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Jeffrey T. Hansberger

dblp:140/4337 · also Jeff Hansberger · DBLP profile ↗
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4ranked-venue papers
0as first author
1since 2021 · last 2023
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 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.

Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 61% Wearable and physiological sensing · 22% Immersive interaction · 17%
Artificial intelligence
1 paper
Efficient and distributed learning · 100%
Computer graphics and multimedia
1 paper
Multimedia analysis and retrieval · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
gesture input
0.722019
Real-Time Gesture Recognition Using 3D Sensory Data and a Light Convolutional Neural Network · ACM Multimedia 2019
Hand gesture controls for image categorization in immersive virtual environments · VR 2017
Interaction techniques and input › input device › 3d input device
data glove
0.412019
Real-Time Gesture Recognition Using 3D Sensory Data and a Light Convolutional Neural Network · ACM Multimedia 2019
Wearable and physiological sensing
motion capture
0.412019
Real-Time Gesture Recognition Using 3D Sensory Data and a Light Convolutional Neural Network · ACM Multimedia 2019
Immersive interaction
virtual reality interaction
0.312017
Hand gesture controls for image categorization in immersive virtual environments · VR 2017
Machine learning › Efficient and distributed learning
model compression
0.112019
Real-Time Gesture Recognition Using 3D Sensory Data and a Light Convolutional Neural Network · ACM Multimedia 2019
Machine learning › Efficient and distributed learning › model compression
network minimization
0.112019
Real-Time Gesture Recognition Using 3D Sensory Data and a Light Convolutional Neural Network · ACM Multimedia 2019
Multimedia analysis and retrieval › multimedia browsing
image browsing
0.112017
Hand gesture controls for image categorization in immersive virtual environments · VR 2017

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

network reduction · 0.8inertial measurement unit · 0.8convolutional neural network · 0.83d interface prototyping · 0.6
YearPublicationVenuePosition
2023 Real-time multimodal interaction in virtual reality - a case study with a large virtual interface
Lizhou Cao, Chao Peng 0003, Jeffrey T. Hansberger
Multim. Tools Appl.4
2020 Design and evaluation of a hand gesture recognition approach for real-time interactions
Vaidyanath Areyur Shanthakumar, Chao Peng 0003, Jeffrey T. Hansberger, Lizhou Cao, Sarah C. Meacham, Victoria R. Blakely
Multim. Tools Appl.3
2019 Real-Time Gesture Recognition Using 3D Sensory Data and a Light Convolutional Neural Network
abstract
In this work, we propose an end-to-end system that provides both hardware and software support for real-time gesture recognition. We apply a convolutional neural network over 3D rotation data of finger joints rather than over vision-based data, in order to extract high-level intentions (features) users are trying to convey. A pair of customized motion capturing gloves are designed with inertial measurement unit (IMU) sensors to obtain gestural datasets for network training and real-time recognition. A network reduction strategy has been developed to appropriately reduce a network's complexity in both depth and width dimensions while maintaining a high recognition accuracy with the classification model produced by the network. The classification model is able to classify new data samples by scanning a real-time stream of joint rotations during the use of the gloves. Our evaluation results expose the relationships between the network reduction hyperparameters and the change of recognition accuracy. Based on the evaluation, we are able to determine an appropriate version of the light network and achieve 98% accuracy.
Nicholas Diliberti, Chao Peng 0003, Christopher Kaufman, Yangzi Dong, Jeffrey T. Hansberger
ACM Multimedia5
2017 Hand gesture controls for image categorization in immersive virtual environments
abstract
In a situation where a large and chaotic collection of digital images must be manually sorted or categorized, there are two challenges: (1) unnatural actions during a prolonged human-computer interaction and (2) limited display space for image browsing. An immersive 3D interface is prototyped, where a person sorts a large collection of digital images with his or her bare hands in a virtual environment, and performs hand motions matching characteristics of sorting gestures in the real world. The virtual reality environment provides extra levels of immersion for displaying images.
Chao Peng 0003, Jeffrey T. Hansberger, Lizhou Cao, Vaidyanath Areyur Shanthakumar
VR2