EDBT 2026 Demo / reviewers in the wild / expert
Xukan Ran
dblp:204/8118
· DBLP profile ↗
7ranked-venue papers
3as first author
2since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 5 · 3 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
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.
| Computer graphics and multimedia
4 papers |
Virtual and augmented reality · 80% Multimedia analysis and retrieval · 20% | |
| Artificial intelligence
3 papers |
Efficient and distributed learning · 51% Robot navigation and mapping · 49% | |
| Computer networks
4 papers |
Edge and fog computing · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Hardware accelerators and domain-specific architectures · 100% |
Topics — the 13 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › augmented reality
collaborative augmented reality |
1.0 | 2 | 2022 | SLAM-share: visual simultaneous localization and mapping for real-time multi-user augmented reality · CoNEXT 2022 Multi-user augmented reality with communication efficient and spatially consistent virtual objects · CoNEXT 2020 |
Robotics › Robot navigation and mapping › SLAM
visual SLAM |
0.6 | 1 | 2022 | SLAM-share: visual simultaneous localization and mapping for real-time multi-user augmented reality · CoNEXT 2022 |
Machine learning › Efficient and distributed learning
model compression |
0.5 | 2 | 2019 | Frugal following: power thrifty object detection and tracking for mobile augmented reality · SenSys 2019 Deep Learning With Edge Computing: A Review · Proc. IEEE 2019 |
Virtual and augmented reality › augmented reality
mobile augmented reality |
0.4 | 1 | 2019 | Frugal following: power thrifty object detection and tracking for mobile augmented reality · SenSys 2019 |
Multimedia analysis and retrieval
object tracking |
0.4 | 1 | 2019 | Frugal following: power thrifty object detection and tracking for mobile augmented reality · SenSys 2019 |
Edge and fog computing
edge intelligence |
0.4 | 1 | 2019 | Deep Learning With Edge Computing: A Review · Proc. IEEE 2019 |
Edge and fog computing › mobile edge computing
computation offloading |
0.3 | 1 | 2018 | DeepDecision: A Mobile Deep Learning Framework for Edge Video Analytics · INFOCOM 2018 |
Hardware accelerators and domain-specific architectures › machine learning accelerator › DNN inference
edge inference |
0.3 | 1 | 2018 | DeepDecision: A Mobile Deep Learning Framework for Edge Video Analytics · INFOCOM 2018 |
Edge and fog computing › edge offloading
edge server offloading |
0.2 | 1 | 2022 | SLAM-share: visual simultaneous localization and mapping for real-time multi-user augmented reality · CoNEXT 2022 |
Edge and fog computing
mobile augmented reality |
0.1 | 1 | 2020 | Multi-user augmented reality with communication efficient and spatially consistent virtual objects · CoNEXT 2020 |
Machine learning › Efficient and distributed learning
inference acceleration |
0.1 | 1 | 2019 | Deep Learning With Edge Computing: A Review · Proc. IEEE 2019 |
Privacy and data protection › privacy in distributed systems
edge computing privacy |
0.1 | 1 | 2019 | Deep Learning With Edge Computing: A Review · Proc. IEEE 2019 |
Virtual and augmented reality
augmented reality |
0.1 | 1 | 2018 | DeepDecision: A Mobile Deep Learning Framework for Edge Video Analytics · INFOCOM 2018 |
Methods — techniques the papers use, named apart from their topics
measurement study · 1.9client-server partitioning · 1.7GPU parallelism · 1.7distributed training · 1.1deep learning inference · 1.1combinatorial optimization · 1.0system design · 0.9mobile GPU · 0.8deep neural network · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | SLAM-share: visual simultaneous localization and mapping for real-time multi-user augmented realityabstractAugmented reality (AR) devices perform visual simultaneous localization and mapping (SLAM) to map the real world and localize themselves in it, enabling them to render the virtual holograms appropriately. Current multi-user AR platforms fall short in that they only allow asymmetric sharing of this SLAM information, resulting in multiple "secondary" devices viewing holograms placed by a single "primary" device, instead of equal participation. The goal of this work is to enable all AR devices to participate equally, by constructing a common global map to which all AR devices can contribute. However, doing so with low latency and high accuracy is challenging on resource-constrained mobile devices. This work proposes an appropriate partitioning between clients and a server to achieve high-throughput, low latency, multi-user SLAM. In our system, SLAM-Share, the edge server performs the complex SLAM computations so that the client devices need only perform lightweight operations. The server utilizes shared memory and efficient map merging to build and update a global map from different clients. It also exploits the parallelism of GPU processing to achieve high-performance tracking. Evaluations show that SLAM-Share is able to achieve significant tracking speedups (up to 50% reduction compared to alternative approaches), maintain good localization accuracy, and merge and update maps within 200 ms. Aditya Dhakal, Xukan Ran, Yunshu Wang, Jiasi Chen, K. K. Ramakrishnan |
