EDBT 2026 Demo / reviewers in the wild / expert
Eun-Cheol Lee
dblp:247/3812
· DBLP profile ↗
2ranked-venue papers
1as first author
1since 2021 · last 2021
0000-0001-9629-9577ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author
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
1 paper |
Image recognition and object detection · 87% Video understanding and tracking · 13% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 77% Haptics and multimodal interaction · 23% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › Image recognition and object detection › scene text detection
character detection |
0.5 | 1 | 2021 | Character Detection in Animated Movies Using Multi-Style Adaptation and Visual Attention · IEEE Trans. Multim. 2021 |
Computer vision › Image recognition and object detection
object detection |
0.5 | 1 | 2021 | Character Detection in Animated Movies Using Multi-Style Adaptation and Visual Attention · IEEE Trans. Multim. 2021 |
Computer vision › Video understanding and tracking
video analytics |
0.1 | 1 | 2021 | Character Detection in Animated Movies Using Multi-Style Adaptation and Visual Attention · IEEE Trans. Multim. 2021 |
Methods — techniques the papers use, named apart from their topics
visual attention · 0.5region-based convolutional neural network · 0.5Faster R-CNN · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Character Detection in Animated Movies Using Multi-Style Adaptation and Visual AttentionabstractAutomatic identification of fictional characters is one of the primary analysis techniques for video content. A common approach to detect characters in live-action movies involves detecting human faces; however, this approach cannot be used in non-realistic domains, such as animated movies. Detection of characters in animated movies presents two major challenges: the same subject of character can be expressed in various unique styles, and there are no stylistic or other restrictions on the nature and design of character objects. To address these challenges, we introduce the “animation adaptive region-based convolutional neural network” model to detect characters in animated movies and determine whether the detected characters are human or non-human types. Our model extends the Faster R-CNN model, which is a two-stage object detector, in the following manner: 1) we add a hierarchical animation adaptation module to learn the variety of unique styles from animated movies using a single model; 2) we incorporate a double-detector architecture to focus on the regions that are visually important in determining the character class. We build a new dataset for the animated character detection task. Experiments on this dataset show that our model outperforms other existing representative object detector models in terms of character detection. Furthermore, our model achieves significant performance improvements compared with previous state-of-the-art methods used for the character dictionary generation task. Our model is robust for a variety of animation styles and can find common visual representations of all types of characters, providing an effective way to detect animated characters. Eun-Cheol Lee, Yongseok Seo, Dong-Hyuck Im, In-Kwon Lee |
IEEE Trans. Multim. | 2 |
| 2019 | Simulating Water Resistance in a Virtual Underwater Experience Using a Visual Motion Delay EffectabstractIn this paper, we propose a new visual motion delay effect to enhance the presence of a user in a virtual underwater experience. To do this, we simulate the resistance in the underwater environment by delaying the hand and head movements of the user's avatar. The motion delay effect is implemented using two components: a drag force and a recovery force. The experimental results show that the combination of a drag force and a recovery force creates a realistic illusion of an underwater experience and enhances the user's presence, satisfaction, and immersion in the virtual underwater environment. Eun-Cheol Lee, Yong-Hun Cho, In-Kwon Lee |
VR | 1 |