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Gabyong Park

dblp:146/6387 · DBLP profile ↗
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4ranked-venue papers
3as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-authorHuman-computer interaction and ubiquitous computing · 3 · 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.

Artificial intelligence
4 papers
Face, body and person analysis · 60% 3D vision · 25% Video understanding and tracking · 15%
Computer graphics and multimedia
3 papers
Image and video processing · 28% Visual content generation and editing · 28% Virtual and augmented reality · 22%
Human-computer interaction and pervasive computing
2 papers
Wearable and physiological sensing · 77% Immersive interaction · 23%

Topics — the 11 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Face, body and person analysis › human pose estimation › articulated pose estimation
hand pose estimation
1.032020
3D Hand Tracking in the Presence of Excessive Motion Blur · IEEE Trans. Vis. Comput. Graph. 2020
3D Hand Pose Estimation with a Single Infrared Camera via Domain Transfer Learning · ISMAR 2020
Hybrid 3D Hand Articulations Tracking Guided by Classification and Search Space Adaptation · ISMAR 2018
Computer vision › 3D vision › motion capture
hand-object interaction tracking
0.412020
Bare-hand Depth Inpainting for 3D Tracking of Hand Interacting with Object · ISMAR 2020
Visual content generation and editing › 3d content editing
3d object manipulation
0.412020
3D Hand Pose Estimation with a Single Infrared Camera via Domain Transfer Learning · ISMAR 2020
Image and video processing › image restoration › image inpainting
depth-aware inpainting
0.412020
Bare-hand Depth Inpainting for 3D Tracking of Hand Interacting with Object · ISMAR 2020
Wearable and physiological sensing
sensor fusion
0.412020
3D Hand Tracking in the Presence of Excessive Motion Blur · IEEE Trans. Vis. Comput. Graph. 2020
Computer animation and physical simulation › motion capture
3d hand tracking
0.312018
Hybrid 3D Hand Articulations Tracking Guided by Classification and Search Space Adaptation · ISMAR 2018
Virtual and augmented reality
augmented reality
0.312018
Hybrid 3D Hand Articulations Tracking Guided by Classification and Search Space Adaptation · ISMAR 2018
Computer vision › Video understanding and tracking › object tracking
model-based tracking
0.112020
3D Hand Tracking in the Presence of Excessive Motion Blur · IEEE Trans. Vis. Comput. Graph. 2020
Computer vision › Video understanding and tracking › object tracking › probabilistic tracking
particle filter tracking
0.112020
3D Hand Tracking in the Presence of Excessive Motion Blur · IEEE Trans. Vis. Comput. Graph. 2020
Immersive interaction › augmented reality
wearable augmented reality
0.112020
Bare-hand Depth Inpainting for 3D Tracking of Hand Interacting with Object · ISMAR 2020
Computer vision › Face, body and person analysis
human pose estimation
0.112018
Hybrid 3D Hand Articulations Tracking Guided by Classification and Search Space Adaptation · ISMAR 2018