CoNEXT | 2 |
| 2021 | RealityCheck: A Tool to Evaluate Spatial Inconsistency in Augmented RealityabstractIn augmented reality (AR), virtual objects can drift away from their original intended locations, significantly impairing a user’s experience. Traditionally, a virtual object’s drift is approximated by the device localization drift, which is measured using specialized hardware such as 3D scanners or laser-based positioning systems. However, with AR rapidly becoming more popular, there is a need for a lightweight, software-based approach to evaluate the drift of virtual objects. This software should be easy for researchers and developers to use, without requiring specialized hardware or extensive environment setup.Towards this, this paper presents RealityCheck, an opensource AR evaluation tool that reports the drift of AR virtual objects in the world coordinate system, requiring only paper printouts and minimal modifications to the AR app. RealityCheck is designed to measure the drift of a virtual object across time of a single user, as well as the positioning differences of the same virtual objects as seen by multiple users. Our prototype is implemented on an Android smartphone running the ARCore platform, and evaluated in indoor and outdoor scenarios under a variety of user mobility patterns with traces of different lengths. We compared the results of RealityCheck with the ground truth position of the virtual object, and showed that RealityCheck matches the ground truth within 1.5 cm on average. Carter Slocum, Xukan Ran, Jiasi Chen |
ISM | 2 |
| 2020 | Multi-user augmented reality with communication efficient and spatially consistent virtual objectsabstractMulti-user augmented reality (AR), where multiple co-located users view a common set of virtual objects, is becoming increasingly popular. For example, Google Just a Line allows multiple users to draw virtual graffiti in the same physical space. Multi-user AR requires network communications in order to coordinate the positions of the virtual objects on each user's display, yet there is currently little understanding of how such apps communicate. In this work, we address this key gap in knowledge by showing that the communicated data directly impacts the latency and positioning of the virtual objects rendered on the users' displays. We develop solutions to these problems that we find along three facets: (1) efficient communication strategies that trade off communication latency for spatial consistency of the virtual objects; (2) a new metric that enables mobile AR devices to update their virtual objects as they move around and observe more of the scene; and (3) a tool to automatically quantify how much the virtual objects' positions inadvertently change in time and space. Our evaluation is performed on Android smartphones running open-source AR. The results show that our system, SPAR, can decrease the latency by up to 55%, while decreasing the spatial inconsistency by up to 60%, compared to baseline methods. Xukan Ran, Carter Slocum, Yi-Zhen Tsai, Kittipat Apicharttrisorn, Maria Gorlatova, Jiasi Chen |
CoNEXT | 1 |
| 2019 | ShareAR: Communication-Efficient Multi-User Mobile Augmented RealityabstractAugmented reality is an emerging application on mobile devices. However, there is a lack of understanding of the communication requirements and challenges of multi-user AR scenarios. In this position paper, we propose several important research issues that need to be addressed for low-latency, accurate shared AR experiences: (a) Systems tradeoffs of AR communication architectures used today in mobile AR platforms; (b) Understanding AR communication patterns and adapting the AR application layer to dynamically changing network conditions; and (c) Tools and methodologies to evaluate AR quality of experience in real time on mobile devices. We present preliminary measurements of off-the-shelf mobile AR platforms as well as results from our AR system, ShareAR, illustrating performance tradeoffs and indicating promising new research directions. Xukan Ran, Carter Slocum, Maria Gorlatova, Jiasi Chen |
HotNets | 1 |
