EDBT 2026 Demo / reviewers in the wild / expert
Ky Waegel
dblp:140/9518
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 2014
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 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
2 papers |
Immersive interaction · 54% Interaction techniques and input · 46% | |
| Computer graphics and multimedia
2 papers |
Rendering · 54% Geometric modeling and processing · 46% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction › augmented reality
augmented reality display |
0.2 | 1 | 2014 | A reconstructive see-through display · ISMAR 2014 |
Interaction techniques and input › input sensing › tracking
augmented reality tracking |
0.2 | 1 | 2013 | Filling the gaps: Hybrid vision and inertial tracking · ISMAR 2013 |
Geometric modeling and processing
3d reconstruction |
0.0 | 1 | 2013 | Filling the gaps: Hybrid vision and inertial tracking · ISMAR 2013 |
Methods — techniques the papers use, named apart from their topics
depth camera · 0.43d reconstruction · 0.4inertial measurement unit · 0.3SLAM · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | A reconstructive see-through displayabstractThe two most common display technologies used in augmented reality head-mounted displays are optical see-through and video see-through. In this paper I demonstrate a third alternative: reconstructive see-through. By using a commodity depth camera to construct a dense 3D model of the world and rendering this to the user, distracting latency and position discrepancies between real and virtual objects can be reduced. Ky Waegel |
ISMAR | 1 |
| 2013 | Filling the gaps: Hybrid vision and inertial trackingabstractExisting head-tracking systems all suffer from various limitations, such as latency, cost, accuracy, or drift. I propose to address these limitations by using depth cameras and existing 3D reconstruction algorithms to simultaneously localize the camera position and build a map of the environment, providing stable and drift-free tracking. This method is enabled by the recent proliferation of light-weight, inexpensive depth cameras. Because these cameras have a relatively slow frame rate, I combine this technique with a low-latency inertial measurement unit to estimate movement between frames. Using the generated environment model, I further propose a collision avoidance system for use with real walking. Ky Waegel, Frederick P. Brooks Jr. |
ISMAR | 1 |