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

hierarchical particle filter · 2.2conditional generative adversarial network · 1.3sensor fusion · 0.9self-supervision · 0.9domain transfer learning · 0.9consistency loss · 0.9calibration · 0.9particle swarm optimization · 0.7convolutional neural network · 0.7classification-guided tracking · 0.7
YearPublicationVenuePosition
2020 Bare-hand Depth Inpainting for 3D Tracking of Hand Interacting with Object
abstract
We propose a 3D hand tracking system using bare-hand depth inpainting from an RGB-depth image for a hand interacting with an object. The effectiveness of most existing hand-object tracking methods is impeded by the insufficiency of data, which do not include hand data occluded by the object, and their reliance on the information inferred from assuming the specific object type. We generate a sufficiently accurate bare-hand depth image from a hand interacting with an object using a conditional generative adversarial network, which is trained using the synthesized 2D silhouettes of the object to learn the morphology of the hand. We evaluate the proposed approach using a hierarchical particle filter-based hand tracker and prove that our approach utilizing the bare-hand tracker in the hand-object interaction dataset achieve state-of-the-art performance. The generalization of our work will enable visual-tactile interaction that is more natural in various wearable augmented reality applications.
Woojin Cho 0002, Gabyong Park, Woontack Woo
ISMAR2
2020 3D Hand Pose Estimation with a Single Infrared Camera via Domain Transfer Learning
abstract
Previous methods successfully estimated 3D hand poses from unblurred depth images with slow and smooth hand motions. However, the performance drops when the depth images are contaminated by motion blur due to fast hand motion. In this paper, we exploit an infrared (IR) image input, which is weakly blurred under fast hand motion. The proposed method is based on domain transfer learning from depth to infrared images. Note we do not have IR images with hand skeletons, thus proposing self-supervision rather than direct supervision using the skeleton labels. We train a Hand Image Generator (HIG) and two Hand Pose Estimators (HPEs) on paired depth and infrared images via self-supervision using a consistency loss, guided by an existing HPE trained on paired depth and hand skeleton entries. The IR-based HPE is then refined on the weakly blurred infrared images. The qualitative and quantitative experiments demonstrate that the proposed method accurately estimates 3D hand poses under motion blur by fast hand motion, while existing depth-based methods fail. Our solution therefore supports fast 3D manipulation of virtual objects for augmented reality applications. Our model and dataset are publicly available for future research.1
Gabyong Park, Tae-Kyun Kim 0001, Woontack Woo
ISMAR1
2020 3D Hand Tracking in the Presence of Excessive Motion Blur
abstract
We present a sensor-fusion method that exploits a depth camera and a gyroscope to track the articulation of a hand in the presence of excessive motion blur. In case of slow and smooth hand motions, the existing methods estimate the hand pose fairly accurately and robustly, despite challenges due to the high dimensionality of the problem, self-occlusions, uniform appearance of hand parts, etc. However, the accuracy of hand pose estimation drops considerably for fast-moving hands because the depth image is severely distorted due to motion blur. Moreover, when hands move fast, the actual hand pose is far from the one estimated in the previous frame, therefore the assumption of temporal continuity on which tracking methods rely, is not valid. In this paper, we track fast-moving hands with the combination of a gyroscope and a depth camera. As a first step, we calibrate a depth camera and a gyroscope attached to a hand so as to identify their time and pose offsets. Following that, we fuse the rotation information of the calibrated gyroscope with model-based hierarchical particle filter tracking. A series of quantitative and qualitative experiments demonstrate that the proposed method performs more accurately and robustly in the presence of motion blur, when compared to state of the art algorithms, especially in the case of very fast hand rotations.
Gabyong Park, Antonis A. Argyros, Woontack Woo
IEEE Trans. Vis. Comput. Graph.1
2018 Hybrid 3D Hand Articulations Tracking Guided by Classification and Search Space Adaptation
abstract
We propose a novel method for model-based 3D tracking of hand articulations that is effective even for fastmoving hand postures in depth images. A large number of augmented reality (AR) and virtual reality (VR) studies have used model-based approaches for estimating hand postures and tracking movements. However, these approaches exhibit limitations if the hand moves rapidly or into the camera's field of view. To overcome these problems, researchers attempted a hybrid strategy that uses multiple initializations for 3D tracking of articulations. However, this strategy also exhibits limitations. For example, in genetic optimization, the hypotheses generated from the previous solution may search for a solution in an incorrect search space in a fast-moving hand gesture. This problem also occurs if the search space selected from the results of a trained model does not cover the true solution although the tracked hand moves slowly. Our proposed method estimates the hand pose based on model-based tracking guided by classification and search space adaptation. From the classification by a convolutional neural network (CNN), a data-driven prior is included in the objective function and additional hypotheses are generated in particle swarm optimization (PSO). In addition, the search spaces of the two sets of the hypotheses, generated by the data-driven prior and the previous solution, are adaptively updated using the distribution of each set of the hypotheses. We demonstrated the effectiveness of the proposed method by applying it to an American Sign Language (ASL) dataset consisting of fast-moving hand postures. The experimental results demonstrate that the proposed algorithm exhibits more accurate tracking results compared to other state-of-the-art tracking algorithms.
Gabyong Park, Woontack Woo
ISMAR1