Demo Data from EDBT 2026 / reviewers in the wild / expert
Dong-Hyun Hwang
dblp:196/6726
· DBLP profile ↗
9ranked-venue papers
4as first author
1since 2021 · last 2025
0000-0001-5588-4366ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 7 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 1 since 2021Artificial intelligence and machine learning · 1 · 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.
| Artificial intelligence
5 papers |
Face, body and person analysis · 47% Segmentation and scene understanding · 32% 3D vision · 11% | |
| Human-computer interaction and pervasive computing
4 papers |
Wearable and physiological sensing · 71% Learning and educational technologies · 22% Interaction techniques and input · 7% | |
| Computer graphics and multimedia
4 papers |
Image and video processing · 66% Computer animation and physical simulation · 17% Rendering · 9% |
Topics — the 12 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › Face, body and person analysis
human pose estimation |
0.9 | 3 | 2020 | Toward human motion capturing with an ultra-wide fisheye camera on the chest · VR 2019 MonoEye: Monocular Fisheye Camera-based 3D Human Pose Estimation · VR 2019 MonoEye: Multimodal Human Motion Capture System Using A Single Ultra-Wide Fisheye Camera · UIST 2020 |
Computer vision › Segmentation and scene understanding
foundation model segmentation |
0.9 | 1 | 2025 | ZIM: Zero-Shot Image Matting for Anything · ICCV 2025 |
Image and video processing
image matting |
0.9 | 1 | 2025 | ZIM: Zero-Shot Image Matting for Anything · ICCV 2025 |
Computer vision › Face, body and person analysis › human pose estimation › 3d pose estimation
egocentric pose estimation |
0.8 | 2 | 2019 | Toward human motion capturing with an ultra-wide fisheye camera on the chest · VR 2019 MonoEye: Monocular Fisheye Camera-based 3D Human Pose Estimation · VR 2019 |
Wearable and physiological sensing
wearable camera |
0.8 | 2 | 2019 | Toward human motion capturing with an ultra-wide fisheye camera on the chest · VR 2019 MonoEye: Monocular Fisheye Camera-based 3D Human Pose Estimation · VR 2019 |
Computer vision › 3D vision
3d human pose estimation |
0.4 | 1 | 2019 | Generating Synthetic Humans for Learning 3D Pose Estimation · VR 2019 |
Machine learning › Generative modeling
synthetic training data |
0.4 | 1 | 2019 | Generating Synthetic Humans for Learning 3D Pose Estimation · VR 2019 |
Computer vision › Segmentation and scene understanding
prompt-based segmentation |
0.3 | 1 | 2025 | ZIM: Zero-Shot Image Matting for Anything · ICCV 2025 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2019 | MonoEye: Monocular Fisheye Camera-based 3D Human Pose Estimation · VR 2019 |
Computer animation and physical simulation › motion capture
markerless motion capture |
0.1 | 1 | 2019 | Toward human motion capturing with an ultra-wide fisheye camera on the chest · VR 2019 |
Computer animation and physical simulation
motion capture |
0.1 | 1 | 2019 | Toward human motion capturing with an ultra-wide fisheye camera on the chest · VR 2019 |
Interaction techniques and input
visual feedback |
0.1 | 1 | 2019 | A Real-Time Projection System for Golf Training using Virtual Shadow · VR 2019 |
Methods — techniques the papers use, named apart from their topics
deep neural network · 3.1fisheye lens · 2.3prompt-aware masked attention · 1.7label converter · 1.7hierarchical pixel decoder · 1.7monocular pose estimation · 1.1synthetic dataset · 0.9rendering · 0.8egocentric fisheye camera · 0.8virtual shadow · 0.4projection mapping · 0.4heatmap generation · 0.4heat-map generation · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | ZIM: Zero-Shot Image Matting for AnythingabstractThe recent segmentation foundation model, Segment Anything Model (SAM), exhibits strong zero-shot segmentation capabilities, but it falls short in generating fine-grained precise masks. To address this limitation, we propose a novel zero-shot image matting model, called ZIM, with two key contributions: First, we develop a label converter that transforms segmentation labels into detailed matte labels, constructing the new SA1B-Matte dataset without costly manual annotations. Training SAM with this dataset enables it to generate precise matte masks while maintaining its zero-shot capability. Second, we design the zero-shot