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Kuan-Wei Tseng

dblp:43/10659 · DBLP profile ↗
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4ranked-venue papers
0as first author
4since 2021 · last 2025
0000-0003-1134-5314ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 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
1 paper
Immersive interaction · 61% Haptics and multimodal interaction · 30% Wearable and physiological sensing · 9%
Artificial intelligence
1 paper
3D vision · 100%
Computer graphics and multimedia
1 paper
Image and video processing · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
depth estimation
0.512021
3D Video Stabilization With Depth Estimation by CNN-Based Optimization · CVPR 2021
Computer vision › 3D vision › depth estimation › self-supervised depth estimation
self-supervised depth and ego-motion estimation
0.512021
3D Video Stabilization With Depth Estimation by CNN-Based Optimization · CVPR 2021
Image and video processing
video stabilization
0.512021
3D Video Stabilization With Depth Estimation by CNN-Based Optimization · CVPR 2021
Immersive interaction › virtual reality
multisensory virtual reality
0.512021
aBio: Active Bi-Olfactory Display Using Subwoofers for Virtual Reality · ACM Multimedia 2021
Haptics and multimodal interaction › olfactory interfaces
olfactory display
0.512021
aBio: Active Bi-Olfactory Display Using Subwoofers for Virtual Reality · ACM Multimedia 2021
Immersive interaction
virtual reality
0.512021
aBio: Active Bi-Olfactory Display Using Subwoofers for Virtual Reality · ACM Multimedia 2021

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

self-supervised learning · 1.03d reconstruction · 1.0vortex ring generation · 0.5subwoofer-based actuation · 0.5
YearPublicationVenuePosition
2025 A Unified Transformer-Based Framework with Pretraining for Whole Body Grasping Motion Generation
abstract
We present a novel transformer-based framework for whole-body grasping that addresses both pose generation and motion infilling, enabling realistic and stable object interactions. Our pipeline comprises three stages: Grasp Pose Generation for full-body grasp generation, Temporal Infilling for smooth motion continuity, and a LiftUp Transformer that refines downsampled joints back to high-resolution markers. To overcome the scarcity of hand-object interaction data, we introduce a data-efficient Generalized Pretraining stage on large, diverse motion datasets, yielding robust spatio-temporal representations transferable to grasping tasks. Experiments on the GRAB dataset show that our method outperforms state-of-the-art baselines in terms of coherence, stability, and visual realism. The modular design also supports easy adaptation to other human-motion applications. The code can be seen$\color{Purple}{\text{here}}$.
Edward Effendy, Kuan-Wei Tseng, Rei Kawakami
ICIP2
2021 3D Video Stabilization With Depth Estimation by CNN-Based Optimization
abstract
Video stabilization is an essential component of visual quality enhancement. Early methods rely on feature tracking to recover either 2D or 3D frame motion, which suffer from the robustness of local feature extraction and tracking in shaky videos. Recently, learning-based methods seek to find frame transformations with high-level information via deep neural networks to overcome the robustness issue of feature tracking. Nevertheless, to our best knowledge, no learning-based methods leverage 3D cues for the transformation inference yet; hence they would lead to artifacts on complex scene-depth scenarios. In this paper, we propose Deep3D Stabilizer, a novel 3D depth-based learning method for video stabilization. We take advantage of the recent self-supervised framework on jointly learning depth and camera ego-motion estimation on raw videos. Our approach requires no data for pre-training but stabilizes the input video via 3D reconstruction directly. The rectification stage incorporates the 3D scene depth and camera motion to smooth the camera trajectory and synthesize the stabilized video. Unlike most one-size-fits-all learning-based methods, our smoothing algorithm allows users to manipulate the stability of a video efficiently. Experimental results on challenging benchmarks show that the proposed solution consistently outperforms the state-of-the-art methods on almost all motion categories.
Yao-Chih Lee, Kuan-Wei Tseng, Yu-Ta Chen, Chien-Cheng Chen, Chu-Song Chen, Yi-Ping Hung
CVPR2
2021 PixStabNet: Fast Multi-Scale Deep Online Video Stabilization with Pixel-Based Warping
abstract
Online video stabilizaton is increasingly needed for real-time applications such as live streaming, drone remote control, and video communication. We propose a multi-scale convolutional neural network (PixStabNet) which stabilizes video in real time without using future frames. Instead of calculating a global homography or multiple homographies, we estimate a pixel-based warping map to make the transformation of each pixel to achieve more precise modelling. In addition, we propose well-designed loss functions along with a two-stage training scheme to enhance network robustness. The quantitative result shows that our method outperforms other learning-based online methods in terms of stability with excellent geometric and temporal consistency. Moreover, to the best of our knowledge, the proposed algorithm is the most efficient approach for video stabilization. The models and results are available at: https://yu-ta-chen.github.io/PixStabNet.
Yu-Ta Chen, Kuan-Wei Tseng, Yao-Chih Lee, Yi-Ping Hung
ICIP2
2021 aBio: Active Bi-Olfactory Display Using Subwoofers for Virtual Reality
abstract
Including olfactory cues in virtual reality (VR) would enhance user immersion in the virtual environment, and precise control of smell would facilitate a more realistic experience for users. In this paper, we present aBio, an active bi-olfactory display system that delivers scents precisely to specific locations rather than diffusing scented air into the atmosphere. aBio provides users with a natural olfactory experience in free air by colliding two vortex rings launched from dual speaker-based vortex generators, which also has the effect of cushioning the force of air impact. According to the various requests of different applications, the collision point of the vortex rings can be positioned anywhere in front of the user's nose. To verify the effectiveness of our device and understand user sensations when using different parameters in our system, we conduct a series of experiments and user studies. The results show that the proposed system is effective in the sense that users perceive smell without sensible haptic disturbance while the system consumes only a very small amount of fragrant essential oil. We believe that aBio has great potential for increasing the level of presence in VR by delivering smells with high efficiency.
Youyang Hu, Yao Fu Jan, Kuan-Wei Tseng, You-Shin Tsai, Hung-Ming Sung, Jin-Yao Lin, Yi-Ping Hung
ACM Multimedia3