Demo Data from EDBT 2026 / reviewers in the wild / expert
Jaehyeok Ahn
dblp:392/3833
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2025
—ORCID · none
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 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 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 |
Haptics and multimodal interaction · 100% | |
| Computer graphics and multimedia
2 papers |
Computer animation and physical simulation · 54% Multimedia systems and quality of experience · 46% |
Topics — the 2 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Haptics and multimodal interaction
motion effects |
0.8 | 1 | 2024 | Generating Haptic Motion Effects for General Scenes to Improve 4D Experiences · ISMAR 2024 |
Computer animation and physical simulation
motion capture |
0.3 | 1 | 2025 | Automatic Generation of Haptic Motion Effects Expressing Human Dance · VR 2025 |
Methods — techniques the papers use, named apart from their topics
six-degree-of-freedom rendering · 1.7motion decomposition · 1.7motion cueing algorithm · 1.5computer vision · 1.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Automatic Generation of Haptic Motion Effects Expressing Human DanceabstractHaptic motion effects refer to physical stimuli that stimulate the human vestibular system for various purposes, such as flight simulation and entertainment. Motion effects are intensively utilized in 4D films, which provide viewers with multisensory special effects with audiovisual stimuli. This paper focuses on the automatic creation of motion effects that express the physical movements in human dance. Such effects can significantly enhance the user’s multisensory experiences of watching and feeling a human dance. Taking the human motion capture data as input, our algorithms compute full six-degree-of-freedom motion effects featuring: (1) Separate processing of the external and internal movements of a dancer’s body; (2) Decomposing the internal movements into a few segments to obtain optimal motion effects between clarity and expressiveness; and (3) Merging of all external and internal movements with appropriate scaling and weights. Our novel method can elicit better user experiences than two previous motion effect generation algorithms, which respectively represent the movements in general articulated bodies and all dynamic components in the scene. Jaehyeok Ahn, Seungmoon Choi |
VR | 1 |
| 2024 | Generating Haptic Motion Effects for General Scenes to Improve 4D ExperiencesabstractMotion effects are vital for enhancing 4D experiences in various applications, e.g., rides, films, and games, by physically moving the user. Recent research introduced algorithms for generating effective motion effects from the audiovisual stream, but these approaches either require object motion trajectories or miss important scene components, such as other objects, particles, and camera motion. This paper proposes a fully automatic algorithm synthesizing motion effects from all scene components. Our method leverages computer vision technologies to capture salient movements among multiple components, enabling the creation of holistic motion effects without the need for human intervention. Then, our method computes a motion proxy representing the movements of the scene components by compressing the captured movements into a singlepoint motion. The motion proxy is converted into a motion command through a motion cueing algorithm and delivered to the user. The results of a user study show that our algorithm can generate compelling motion effects that enhance the 4D experience better than semi-manually authored effects. Our approach can facilitate the production of captivating motion effects for many applications. Sangyoon Han, Jaehyeok Ahn, Seungmoon Choi |
ISMAR | 2 |