Demo Data from EDBT 2026 / reviewers in the wild / expert
Ali J. Ben Ali
dblp:236/3825
· DBLP profile ↗
4ranked-venue papers
3as first author
1since 2021 · last 2023
0000-0001-6295-764XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 2 · 2 first-authorSystems, architecture and hardware · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous 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 networks
2 papers |
Edge and fog computing · 100% | |
| Artificial intelligence
2 papers |
Robot navigation and mapping · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Edge and fog computing › mobile edge computing
computation offloading |
0.9 | 2 | 2020 | Edge-SLAM: edge-assisted visual simultaneous localization and mapping · MobiSys 2020 Edge-SLAM: edge-assisted visual simultaneous localization and mapping · MobiCom 2020 |
Robotics › Robot navigation and mapping › SLAM
visual simultaneous localization and mapping |
0.4 | 1 | 2020 | Edge-SLAM: edge-assisted visual simultaneous localization and mapping · MobiSys 2020 |
Edge and fog computing
edge-assisted mobile computing |
0.4 | 1 | 2020 | Edge-SLAM: edge-assisted visual simultaneous localization and mapping · MobiCom 2020 |
Robotics › Robot navigation and mapping › SLAM
visual SLAM |
0.1 | 1 | 2020 | Edge-SLAM: edge-assisted visual simultaneous localization and mapping · MobiCom 2020 |
Immersive interaction
augmented reality |
0.1 | 1 | 2020 | Edge-SLAM: edge-assisted visual simultaneous localization and mapping · MobiSys 2020 |
Methods — techniques the papers use, named apart from their topics
split architecture · 2.2edge offloading · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Edge-SLAM: Edge-Assisted Visual Simultaneous Localization and MappingabstractLocalization in urban environments is becoming increasingly important and used in tools such as ARCore [ 18 ], ARKit [ 34 ] and others. One popular mechanism to achieve accurate indoor localization and a map of the space is using Visual Simultaneous Localization and Mapping (Visual-SLAM). However, Visual-SLAM is known to be resource-intensive in memory and processing time. Furthermore, some of the operations grow in complexity over time, making it challenging to run on mobile devices continuously. Edge computing provides additional compute and memory resources to mobile devices to allow offloading tasks without the large latencies seen when offloading to the cloud. In this article, we present Edge-SLAM, a system that uses edge computing resources to offload parts of Visual-SLAM. We use ORB-SLAM2 [ 50 ] as a prototypical Visual-SLAM system and modify it to a split architecture between the edge and the mobile device. We keep the tracking computation on the mobile device and move the rest of the computation, i.e., local mapping and loop closing, to the edge. We describe the design choices in this effort and implement them in our prototype. Our results show that our split architecture can allow the functioning of the Visual-SLAM system long-term with limited resources without affecting the accuracy of operation. It also keeps the computation and memory cost on the mobile device constant, which would allow for the deployment of other end applications that use Visual-SLAM. We perform a detailed performance and resources use (CPU, memory, network, and power) analysis to fully understand the effect of our proposed split architecture. Ali J. Ben Ali, Marziye Kouroshli, Sofiya Semenova, Zakieh S. Hashemifar, Steven Y. Ko, Karthik Dantu |
ACM Trans. Embed. Comput. Syst. | 1 |
| 2020 | Edge-SLAM: edge-assisted visual simultaneous localization and mappingabstractThe recent advances in mobile devices have allowed them to run spatial sensing algorithms such as Visual Simultaneous Localization and Mapping (Visual-SLAM). However, the resource requirements of Visual-SLAM prevents long-operation of such algorithm on mobile devices. We demonstrate Edge-SLAM [2], a system that adapts edge computing into Visual-SLAM through a split architecture. Edge-SLAM offloads the compute-intensive modules of Visual-SLAM to the edge without losing accuracy. Our experiments show that Edge-SLAM architecture reduces the use of computation and memory resources on mobile devices and keeps it constant. Thus, enabling long-operation of Visual-SLAM along with other applications services on mobile devices. Ali J. Ben Ali, Zakieh S. Hashemifar, Karthik Dantu |
MobiCom | 1 |
| 2020 | Edge-SLAM: edge-assisted visual simultaneous localization and mappingabstractLocalization in urban environments is becoming increasingly important and used in tools such as ARCore [11], ARKit [27] and others. One popular mechanism to achieve accurate indoor localization as well as a map of the space is using Visual Simultaneous Localization and Mapping (Visual-SLAM). However, Visual-SLAM is known to be resource-intensive in memory and processing time. Further, some of the operations grow in complexity over time, making it challenging to run on mobile devices continuously. Edge computing provides additional compute and memory resources to mobile devices to allow offloading of some tasks without the large latencies seen when offloading to the cloud. In this paper, we present Edge-SLAM, a system that uses edge computing resources to offload parts of Visual-SLAM. We use ORB-SLAM2 as a prototypical Visual-SLAM system and modify it to a split architecture between the edge and the mobile device. We keep the tracking computation on the mobile device and move the rest of the computation, i.e., local mapping and loop closure, to the edge. We describe the design choices in this effort and implement them in our prototype. Our results show that our split architecture can allow the functioning of the Visual-SLAM system long-term with limited resources without affecting the accuracy of operation. It also keeps the computation and memory cost on the mobile device constant which would allow for deployment of other end applications that use Visual-SLAM. Ali J. Ben Ali, Zakieh S. Hashemifar, Karthik Dantu |
MobiSys | 1 |
| 2019 | Gesto: Mapping UI Events to Gestures and Voice CommandsabstractGesto is a system that enables task automation for Android apps using gestures and voice commands. Using Gesto, a user can record a UI action sequence for an app, choose a gesture or a voice command to activate the UI action sequence, and later trigger the UI action sequence by the corresponding gesture/voice command. Gesto enables this for existing Android apps without requiring their source code or any help from their developers. In order to make such capability possible, Gesto combines bytecode instrumentation and UI action record-and-replay. To show the applicability of Gesto, we develop four use cases using real apps downloaded from Google Play-Bing, Yelp, AVG Cleaner, and Spotify. For each of these apps, we map a gesture or a voice command to a sequence of UI actions. According to our measurement, Gesto incurs modest overhead for these apps in terms of memory usage, energy usage, and code size increase. We evaluate our instrumentation capability and overhead using 1,000 popular apps downloaded from Google Play. Our result shows that Gesto is able to instrument 94.9% of the apps without any significant overhead. In addition, since our prototype currently supports 6 main UI elements of Android, we evaluate our coverage and measure what percentage of UI element uses we can cover. Our result shows that our 6 UI elements can cover 96.4% of all statically-declared UI element uses in the 1,000 Google Play apps. Chang Min Park, Taeyeon Ki, Ali J. Ben Ali, Nikhil Sunil Pawar, Karthik Dantu, Steven Y. Ko, Lukasz Ziarek |
Proc. ACM Hum. Comput. Interact. | 3 |