matting model equipped with a hierarchical pixel decoder to enhance mask representation, along with a prompt-aware masked attention mechanism to improve performance by enabling the model to focus on regions specified by visual prompts. We evaluate ZIM using the newly introduced MicroMat-3K test set, which contains high-quality micro-level matte labels. Experimental results show that ZIM outperforms existing methods in fine-grained mask generation and zero-shot generalization. Furthermore, we demonstrate the versatility of ZIM in various downstream tasks requiring precise masks, such as image inpainting and 3D NeRF. Our contributions provide a robust foundation for advancing zero-shot matting and its downstream applications across a wide range of computer vision tasks. The code is available at https://github.com/naver-ai/ZIM. Beomyoung Kim, Chanyong Shin, Joonhyun Jeong, Hyungsik Jung, Se-Yun Lee, Sewhan Chun, Dong-Hyun Hwang, Joonsang Yu |
ICCV | 7 |
| 2020 | MonoEye: Multimodal Human Motion Capture System Using A Single Ultra-Wide Fisheye CameraabstractWe present MonoEye, a multimodal human motion capture system using a single RGB camera with an ultra-wide fisheye lens, mounted on the user's chest. Existing optical motion capture systems use multiple cameras, which are synchronized and require camera calibration. These systems also have usability constraints that limit the user's movement and operating space. Since the MonoEye system is based on a wearable single RGB camera, the wearer's 3D body pose can be captured without space and environment limitations. The body pose, captured with our system, is aware of the camera orientation and therefore it is possible to recognize various motions that existing egocentric motion capture systems cannot recognize. Furthermore, the proposed system captures not only the wearer's body motion but also their viewport using the head pose estimation and an ultra-wide image. To implement robust multimodal motion capture, we design three deep neural networks: BodyPoseNet, HeadPoseNet, and CameraPoseNet, that estimate 3D body pose, head pose, and camera pose in real-time, respectively. We train these networks with our new extensive synthetic dataset providing 680K frames of renderings of people with a wide range of body shapes, clothing, actions, backgrounds, and lighting conditions. To demonstrate the interactive potential of the MonoEye system, we present several application examples from common body gestural to context-aware interactions. Dong-Hyun Hwang, Kohei Aso, Ye Yuan 0007, Kris Makoto Kitani, Hideki Koike |
UIST | 1 |
| 2020 | Lightweight 3D Human Pose Estimation Network Training Using Teacher-Student LearningabstractWe present MoVNect, a lightweight deep neural network to capture 3D human pose using a single RGB camera. To improve the overall performance of the model, we apply the teacher-student learning method based knowledge distillation to 3D human pose estimation. Real-time post-processing makes the CNN output yield temporally stable 3D skeletal information, which can be used in applications directly. We implement a 3D avatar application running on mobile in real-time to demonstrate that our network achieves both high accuracy and fast inference time. Extensive evaluations show the advantages of our lightweight model with the proposed training method over previous 3D pose estimation methods on the Human3.6M dataset and mobile devices. Dong-Hyun Hwang, Suntae Kim, Nicolas Monet, Hideki Koike, Soonmin Bae |
WACV | 1 |
| 2019 | Generating Synthetic Humans for Learning 3D Pose EstimationabstractWe generate synthetic annotated data for learning 3D human pose estimation using an egocentric fisheye camera. Synthetic humans are rendered from a virtual fisheye camera, with a random background, random clothing, random lighting parameters. In addition to RGB images, we generate ground truth of 2D/3D poses and location heat-maps. Capturing huge and various images and labeling manually for learning are not required. This approach will be used for the challenging situation such as capturing training data in sports. Kohei Aso, Dong-Hyun Hwang, Hideki Koike |
VR | 2 |
