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Kit-Yung Lam

dblp:161/8252 · DBLP profile ↗
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8ranked-venue papers
4as first author
5since 2021 · last 2024
0000-0003-2616-5463ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-authorComputer networks · 1 · 1 since 2021Databases, data management, data science and information retrieval · 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.

Human-computer interaction and pervasive computing
3 papers
User interface design and tools · 41% Interaction techniques and input · 30% Immersive interaction · 23%
Databases, data mining, and information retrieval
1 paper
Recommender systems · 100%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 100%
Computer networks
1 paper
Edge and fog computing · 100%

Topics — the 12 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Edge and fog computing › video analytics
edge-based object detection
0.712023
Demo: Real-Time WebXR Edge-based Object Detection for AR · MobiSys 2023
Recommender systems
content-based recommendation
0.512021
A2W: Context-Aware Recommendation System for Mobile Augmented Reality Web Browser · ACM Multimedia 2021
Recommender systems
context-aware recommendation
0.512021
A2W: Context-Aware Recommendation System for Mobile Augmented Reality Web Browser · ACM Multimedia 2021
Virtual and augmented reality › augmented reality
mobile augmented reality
0.412019
M2A: A Framework for Visualizing Information from Mobile Web to Mobile Augmented Reality · PerCom 2019
Immersive interaction
augmented reality interaction
0.412019
HIBEY: Hide the Keyboard in Augmented Reality · PerCom 2019
Interaction techniques and input
text entry
0.412019
HIBEY: Hide the Keyboard in Augmented Reality · PerCom 2019
User interface design and tools › web site design
web interface design
0.412019
M2A: A Framework for Visualizing Information from Mobile Web to Mobile Augmented Reality · PerCom 2019
Virtual and augmented reality
augmented reality
0.112021
A2W: Context-Aware Recommendation System for Mobile Augmented Reality Web Browser · ACM Multimedia 2021
User interface design and tools
adaptive user interfaces
0.112021
A2W: Context-Aware Recommendation System for Mobile Augmented Reality Web Browser · ACM Multimedia 2021
User interface design and tools
user interface design
0.112021
A2W: Context-Aware Recommendation System for Mobile Augmented Reality Web Browser · ACM Multimedia 2021
Interaction techniques and input
mobile interaction
0.112019
M2A: A Framework for Visualizing Information from Mobile Web to Mobile Augmented Reality · PerCom 2019
Wearable and physiological sensing › wearable display
smart glasses
0.112019
HIBEY: Hide the Keyboard in Augmented Reality · PerCom 2019

