Demo Data from EDBT 2026 / reviewers in the wild / expert
Kazuyuki Arimatsu
dblp:264/7374
· DBLP profile ↗
2ranked-venue papers
1as first author
1since 2021 · last 2026
0000-0002-8923-3307ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 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.
| Human-computer interaction and pervasive computing
1 paper |
Interaction techniques and input · 92% Immersive interaction · 8% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › input sensing
capacitive sensing |
0.4 | 1 | 2020 | Evaluation of Machine Learning Techniques for Hand Pose Estimation on Handheld Device with Proximity Sensor · CHI 2020 |
Interaction techniques and input › input sensing › tracking › hand tracking
hand pose estimation |
0.4 | 1 | 2020 | Evaluation of Machine Learning Techniques for Hand Pose Estimation on Handheld Device with Proximity Sensor · CHI 2020 |
Interaction techniques and input › input sensing › tracking
hand tracking |
0.4 | 1 | 2020 | Evaluation of Machine Learning Techniques for Hand Pose Estimation on Handheld Device with Proximity Sensor · CHI 2020 |
Interaction techniques and input › input sensing › tracking › hand tracking
finger tracking |
0.1 | 1 | 2020 | Evaluation of Machine Learning Techniques for Hand Pose Estimation on Handheld Device with Proximity Sensor · CHI 2020 |
Immersive interaction
virtual reality |
0.1 | 1 | 2020 | Evaluation of Machine Learning Techniques for Hand Pose Estimation on Handheld Device with Proximity Sensor · CHI 2020 |
Methods — techniques the papers use, named apart from their topics
optical tracking · 0.4convolutional neural network · 0.42.5d representation · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Perceptually Guided 3DGS Streaming and Rendering for Mixed RealityabstractRecent breakthroughs in radiance fields, particularly 3D Gaussian Splatting (3DGS), have unlocked real-time, high-quality rendering of complex environments, enabling a wide range of applications. However, the stringent requirements of mixed reality (MR) rendering, such as rapid refresh rates, high-resolution stereo viewing, and constrained computing budgets, remain out of reach for current 3DGS techniques. Nevertheless, the wide field-of-view design of MR displays, which mimics human vision, presents a unique opportunity to exploit human visual system’s own perceptual limitations to reduce computational overhead while not compromising user-perceived rendering quality.To this end, we propose a perception-guided, continuous level-of-detail (LOD) framework for 3DGS that maximizes perceived quality under given compute resources. We distill a visual quality metric, which encodes the spatial, temporal, and peripheral characteristics of human visual perception, into a lightweight, gaze-contingent model that predicts and adaptively modulates rendering LOD across the visual field based on each region’s contributions to perceptual quality. This budget-driven LOD modulation, guided by both scene content and gaze behavior, enables significant computation reduction with minimal loss in perceived quality. To support low-power, untethered MR setups, we design an edge-cloud collaborative rendering framework to partially offload computation to the cloud, further reducing overhead on the edge MR devices. Objective metrics and MR user study evidence that, compared to vanilla and foveated LOD baselines, our method achieves superior trade-offs between computational efficiency and user-perceived visual quality. Sai Harsha Mupparaju, Kenneth Chen, Jenna Kang, Maito Omori, Kazuyuki Arimatsu, Qi Sun 0003 |
WACV | 7 |
| 2020 | Evaluation of Machine Learning Techniques for Hand Pose Estimation on Handheld Device with Proximity SensorabstractTracking finger movement for natural interaction using hand is commonly studied. For vision-based implementations of finger tracking in virtual reality (VR) application, finger movement is occluded by a handheld device which is necessary for auxiliary input, thus tracking finger movement using cameras is still challenging. Finger tracking controllers using capacitive proximity sensors on the surface are starting to appear. However, research on estimating articulated hand pose from curved capacitance sensing electrodes is still immature. Therefore, we built a prototype with 62 electrodes and recorded training datasets using an optical tracking system. We have introduced 2.5D representation to apply convolutional neural network methods on a capacitive image of the curved surface, and two types of network architectures based on recent achievements in the computer vision field were evaluated with our dataset. We also implemented real-time interactive applications using the prototype and demonstrated the possibility of intuitive interaction using fingers in VR applications. Kazuyuki Arimatsu, Hideki Mori |
CHI | 1 |