EDBT 2026 Demo / reviewers in the wild / expert
Benjamin Liang
dblp:317/0948
· DBLP profile ↗
3ranked-venue papers
0as first author
3since 2021 · last 2023
0000-0001-5365-4479ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021
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
2 papers |
Wearable and physiological sensing · 42% Interaction techniques and input · 29% Haptics and multimodal interaction · 29% | |
| Artificial intelligence
1 paper |
3D vision · 44% Robot manipulation · 44% Video understanding and tracking · 13% | |
| Computer graphics and multimedia
1 paper |
Rendering · 77% Virtual and augmented reality · 23% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › perceptual rendering
gaze-contingent rendering |
0.7 | 1 | 2023 | The Shortest Route is Not Always the Fastest: Probability-Modeled Stereoscopic Eye Movement Completion Time in VR · ACM Trans. Graph. 2023 |
Wearable and physiological sensing
eye tracking |
0.7 | 1 | 2023 | The Shortest Route is Not Always the Fastest: Probability-Modeled Stereoscopic Eye Movement Completion Time in VR · ACM Trans. Graph. 2023 |
Computer vision › 3D vision
egocentric vision |
0.6 | 1 | 2022 | Egocentric Prediction of Action Target in 3D · CVPR 2022 |
Robotics › Robot manipulation › human-robot interaction
human-robot collaboration |
0.6 | 1 | 2022 | Egocentric Prediction of Action Target in 3D · CVPR 2022 |
Haptics and multimodal interaction › haptic feedback
force feedback |
0.6 | 1 | 2022 | Force-Aware Interface via Electromyography for Natural VR/AR Interaction · ACM Trans. Graph. 2022 |
Interaction techniques and input › input device
force input |
0.6 | 1 | 2022 | Force-Aware Interface via Electromyography for Natural VR/AR Interaction · ACM Trans. Graph. 2022 |
Computer vision › Video understanding and tracking
action anticipation |
0.2 | 1 | 2022 | Egocentric Prediction of Action Target in 3D · CVPR 2022 |
Wearable and physiological sensing
electromyography |
0.2 | 1 | 2022 | Force-Aware Interface via Electromyography for Natural VR/AR Interaction · ACM Trans. Graph. 2022 |
Methods — techniques the papers use, named apart from their topics
psychophysical study · 1.3probabilistic modeling · 1.3recurrent neural network · 0.6neural network · 0.6learning-based decoding · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | The Shortest Route is Not Always the Fastest: Probability-Modeled Stereoscopic Eye Movement Completion Time in VRabstractSpeed and consistency of target-shifting play a crucial role in human ability to perform complex tasks. Shifting our gaze between objects of interest quickly and consistently requires changes both in depth and direction. Gaze changes in depth are driven by slow, inconsistent vergence movements which rotate the eyes in opposite directions, while changes in direction are driven by ballistic, consistent movements called saccades , which rotate the eyes in the same direction. In the natural world, most of our eye movements are a combination of both types. While scientific consensus on the nature of saccades exists, vergence and combined movements remain less understood and agreed upon. We eschew the lack of scientific consensus in favor of proposing an operationalized computational model which predicts the completion time of any type of gaze movement during target-shifting in 3D. To this end, we conduct a psychophysical study in a stereo VR environment to collect more than 12,000 gaze movement trials, analyze the temporal distribution of the observed gaze movements, and fit a probabilistic model to the data. We perform a series of objective measurements and user studies to validate the model. The results demonstrate its predictive accuracy, generalization, as well as applications for optimizing visual performance by altering content placement. Lastly, we leverage the model to measure differences in human target-changing time relative to the natural world, as well as suggest scene-aware projection depth. By incorporating the complexities and randomness of human oculomotor control, we hope this research will support new behavior-aware metrics for VR/AR display design, interface layout, and gaze-contingent rendering. Budmonde Duinkharjav, Benjamin Liang, Anjul Patney, Rachel Brown, Qi Sun 0003 |
ACM Trans. Graph. | 2 |
| 2022 | Egocentric Prediction of Action Target in 3DabstractWe are interested in anticipating as early as possible the target location of a person's object manipulation action in a 3D workspace from egocentric vision. It is important in fields like human-robot collaboration, but has not yet received enough attention from vision and learning communities. To stimulate more research on this challenging egocentric vision task, we propose a large multimodality dataset of more than 1 million frames of RGB-D and IMU streams, and provide evaluation metrics based on our high-quality 2D and 3D labels from semi-automatic annotation. Meanwhile, we design baseline methods using recurrent neural networks and conduct various ablation studies to validate their effectiveness. Our results demonstrate that this new task is worthy of further study by researchers in robotics, vision, and learning communities. Yiming Li 0003, Ziang Cao, Andrew Liang, Benjamin Liang, Luoyao Chen, Hang Zhao 0021, Chen Feng 0002 |
CVPR | 4 |
| 2022 | Force-Aware Interface via Electromyography for Natural VR/AR InteractionabstractWhile tremendous advances in visual and auditory realism have been made for virtual and augmented reality (VR/AR), introducing a plausible sense of physicality into the virtual world remains challenging. Closing the gap between real-world physicality and immersive virtual experience requires a closed interaction loop: applying user-exerted physical forces to the virtual environment and generating haptic sensations back to the users. However, existing VR/AR solutions either completely ignore the force inputs from the users or rely on obtrusive sensing devices that compromise user experience. By identifying users' muscle activation patterns while engaging in VR/AR, we design a learning-based neural interface for natural and intuitive force inputs. Specifically, we show that lightweight electromyography sensors, resting non-invasively on users' forearm skin, inform and establish a robust understanding of their complex hand activities. Fuelled by a neural-network-based model, our interface can decode finger-wise forces in real-time with 3.3% mean error, and generalize to new users with little calibration. Through an interactive psychophysical study, we show that human perception of virtual objects' physical properties, such as stiffness, can be significantly enhanced by our interface. We further demonstrate that our interface enables ubiquitous control via finger tapping. Ultimately, we envision our findings to push forward research towards more realistic physicality in future VR/AR. Benjamin Liang, Boyuan Chen 0004, Paul M. Torrens, Seyed Farokh Atashzar, Dahua Lin, Qi Sun 0003 |
ACM Trans. Graph. | 2 |