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

content-based filtering · 1.5object detection · 1.3WebRTC video streaming · 1.3user study · 0.8probabilistic spatial model · 0.4language model · 0.4freehand gesture recognition · 0.4
YearPublicationVenuePosition
2024 A Volumetric Video Application to Enhance Museum Experiences
abstract
Volumetric video (VV) is an emerging 3D format that allows the integration of real people into XR (extended reality) applications. Recent cost-effective AI-based methods have enabled VV capture using single handheld cameras or mobile phones. This study addresses the quality, integration, and acceptance of AI-based VV content creation in an augmented reality (AR) application designed to enhance museum experiences. The main result reveals that, although the current VV quality is lower than professional standards, users still find significant added value and enjoy its immersive experience.
Anh Nguyen 0004, Jan Lässig, Anna F. Kälin, Ariana Huwiler, Philipp Haslbauer, Gareth W. Young, Kit-Yung Lam, Aljoscha Smolic
VRST7
2023 Demo: Real-Time WebXR Edge-based Object Detection for AR
abstract
Web-based extended reality (WebXR) can enable lightweight, easy-to-access, and cross-platform augmented reality (AR) experiences. Context awareness is one key feature of AR. Supporting this in browser-based WebXR applications is challenging as typical object detection algorithms are too computationally demanding to be run in-browser, leading to slow response times and decreased battery life. In this demo, we show a WebXR AR application that uses a technique of WebRTC-based video streaming to obtain a usable video stream on an edge server to perform object detection.
Jacky Cao, Kit-Yung Lam, Lik-Hang Lee
MobiSys2
2022 Human-Avatar Interaction in Metaverse: Framework for Full-Body Interaction
abstract
The metaverse is a network of shared virtual environments where people can interact synchronously through their avatars. To enable this, it is necessary to accurately capture and recreate (physical) human motion. This is used to render avatars correctly, reflecting the motion of their corresponding users. In large-scale environments this must be done in real-time. This paper proposes a human-avatar framework with full-body motion capture. Its goal is to deliver high-accuracy capture with low computational and network overheads. It relies on a lightweight Octree data structure to record and transmit motion to other users. We conduct a user study with 22 participants and perform a preliminary evaluation of its scalability. Our user study shows that Octree with Inverse Kinematic achieves the best trade-off, achieving low delay and high accuracy. Our proposed solution delivers the lowest delay, with an average of 67ms in an environment of 8 concurrent users. It attains a 55.7% improvement over the prior techniques.
Kit-Yung Lam, Ahmad Yousef Alhilal, Lik-Hang Lee, Gareth Tyson, Pan Hui 0001
MMAsia1
2022 3DeformR: freehand 3D model editing in virtual environments considering head movements on mobile headsets
abstract
3D objects are the primary media in virtual reality environments in immersive cyberspace, also known as the Metaverse. Users, through editing such objects, can communicate with other individuals on mobile headsets. Knowing that the tangible controllers cause the burden to carry such addendum devices, the body-centric interaction techniques, such as hand gestures, get rid of such burdens. However, object editing with hand gestures is usually overlooked. Accordingly, we propose and implement a palm-based virtual embodiment for hand gestural model editing, namely 3DeformR. We employ three optimized hand gestures on bi-harmonic deformation algorithms that enable selecting and editing 3D models in fine granularity. Our evaluation with nine participants considers three interaction techniques (two-handed tangible controller (OMC), a naive implementation of hand gestures (SH), and 3DeformR. Two experimental tasks of planar and spherical objects imply that 3DeformR outperforms SH, in terms of task completion time (~51%) and required actions (~17%). Also, our participants with 3DeformR make significantly better performance than the commercial standard (OMC) - saved task time (~43%) and actions (~3%). Remarkably, the edited objects by 3DeformR show no discernible difference from those with tangible controllers characterised by accurate and responsive detection.
Kit-Yung Lam, Lik-Hang Lee, Pan Hui 0001
MMSys1
2021 A2W: Context-Aware Recommendation System for Mobile Augmented Reality Web Browser
abstract
Augmented Reality (AR) offers new capabilities for blurring the boundaries between physical reality and digital media. However, the capabilities of integrating web contents and AR remain underexplored. This paper presents an AR web browser with an integrated context-aware AR-to-Web content recommendation service named as A2W browser, to provide continuously user-centric web browsing experiences driven by AR headsets. We implement the A2W browser on an AR headset as our demonstration application, demonstrating the features and performance of A2W framework. The A2W browser visualizes the AR-driven web contents to the user, which is suggested by the content-based filtering model in our recommendation system. In our experiments, 20 participants with the adaptive UIs and recommendation system in A2W browser achieve up to 30.69% time saving compared to smartphone conditions. Accordingly, A2W-supported web browsing on workstations facilitates the recommended information leading to 41.67% faster reaches to the target information than typical web browsing.
Kit-Yung Lam, Lik-Hang Lee, Pan Hui 0001
ACM Multimedia1
2020 From seen to unseen: Designing keyboard-less interfaces for text entry on the constrained screen real estate of Augmented Reality headsets
Lik-Hang Lee, Tristan Braud, Kit-Yung Lam, Yui-Pan Yau, Pan Hui 0001
Pervasive Mob. Comput.3
2019 M2A: A Framework for Visualizing Information from Mobile Web to Mobile Augmented Reality
abstract
Mobile Augmented Reality (MAR) drastically changes our approach to computing and user interaction. Web browsing, in particular, is impractical on AR devices as current web design principles do not account for three-dimensional display and navigation of virtual content. In this paper, we propose Mobile to AR (M2A), the first framework for designing web pages for AR devices. M2A exploits the visual context to display more content while enabling users to locate relevant data intuitively with minimal modifications to the website. To evaluate the principles behind the framework, we implement a demonstration application in AR and conduct two user-focused experiments. Our experimental study reveals that participants with M2A are 5 times faster to find information on a web page compared to a smartphone, and 2 times faster than a traditional AR web browser. Furthermore, users consider navigation on M2A websites to be significantly more intuitive and easy to use compared to their desktop and mobile counterparts.
Kit-Yung Lam, Lik-Hang Lee, Tristan Braud, Pan Hui 0001
PerCom1
2019 HIBEY: Hide the Keyboard in Augmented Reality
abstract
Text input is a very challenging task in Augmented Reality (AR). On non-touch AR headsets, virtual keyboards are counter-intuitive and character keys are hard to locate inside the constrained screen real estate. In this paper, we present the design, implementation and evaluation of HIBEY, a text input system for smartglasses. HIBEY provides a fast, reliable, affordable, and easy-to-use text entry solution through vision-based freehand interactions. Supported by a probabilistic spatial model and a language model, a three-level holographic environment enables users to apply fast and continuous hand gesture to pick characters and predictive words in a keyboardless interface. Through the pilot study and a thorough evaluations lasting 8 days, we show that HIBEY leads to a mean text entry rate of 9.95 word per minute (WPM) with 96.06% accuracy, which is comparable to other state-of-the-art approaches. After 8 days, participants can achieve an average of 13.19 WPM. In addition, HIBEY only occupies 13.14% of the screen real estate at the edge region, which is 62.80% smaller than the default keyboard layout on Microsoft Hololens.
Lik-Hang Lee, Kit-Yung Lam, Yui-Pan Yau, Tristan Braud, Pan Hui 0001
PerCom2