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Sung Soo Sean Choi

dblp:420/7687 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 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 · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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.

Artificial intelligence
1 paper
Face, body and person analysis · 50% 3D vision · 50%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › pose estimation
3d hand pose estimation
0.912025
EgoBlur: Blurry Egocentric XR Dataset for Robust Fast Hand Pose Estimation · ISMAR 2025
Computer vision › Face, body and person analysis › human pose estimation › articulated pose estimation
hand pose estimation
0.912025
EgoBlur: Blurry Egocentric XR Dataset for Robust Fast Hand Pose Estimation · ISMAR 2025
Virtual and augmented reality › immersive interaction
extended reality interaction
0.312025
EgoBlur: Blurry Egocentric XR Dataset for Robust Fast Hand Pose Estimation · ISMAR 2025
Virtual and augmented reality › immersive interaction
hand tracking
0.312025
EgoBlur: Blurry Egocentric XR Dataset for Robust Fast Hand Pose Estimation · ISMAR 2025

Methods — techniques the papers use, named apart from their topics

teacher-student paradigm · 1.7deep learning · 1.7
YearPublicationVenuePosition
2025 EgoBlur: Blurry Egocentric XR Dataset for Robust Fast Hand Pose Estimation
abstract
Hand tracking in XR serves as a fundamental interaction mechanism, as it allows users to directly interact with virtual content. Accurate 3D hand pose estimation is essential in scenarios involving dynamic hand motions, such as gaming, sports, and virtual musical instruments. These dynamic hand motions often result in motion blur when the hand moves faster than the frame rate of the cameras, making pose estimation challenging. The state of the art methods for 3D hand pose estimation uses deep learning that requires large amounts of data with 3D hand pose ground truth. However, most of the existing publicly available hand pose datasets are captured from static or slowly moving hands that do not contain any explicit motion blur. While techniques such as using short exposure times with higher frame rates have been employed to reduce motion blur, they still pose limitations for developing accurate hand pose estimation algorithms in the presence of fast motion. To address these challenges, firstly, we introduce a new dataset, EgoBlur, consisting of egocentric hand videos with real blur captured from a prototype Head-mounted headset. Our dataset contains$\sim 100 \mathrm{k}$images along with accurate and temporally consistent 3D hand pose ground truth. Secondly, we propose EgoBlurNet, a deep learning model capable of estimating 3D hand keypoints from blurry egocentric images by employing a teacher-student paradigm. Experimental results demonstrate that our method provides reliable and accurate 3D hand pose for blurred hand images compared to existing methods, especially in realistic dynamic XR scenarios.
Chae Eun Lee, Anmol Namdev, Haeri Jang, Prateek Kukreja, Meghana Shankar, Green Rosh K. S, B. H. Pawan Prasad, Sung Soo Sean Choi
ISMAR8