Demo Data from EDBT 2026 / reviewers in the wild / expert
Daniel Goc
dblp:179/4995 · also Daniel Gotsch
· DBLP profile ↗
9ranked-venue papers
8as first author
1since 2021 · last 2024
0000-0002-8265-4918ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Theory of computation · 6 · 5 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 first-authorApplied, interdisciplinary, general and emerging 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.
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 70% Personal fabrication and tangible interfaces · 30% | |
| Computer graphics and multimedia
2 papers |
Computational photography and imaging · 72% Multimedia systems and quality of experience · 28% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
telepresence |
0.3 | 1 | 2018 | TeleHuman2: A Cylindrical Light Field Teleconferencing System for Life-size 3D Human Telepresence · CHI 2018 |
Computational photography and imaging
light field display |
0.2 | 1 | 2016 | HoloFlex: A Flexible Light-Field Smartphone with a Microlens Array and a P-OLED Touchscreen · UIST 2016 |
Personal fabrication and tangible interfaces › tangible interaction
bend input |
0.2 | 1 | 2016 | HoloFlex: A Flexible Light-Field Smartphone with a Microlens Array and a P-OLED Touchscreen · UIST 2016 |
Immersive interaction › virtual reality interaction
virtual object interaction |
0.2 | 1 | 2016 | HoloFlex: A Flexible Light-Field Smartphone with a Microlens Array and a P-OLED Touchscreen · UIST 2016 |
Multimedia systems and quality of experience › teleconferencing
multiparty teleconferencing |
0.1 | 1 | 2018 | TeleHuman2: A Cylindrical Light Field Teleconferencing System for Life-size 3D Human Telepresence · CHI 2018 |
Methods — techniques the papers use, named apart from their topics
projector array rendering · 0.7depth video streaming · 0.7user study · 0.5light field rendering · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | On Channel Simulation with Causal Rejection SamplersabstractOne-shot channel simulation has recently emerged as a promising alternative to quantization and entropy coding in machine-learning-based lossy data compression schemes. How-ever, while there are several potential applications of channel simulation - lossy compression with realism constraints or differential privacy, to name a few - little is known about its fundamental limitations. In this paper, we restrict our attention to a subclass of channel simulation protocols called causal rejection samplers (CRS), establish new, tighter lower bounds on their expected runtime and codelength, and demonstrate the bounds' achievability. Concretely, for an arbitrary CRS, let$Q$and$P$denote a target and proposal distribution supplied as input, and let$K$be the number of samples examined by the algorithm. We show that the expected runtime$\mathbb{E}[K]$of any CRS scales at least as$\exp_{2}(D_{\infty}[Q\Vert P])$, where$D_{\infty}[Q\Vert P]$is the Renyi$\infty$-divergence. Regarding the codelength, we show that$D_{\text{KL}}[Q\Vert P]\leq D_{CS}[Q\Vert P]\leq \mathbb{H}[K]$, where$D_{CS}[Q\Vert P]$is a new quantity we call the channel simulation divergence. Furthermore, we prove that our new lower bound, unlike the$D_{\text{KL}}[Q\Vert P]$lower bound, is achievable tightly, i.e. there is a CRS such that$\mathbb{H}[K]\leq D_{CS}[Q\Vert P]+\log_{2}(e+1)$. Finally, we conduct numerical studies of the asymptotic scaling of the codelength of Gaussian and Laplace channel simulation algorithms. Daniel Goc, Gergely Flamich |
ISIT | 1 |
| 2018 | TeleHuman2: A Cylindrical Light Field Teleconferencing System for Life-size 3D Human TelepresenceabstractFor telepresence to support the richness of multiparty conversations, it is important to convey motion parallax and stereoscopy without head-worn apparatus. TeleHuman2 is a "hologrammatic" telepresence system that conveys full-body 3D video of interlocutors using a human-sized cylindrical light field display. For rendering, the system uses an array of projectors mounted above the heads of participants in a ring around a retroreflective cylinder. Unique angular renditions are calculated from streaming depth video captured at the remote location. Projected images are retro-reflected into the eyes of local participants, at 1.3º intervals providing angular renditions simultaneously for left and right eyes of all onlookers, which conveys motion parallax and stereoscopy without head-worn apparatus or head tracking. Our technical evaluation of the angular accuracy of the system demonstrates that the error in judging the angle of a remote arrow object represented in TeleHuman2 is within 1 degree, and not significantly different from similar judgments of a collocated arrow object. Daniel Goc, Xujing Zhang, Timothy Merritt 0001, Roel Vertegaal |
CHI | 1 |
| 2017 | State complexity of permutation on finite languages over a binary alphabet
Da-Jung Cho, Daniel Goc, Yo-Sub Han, Sang-Ki Ko, Alexandros Palioudakis, Kai Salomaa |
Theor. Comput. Sci. | 2 |
| 2016 | HoloFlex: A Flexible Light-Field Smartphone with a Microlens Array and a P-OLED TouchscreenabstractWe present HoloFlex, a 3D flexible smartphone featuring a light-field display consisting of a high-resolution P-OLED display and an array of 16,640 microlenses. HoloFlex allows mobile users to interact with 3D images featuring natural visual cues such as motion parallax and stereoscopy without glasses or head tracking. Its flexibility allows the use of bend input for interacting with 3D objects along the z axis. Images are rendered into 12-pixel wide circular blocks-pinhole views of the 3D scene-which enable ~80 unique viewports at an effective resolution of 160 × 104. The microlens array distributes each pixel from the display in a direction that preserves the angular information of light rays in the 3D scene. We present a preliminary study evaluating the effect of bend input vs. a vertical touch screen slider on 3D docking performance. Results indicate that bend input significantly improves movement time in this task. We also present 3D applications including a 3D editor, a 3D Angry Birds game and a 3D teleconferencing system that utilize bend input. Daniel Goc, Xujing Zhang, Juan Pablo Carrascal, Roel Vertegaal |
UIST | 1 |
| 2015 | A New Approach to the Paperfolding Sequences
Daniel Goc, Hamoon Mousavi, Luke Schaeffer, Jeffrey Shallit |
CiE | 1 |
| 2013 | Subword Complexity and k-Synchronization
Daniel Goc, Luke Schaeffer, Jeffrey Shallit |
Developments in Language Theory | 1 |
| 2013 | On the Number of Unbordered Factors
Daniel Goc, Hamoon Mousavi, Jeffrey Shallit |
LATA | 1 |
| 2013 | Primitive Words and Lyndon Words in Automatic and Linearly Recurrent Sequences
Daniel Goc, Kalle Saari, Jeffrey Shallit |
LATA | 1 |
| 2012 | Automatic Theorem-Proving in Combinatorics on Words
Daniel Goc, Dane Henshall, Jeffrey Shallit |
CIAA | 1 |