Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Youngkyoon Jang

dblp:55/7218 · DBLP profile ↗
← Back
8ranked-venue papers
6as first author
4since 2021 · last 2026
0000-0002-0068-003XORCID · corroborated

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

Artificial intelligence and machine learning · 5 · 3 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-authorSystems, architecture and hardware · 1 · 1 first-author · 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
5 papers
3D vision · 53% Video understanding and tracking · 42% Knowledge representation and reasoning · 3%
Human-computer interaction and pervasive computing
5 papers
Human-AI interaction · 48% Human-robot interaction · 27% Health and well-being technologies · 12%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 84% Multimedia analysis and retrieval · 16%

Topics — the 16 heaviest of 20, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-AI interaction
conversational agents
1.012026
An Interactive Conversational 3D Virtual Human · Int. J. Comput. Vis. 2026
Computer vision › 3D vision › neural rendering
3d gaussian splatting
0.912025
CoMapGS: Covisibility Map-based Gaussian Splatting for Sparse Novel View Synthesis · CVPR 2025
Computer vision › 3D vision
novel view synthesis
0.912025
CoMapGS: Covisibility Map-based Gaussian Splatting for Sparse Novel View Synthesis · CVPR 2025
Computer vision › 3D vision › novel view synthesis
sparse view synthesis
0.912025
CoMapGS: Covisibility Map-based Gaussian Splatting for Sparse Novel View Synthesis · CVPR 2025
Computer vision › Video understanding and tracking › action recognition
human action recognition
0.612022
Message Passing Framework for Vision Prediction Stability in Human Robot Interaction · ICRA 2022
Computer vision › Video understanding and tracking › video analytics › behavior analysis › human behavior analysis
human activity analysis
0.612022
Message Passing Framework for Vision Prediction Stability in Human Robot Interaction · ICRA 2022
Computer vision › 3D vision
3d reconstruction
0.312025
CoMapGS: Covisibility Map-based Gaussian Splatting for Sparse Novel View Synthesis · CVPR 2025
Computer vision › Video understanding and tracking
action recognition
0.312025
Are you Struggling? Dataset and Baselines for Struggle Determination in Assembly Videos · Int. J. Comput. Vis. 2025
Virtual and augmented reality › immersive interaction
3d interaction
0.212015
3D Finger CAPE: Clicking Action and Position Estimation under Self-Occlusions in Egocentric Viewpoint · IEEE Trans. Vis. Comput. Graph. 2015
Virtual and augmented reality
immersive interaction
0.212015
3D Finger CAPE: Clicking Action and Position Estimation under Self-Occlusions in Egocentric Viewpoint · IEEE Trans. Vis. Comput. Graph. 2015
Interaction techniques and input › gesture input
bare-hand interaction
0.212015
3D Finger CAPE: Clicking Action and Position Estimation under Self-Occlusions in Egocentric Viewpoint · IEEE Trans. Vis. Comput. Graph. 2015
Knowledge, reasoning and agents › Knowledge representation and reasoning
cognitive modeling
0.212013
Unified Visual Perception Model for context-aware wearable AR · ISMAR 2013
Virtual and augmented reality
augmented reality
0.212013
Unified Visual Perception Model for context-aware wearable AR · ISMAR 2013
Multimedia analysis and retrieval
object recognition
0.212013
Unified Visual Perception Model for context-aware wearable AR · ISMAR 2013
Computer vision › Face, body and person analysis › human pose estimation › articulated pose estimation
hand pose estimation
0.112015
3D Finger CAPE: Clicking Action and Position Estimation under Self-Occlusions in Egocentric Viewpoint · IEEE Trans. Vis. Comput. Graph. 2015
Ubiquitous computing and smart environments
context-aware computing
0.012013
Unified Visual Perception Model for context-aware wearable AR · ISMAR 2013