| 2019 | MonoEye: Monocular Fisheye Camera-based 3D Human Pose EstimationabstractWearable cameras have the potential to be used in various ways in combination with egocentric views such as action recognition, gesture input method for augmented/virtual reality (AR/VR) as well as lifelogger. Particularly, the pose of the camera wearer is one of the interesting factors of the egocentric view and various eccentric view-based pose estimation systems have been proposed; however, there is no balance between recognizable poses and enough egocentric views. In this work, we propose MonoEye, a system to provide wearer's estimated 3D pose and wide egocentric view. Our system's chest-mounted camera, equipped with the ultra-wide fisheye lens, covers the wearer's limbs and wide egocentric view; our pose estimation network estimates 3D body pose of the wearer from the camera's egocentric view. The proposed system not only can be used as an input interface of AR and VR through estimation of a various pose of the wearer but also has a potential to be used for action recognition by providing a wide egocentric view. Dong-Hyun Hwang, Kohei Aso, Hideki Koike |
VR | 1 |
| 2019 | Toward human motion capturing with an ultra-wide fisheye camera on the chestabstractWe are interested in utilizing egocentric view from a wearable camera and are working on MonoEye system, a novel system to estimate the wearer's motion using a chest-mounted camera equipped with an ultra-wide fisheye lens. Because our system has a wide field of view, it provides a balanced capacity of recognizable pose types and broad egocentric view. The prototype deep neural network estimates camera wearer's 3D pose and acquires motion without complex configuration like conventional motion capture systems. Dong-Hyun Hwang, Kohei Aso, Hideki Koike |
VR | 1 |
| 2019 | A Real-Time Projection System for Golf Training using Virtual ShadowabstractIn this work, we propose a real-time golf learning system using visual feedback. The system projects the visual feedback which is imitating shadow on the ground in front of the learner. It makes it possible for the learner to receive the feedback without the posture collapse. The learner can receive the feedback with the fixed face orientation as the actual golf swing, which could not be solved in existing systems projecting feedbacks on the wall. Furthermore, a posture difference is provided by projecting the expert's outline on the learner's virtual shadow. In addition, because shadow was also used in golf practice conventionally, the cost of adaptation to this learning system which uses virtual shadow as visual feedback may be low. Atsuki Ikeda, Dong-Hyun Hwang, Hideki Koike |
VR | 2 |
| 2018 | Real-time Visual Feedback for Golf Training Using Virtual ShadowabstractIn this work, we propose a golf training system using real-time visual feedback. The system projects the virtual shadow of the user on the ground in front of the user; this shadow provides feedback to the user without form collapse. Additionally, an expert's contour is overlaid on the virtual shadow of the user to make them aware of the difference between their form and that of the expert. In this system, the user can receive feedback with a fixed face orientation according to the actual golf swing; such feedback cannot be realized in systems projecting feedbacks on a wall. Moreover, by imitating the shadows already used in conventional golf training, the cost of adaptation to this training system can be reduced. Atsuki Ikeda, Dong-Hyun Hwang, Hideki Koike |
ISS | 2 |
| 2018 | MlioLight: Projector-camera Based Multi-layered Image Overlay System for Multiple Flashlights InteractionabstractWe propose MlioLight, a projector-camera unit-based projection-mapping system for overlaying multiple images on a screen or on real world objects using multiple flashlight-type devices. We focus on detecting the areas of overlapping lights in a multiple light source scenario and overlaying multi-layered information on real world objects in these areas. To blend multiple images, we developed methods for light identification and overlapping area detection using wireless synchronization between a high-speed camera and multiple flashlight devices. In this study, we describe the concept of MlioLight as well as its prototype implementation and applications. In addition, we present an evaluation of the proposed prototype. Toshiki Sato, Dong-Hyun Hwang, Hideki Koike |
ISS | 2 |