| 2019 | Frugal following: power thrifty object detection and tracking for mobile augmented realityabstractAccurate tracking of objects in the real world is highly desirable in Augmented Reality (AR) to aid proper placement of virtual objects in a user's view. Deep neural networks (DNNs) yield high precision in detecting and tracking objects, but they are energy-heavy and can thus be prohibitive for deployment on mobile devices. Towards reducing energy drain while maintaining good object tracking precision, we develop a novel software framework called MARLIN. MARLIN only uses a DNN as needed, to detect new objects or recapture objects that significantly change in appearance. It employs lightweight methods in between DNN executions to track the detected objects with high fidelity. We experiment with several baseline DNN models optimized for mobile devices, and via both offline and live object tracking experiments on two different Android phones (one utilizing a mobile GPU), we show that MARLIN compares favorably in terms of accuracy while saving energy significantly. Specifically, we show that MARLIN reduces the energy consumption by up to 73.3% (compared to an approach that executes the best baseline DNN continuously), and improves accuracy by up to 19× (compared to an approach that infrequently executes the same best baseline DNN). Moreover, while in 75% or more cases, MARLIN incurs at most a 7.36% reduction in location accuracy (using the common IOU metric), in more than 46% of the cases, MARLIN even improves the IOU compared to the continuous, best DNN approach. Kittipat Apicharttrisorn, Xukan Ran, Jiasi Chen, Srikanth V. Krishnamurthy, Amit K. Roy-Chowdhury |
SenSys | 2 |
| 2019 | Deep Learning With Edge Computing: A ReviewabstractDeep learning is currently widely used in a variety of applications, including computer vision and natural language processing. End devices, such as smartphones and Internet-of-Things sensors, are generating data that need to be analyzed in real time using deep learning or used to train deep learning models. However, deep learning inference and training require substantial computation resources to run quickly. Edge computing, where a fine mesh of compute nodes are placed close to end devices, is a viable way to meet the high computation and low-latency requirements of deep learning on edge devices and also provides additional benefits in terms of privacy, bandwidth efficiency, and scalability. This paper aims to provide a comprehensive review of the current state of the art at the intersection of deep learning and edge computing. Specifically, it will provide an overview of applications where deep learning is used at the network edge, discuss various approaches for quickly executing deep learning inference across a combination of end devices, edge servers, and the cloud, and describe the methods for training deep learning models across multiple edge devices. It will also discuss open challenges in terms of systems performance, network technologies and management, benchmarks, and privacy. The reader will take away the following concepts from this paper: understanding scenarios where deep learning at the network edge can be useful, understanding common techniques for speeding up deep learning inference and performing distributed training on edge devices, and understanding recent trends and opportunities. Jiasi Chen, Xukan Ran |
Proc. IEEE | 2 |
| 2018 | DeepDecision: A Mobile Deep Learning Framework for Edge Video AnalyticsabstractDeep learning shows great promise in providing more intelligence to augmented reality (AR) devices, but few AR apps use deep learning due to lack of infrastructure support. Deep learning algorithms are computationally intensive, and front-end devices cannot deliver sufficient compute power for real-time processing. In this work, we design a framework that ties together front-end devices with more powerful backend “helpers” (e.g., home servers) to allow deep learning to be executed locally or remotely in the cloud/edge. We consider the complex interaction between model accuracy, video quality, battery constraints, network data usage, and network conditions to determine an optimal offloading strategy. Our contributions are: (1) extensive measurements to understand the tradeoffs between video quality, network conditions, battery consumption, processing delay, and model accuracy; (2) a measurement-driven mathematical framework that efficiently solves the resulting combinatorial optimization problem; (3) an Android application that performs real-time object detection for AR applications, with experimental results that demonstrate the superiority of our approach. Xukan Ran, Haoliang Chen, Zhenming Liu, Jiasi Chen |
INFOCOM | 1 |