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

label distribution learning · 1.7deep learning · 1.7message passing · 1.1common-sense physics rules · 1.1uncertainty-aware supervision · 0.9proximity classifier · 0.9covisibility maps · 0.9spatio-temporal random forest · 0.7probabilistic inference · 0.7depth imaging · 0.7working memory · 0.3short-term memory · 0.3long-term memory · 0.3
YearPublicationVenuePosition
2026 An Interactive Conversational 3D Virtual Human
Richard Shaw, Youngkyoon Jang, Athanasios Papaioannou, Arthur Moreau, Helisa Dhamo, Zhensong Zhang, Eduardo Pérez-Pellitero
Int. J. Comput. Vis.2
2025 CoMapGS: Covisibility Map-based Gaussian Splatting for Sparse Novel View Synthesis
abstract
We propose Covisibility Map-Based Gaussian Splatting (CoMapGS), designed to recover underrepresented sparse regions in sparse novel view synthesis. CoMapGS addresses both high- and low-uncertainty regions by constructing covisibility maps, enhancing initial point clouds, and applying uncertainty-aware weighted supervision using a proximity classifier. Our contributions are threefold: (1) CoMapGS reframes novel view synthesis by leveraging covisibility maps as a core component to address region-specific uncertainty; (2) Enhanced initial point clouds for both low- and high-uncertainty regions compensate for sparse COLMAPderived point clouds, improving reconstruction quality and benefiting few-shot 3DGS methods; (3) Adaptive supervision with covisibility-score-based weighting and proximity classification achieves consistent performance gains across scenes with varying sparsity scores derived from covisibility maps. Experimental results demonstrate that CoMapGS outperforms state-of-the-art methods on datasets including Mip-NeRF 360 and LLFF.1
Youngkyoon Jang, Eduardo Pérez-Pellitero
CVPR1
2025 Are you Struggling? Dataset and Baselines for Struggle Determination in Assembly Videos
abstract
Abstract Determining when people are struggling allows for a finer-grained understanding of actions that complements conventional action classification and error detection. Struggle detection, as defined in this paper, is a distinct and important task that can be identified without explicit step or activity knowledge. We introduce the first struggle dataset with three real-world problem-solving activities that are labelled by both expert and crowd-source annotators. Video segments were scored w.r.t. their level of struggle using a forced choice 4-point scale. This dataset contains 5.1 hours of video from 73 participants. We conducted a series of experiments to identify the most suitable modelling approaches for struggle determination. Additionally, we compared various deep learning models, establishing baseline results for struggle classification, struggle regression, and struggle label distribution learning. Our results indicate that struggle detection in video can achieve up to $$88.24\%$$ 88.24 % accuracy in binary classification, while detecting the level of struggle in a four-way classification setting performs lower, with an overall accuracy of $$52.45\%$$ 52.45 % . Our work is motivated toward a more comprehensive understanding of action in video and potentially the improvement of assistive systems that analyse struggle and can better support users during manual activities.
Shijia Feng, Michael Wray, Brian Sullivan, Youngkyoon Jang, Casimir J. H. Ludwig, Iain D. Gilchrist, Walterio W. Mayol-Cuevas
Int. J. Comput. Vis.4
2022 Message Passing Framework for Vision Prediction Stability in Human Robot Interaction
abstract
In Human Robot Interaction (HRI) scenarios, robot systems would benefit from an understanding of the user's state, actions and their effects on the environments to enable better interactions. While there are specialised vision algorithms for different perceptual channels, such as objects, scenes, human pose, and human actions, it is worth considering how their interaction can help improve each other's output. In computer vision, individual prediction modules for these perceptual channels frequently produce noisy outputs due to the limited datasets used for training and the compartmentalisation of the perceptual channels, often resulting in noisy or unstable prediction outcomes. To stabilise vision prediction results in HRI, this paper presents a novel message passing framework that uses the memory of individual modules to correct each other's outputs. The proposed framework is designed utilising common-sense rules of physics (such as the law of gravity) to reduce noise while introducing a pipeline that helps to effectively improve the output of each other's modules. The proposed framework aims to analyse primitive human activities such as grasping an object in a video captured from the perspective of a robot. Experimental results show that the proposed framework significantly reduces the output noise of individual modules compared to the case of running independently. This pipeline can be used to measure human reactions when interacting with a robot in various HRI scenarios.
