Demo Data from EDBT 2026 / reviewers in the wild / expert
Asaf Nitzan
dblp:272/7338
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper |
Virtual and augmented reality · 50% Computer animation and physical simulation · 50% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
character animation |
0.4 | 1 | 2020 | MEgATrack: monochrome egocentric articulated hand-tracking for virtual reality · ACM Trans. Graph. 2020 |
Virtual and augmented reality › immersive interaction
hand tracking |
0.4 | 1 | 2020 | MEgATrack: monochrome egocentric articulated hand-tracking for virtual reality · ACM Trans. Graph. 2020 |
Methods — techniques the papers use, named apart from their topics
neural network · 0.4keypoint estimation · 0.4detection-by-tracking · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | MEgATrack: monochrome egocentric articulated hand-tracking for virtual realityabstractWe present a system for real-time hand-tracking to drive virtual and augmented reality (VR/AR) experiences. Using four fisheye monochrome cameras, our system generates accurate and low-jitter 3D hand motion across a large working volume for a diverse set of users. We achieve this by proposing neural network architectures for detecting hands and estimating hand keypoint locations. Our hand detection network robustly handles a variety of real world environments. The keypoint estimation network leverages tracking history to produce spatially and temporally consistent poses. We design scalable, semi-automated mechanisms to collect a large and diverse set of ground truth data using a combination of manual annotation and automated tracking. Additionally, we introduce a detection-by-tracking method that increases smoothness while reducing the computational cost; the optimized system runs at 60Hz on PC and 30Hz on a mobile processor. Together, these contributions yield a practical system for capturing a user's hands and is the default feature on the Oculus Quest VR headset powering input and social presence. Shangchen Han, Randi Cabezas, Christopher D. Twigg, Peizhao Zhang, Jeff Petkau, Tsz-Ho Yu, Chun-Jung Tai, Muzaffer Akbay, Asaf Nitzan, Gang Dong, Yuting Ye, Lingling Tao, Chengde Wan, Robert Wang 0002 |
ACM Trans. Graph. | 11 |