Demo Data from EDBT 2026 / reviewers in the wild / expert
Youngseon Lee
dblp:416/5814
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2026
0000-0003-0154-3560ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 2 since 2021Systems, architecture and hardware · 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.
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% | |
| Theoretical computer science
1 paper |
Mathematical optimization · 100% | |
| Computer graphics and multimedia
1 paper |
Computer animation and physical simulation · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
GPUs and heterogeneous computing
GPU computing |
0.9 | 1 | 2025 | GPU-Accelerated Subsystem-Based ADMM for Large-Scale Interactive Simulation · ICRA 2025 |
Mathematical optimization › continuous optimization › convex optimization › proximal methods
alternating direction method of multipliers |
0.9 | 1 | 2025 | GPU-Accelerated Subsystem-Based ADMM for Large-Scale Interactive Simulation · ICRA 2025 |
Computer animation and physical simulation
interactive simulation |
0.3 | 1 | 2025 | GPU-Accelerated Subsystem-Based ADMM for Large-Scale Interactive Simulation · ICRA 2025 |
Methods — techniques the papers use, named apart from their topics
subsystem division · 2.6GPU kernel optimization · 2.6ADMM · 2.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Finger-based 3D human-swarm interaction interface: Design and human-subject evaluationabstractHuman-swarm interaction (HSI) in 3D environments faces critical challenges, including the high degrees of freedom (DOFs) of large swarms and limited operator spatial awareness. To address these issues, we introduce a novel finger-based HSI interface capable of managing 100 or more agents. The interface integrates three core interaction methods—Attraction, Repulsion, and Relaxed-mapping—along with auxiliary utilities and viewpoint controls, leveraging finger dexterity for expressive and responsive swarm manipulation. We conducted rigorous human-subject studies across three scenarios: pattern formation, collective exploration, and coordinated navigation. Results demonstrate that our interface significantly outperforms the baseline in performance and workload, primarily due to efficient, implicit viewpoint control. We also found strong evidence for scenario-dependent optimality, where the effectiveness of interaction methods varied by task demands. Scalability analysis revealed that performance in macro-management tasks remained constant regardless of swarm size, whereas micro-management tasks scaled linearly. Furthermore, while objective performance and perceived workload generally correlated, user preference sometimes diverged when performance gains were marginal, highlighting the importance of intuitiveness. This study provides empirical insights for designing adaptive, context-aware HSI systems for large-scale human-swarm collaboration. Jinuk Heo, Hyunsu Kim, Eunhak Lee, Youngseon Lee, Hyunreal Park, Seok-Haeng Huh, Seongjun Lee |
Expert Syst. Appl. | 4 |
| 2025 | GPU-Accelerated Subsystem-Based ADMM for Large-Scale Interactive SimulationabstractIn this paper, we implement the GPU-accelerated subsystem-based Alternating Direction Method of Multipliers (SubADMM) for interactive simulation. The challenging objective for interactive simulations is to deliver realistic results under tight performance, even for large-scale scenarios. We aim to achieve this by exploiting the parallelizable nature of SubADMM to the fullest extent. We introduce a new subsystem division strategy to make SubADMM ‘GPU friendly' along with custom kernel designs and optimization regarding efficient memory access patterns. We successfully implement the GPUaccelerated SubADMM and show the accuracy and speed of the framework for large-scale scenarios, highlighted with an interactive ‘Hand demo’ scenario. We also show improved robustness and accuracy compared to other state-of-the-art interactive simulators with several challenging scenarios that introduce large-scale ill-conditioned dynamics problems. Harim Ji, Hyunsu Kim, Jeongmin Lee 0002, Somang Lee, Seoki An, Jinuk Heo, Youngseon Lee |
ICRA | 7 |