Youngkyoon Jang, Yiannis Demiris
ICRA1
2019 Registration-free Face-SSD: Single shot analysis of smiles, facial attributes, and affect in the wild
Youngkyoon Jang, Hatice Gunes, Ioannis Patras
Comput. Vis. Image Underst.1
2017 Metaphoric Hand Gestures for Orientation-Aware VR Object Manipulation With an Egocentric Viewpoint
abstract
We present a novel natural user interface framework, called Meta-Gesture, for selecting and manipulating rotatable virtual reality (VR) objects in egocentric viewpoint. Meta-Gesture uses the gestures of holding and manipulating the tools of daily use. Specifically, the holding gesture is used to summon a virtual object into the palm, and the manipulating gesture to trigger the function of the summoned virtual tool. Our contributions are broadly threefold: 1) Meta-Gesture is the first to perform bare hand-gesture-based orientation-aware selection and manipulation of very small (nail-sized) VR objects, which has become possible by combining a stable 3-D palm pose estimator (publicly available) with the proposed static-dynamic (SD) gesture estimator; 2) the proposed novel SD random forest, as an SD gesture estimator can classify a 3-D static gesture and its action status hierarchically, in a single classifier; and 3) our novel voxel coding scheme, called layered shape pattern, which is configured by calculating the fill rate of point clouds (raw source of data) in each voxel on the top of the palm pose estimation, allows for dispensing with the need for preceding hand skeletal tracking or joint classification while defining a gesture. Experimental results show that the proposed method can deliver promising performance, even under frequent occlusions, during orientation-aware selection and manipulation of objects in VR space by wearing head-mounted display with an attached egocentric-depth camera (see the supplementary video available at: http://ieeexplore.ieee.org).
Youngkyoon Jang, Ikbeom Jeon, Tae-Kyun Kim 0001, Woontack Woo
IEEE Trans. Hum. Mach. Syst.1
2015 3D Finger CAPE: Clicking Action and Position Estimation under Self-Occlusions in Egocentric Viewpoint
abstract
In this paper we present a novel framework for simultaneous detection of click action and estimation of occluded fingertip positions from egocentric viewed single-depth image sequences. For the detection and estimation, a novel probabilistic inference based on knowledge priors of clicking motion and clicked position is presented. Based on the detection and estimation results, we were able to achieve a fine resolution level of a bare hand-based interaction with virtual objects in egocentric viewpoint. Our contributions include: (i) a rotation and translation invariant finger clicking action and position estimation using the combination of 2D image-based fingertip detection with 3D hand posture estimation in egocentric viewpoint. (ii) a novel spatio-temporal random forest, which performs the detection and estimation efficiently in a single framework. We also present (iii) a selection process utilizing the proposed clicking action detection and position estimation in an arm reachable AR/VR space, which does not require any additional device. Experimental results show that the proposed method delivers promising performance under frequent self-occlusions in the process of selecting objects in AR/VR space whilst wearing an egocentric-depth camera-attached HMD.
Youngkyoon Jang, Seungtak Noh, Hyung Jin Chang, Tae-Kyun Kim 0001, Woontack Woo
IEEE Trans. Vis. Comput. Graph.1
2013 Unified Visual Perception Model for context-aware wearable AR
abstract
We propose Unified Visual Perception Model (UVPM), which imitates the human visual perception process, for the stable object recognition necessarily required for augmented reality (AR) in the field. The proposed model is designed based on the theoretical bases in the field of cognitive informatics, brain research and psychological science. The proposed model consists of Working Memory (WM) in charge of low-level processing (in a bottomup manner), Long-Term Memory (LTM) and Short-Term Memory (STM), which are in charge of high-level processing (in a top-down manner). WM and LTM/STM are mutually complementary to increase recognition accuracies. By implementing the initial prototype of each boxes of the model, we could know that the proposed model works for stable object recognition. The proposed model is available to support context-aware AR with the optical see-through HMD.
Youngkyoon Jang, Woontack Woo
ISMAR1