D Environments · ICCV 2023 |
Methods — techniques the papers use, named apart from their topics
reinforcement learning · 1.9diffusion model · 1.9transformer-based regression · 1.5floor level tracking · 1.5egocentric visual cues · 1.5motion matching · 1.3manifold learning · 1.3optimization · 1.0motion prior · 1.0transformer · 0.9knowledge distillation · 0.9two-network architecture · 0.6supervised learning · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | MOCHI: Motion Enhancement of Collaborative Human-object InteractionsabstractCollaborative human-object interaction shows dynamic and complex movements that require mutual anticipation and continuous adjustment between participants and the shared object. Understanding and modeling such collaborative multi-human object interaction (MHOI) scenarios requires high-quality data acquisition as a foundational step, however, this is a challenging task due to the inherent complexity of MHOI scenarios where human-human and human-object interactions occur simultaneously. Such complexity leads to noisy MHOI captures characterized by several artifacts: contact misalignment between hands and objects, motion jitter and temporal inconsistencies in the captured sequences, and missing or incomplete finger-level articulation details. To address these challenges, we present MOCHI (MOtion Enhancement of Collaborative Human-object Interactions), a two-stage framework for enhancing noisy MHOI data. Our approach first generates physically plausible hand grasps through optimization from noisy body input, producing grasps that are both physically plausible and semantically consistent with the body pose, where these optimized grasps are extended into complete hand-object interaction sequences. Consequently, the full-body motion for all participants are refined through a diffusion-based noise optimization framework that uses single-person motion priors. During the optimization process, we introduce optimization objectives to encode human-object and human-human interaction information within these single-person priors. Experimental results demonstrate the effectiveness of our pipeline across diverse MHOI data, either acquired by existing capture methods or synthesized by generative models. We further show robustness of our system across varying numbers of participants and types of interactions, and demonstrate various applications including keyframe-based MHOI creation and data augmentation through varying object geometries. Jiye Lee 0001, Yonghun Choi, Jungdam Won |
ACM Trans. Graph. | 1 |
| 2025 | Audio Driven Real-Time Facial Animation for Social TelepresenceabstractWe present an audio-driven real-time system for animating photorealistic 3D facial avatars with minimal latency, designed for social interactions in virtual reality for anyone. Central to our approach is an encoder model that transforms audio signals into latent facial expression sequences in real time, which are then decoded as photorealistic 3D facial avatars. Leveraging the generative capabilities of diffusion models, we capture the rich spectrum of facial expressions necessary for natural communication while achieving real-time performance (<15ms GPU time). Our novel architecture minimizes latency through two key innovations: an online transformer that eliminates dependency on future inputs and a distillation pipeline that accelerates iterative denoising into a single step. We further address critical design challenges in live scenarios for processing continuous audio signals frame-by-frame while maintaining consistent animation quality. The versatility of our framework extends to multimodal applications, including semantic modalities such as emotion conditions and multimodal sensors with head-mounted eye cameras on VR headsets. Experimental results demonstrate significant improvements in facial animation accuracy over existing offline state-of-the-art baselines, achieving 100 to 1000 × faster inference speed. We validate our approach through live VR demonstrations and across various scenarios such as multilingual speeches. Jiye Lee 0001, Chenghui Li, Shih-En Wei, Jason M. Saragih, Alexander Richard, Hanbyul Joo, Shaojie Bai |
SIGGRAPH Asia | 1 |
| 2024 | Mocap Everyone Everywhere: Lightweight Motion Capture with Smartwatches and a Head-Mounted CameraabstractWe present a lightweight and affordable motion capture method based on two smartwatches and a head-mounted camera. In contrast to the existing approaches that use six or more expert-level IMU devices, our approach is much more cost-effective and convenient. Our method can make wearable motion capture accessible to everyone every-where, enabling 3D full-body motion capture in diverse environments. As a key idea to overcome the extreme sparsity and ambiguities of sensor inputs with different modalities, we integrate 6D head poses obtained from the head-mounted cameras for motion estimation. To enable capture in expansive indoor and outdoor scenes, we propose an algorithm to track and update floor level changes to define head poses, coupled with a multi-stage Transformer-based regression module. We also introduce novel strategies leveraging visual cues of egocentric images to further enhance the motion capture quality while reducing ambi-guities. We demonstrate the performance of our method on various challenging scenarios, including complex outdoor environments and everyday motions including object inter-actions and social interactions among multiple individuals. Jiye Lee 0001, Hanbyul Joo |
CVPR | 1 |
| 2023 | Locomotion-Action-Manipulation: Synthesizing Human-Scene Interactions in Complex 3D EnvironmentsabstractSynthesizing interaction-involved human motions has been challenging due to the high complexity of 3D environments and the diversity of possible human behaviors within. We present LAMA, Locomotion-Action-MAnipulation, to synthesize natural and plausible long- term human movements in complex indoor environments. The key motivation of LAMA is to build a unified framework to encompass a series of everyday motions including locomotion, scene interaction, and object manipulation. Unlike existing methods that require motion data "paired" with scanned 3D scenes for supervision, we formulate the problem as a test-time optimization by using human motion capture data only for synthesis. LAMA leverages a reinforcement learning framework coupled with a motion matching algorithm for optimization, and further exploits a motion editing framework via manifold learning to cover possible variations in interaction and manipulation. Throughout extensive experiments, we demonstrate that LAMA outperforms previous approaches in synthesizing realistic motions in various challenging scenarios. Project page: https://jiyewise.github.io/projects/LAMA/. Jiye Lee 0001, Hanbyul Joo |
ICCV | 1 |
| 2022 | Learning Virtual Chimeras by Dynamic Motion ReassemblyabstractThe Chimera is a mythological hybrid creature composed of different animal parts. The chimera's movements are highly dependent on the spatial and temporal alignments of its composing parts. In this paper, we present a novel algorithm that creates and animates chimeras by dynamically reassembling source characters and their movements. Our algorithm exploits a two-network architecture: part assembler and dynamic controller. The part assembler is a supervised learning layer that searches for the spatial alignment among body parts, assuming that the temporal alignment is provided. The dynamic controller is a reinforcement learning layer that learns robust control policy for a wide variety of potential temporal alignments. These two layers are tightly intertwined and learned simultaneously. The chimera animation generated by our algorithm is energy efficient and expressive in terms of describing weight shifting, balancing, and full-body coordination. We demonstrate the versatility of our algorithm by generating the motor skills of a large variety of chimeras from limited source characters. Seyoung Lee 0001, Jiye Lee 0001, Jehee Lee |
ACM Trans. Graph. | 2 |