Demo Data from EDBT 2026 / reviewers in the wild / expert
Jackie Assa
dblp:68/4345
· DBLP profile ↗
10ranked-venue papers
7as first author
1since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 6 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1
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 graphics and multimedia
3 papers |
Computer animation and physical simulation · 60% Multimedia analysis and retrieval · 31% Visualization and visual analytics · 9% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › motion capture
motion capture data processing |
0.1 | 1 | 2012 | Human Motion Retrieval from Hand-Drawn Sketch · IEEE Trans. Vis. Comput. Graph. 2012 |
Multimedia analysis and retrieval › multimedia retrieval › content-based retrieval
motion retrieval |
0.1 | 1 | 2012 | Human Motion Retrieval from Hand-Drawn Sketch · IEEE Trans. Vis. Comput. Graph. 2012 |
Visualization and visual analytics › data visualization › animated visualization
motion visualization |
0.0 | 2 | 2008 | Motion overview of human actions · ACM Trans. Graph. 2008 Action synopsis: pose selection and illustration · ACM Trans. Graph. 2005 |
Methods — techniques the papers use, named apart from their topics
spherical harmonic encoding · 0.1hierarchical encoding · 0.1user study · 0.1quantum annealing optimization · 0.1iterative curve analysis · 0.1dimensionality reduction · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Learning Camera Control in Dynamic Scenes from Limited DemonstrationsabstractAbstract In this work, we present our strategy for camera control in dynamic scenes with multiple people (sports teams). We learn a generic model of the player dynamics offline in simulation. We use only a few sparse demonstrations of a user's camera control policy to learn a reward function to drive camera motion in an ongoing dynamic scene. Key to our approach is the creation of a low‐dimensional representation of the scene dynamics which is independent of the environment action and rewards, which enables learning the reward function using only a small number of examples. We cast the user‐specific control objective as an inverse reinforcement learning problem, aiming to learn an expert's intention from a small number of demonstrations. The learned reward function is used in combination with a visual model predictive controller (MPC). We learn a generic scene dynamics model that is agnostic to the user‐specific reward, enabling reusing the same dynamics model for different camera control policies. We show the effectiveness of our method on simulated and real soccer matches. Rana Hanocka, Jackie Assa, Daniel Cohen-Or, Raja Giryes |
Comput. Graph. Forum | 2 |
| 2012 | More of the same: Synthesizing a variety by structural layering
Jackie Assa, Daniel Cohen-Or |
Comput. Graph. | 1 |
| 2012 | Human Motion Retrieval from Hand-Drawn SketchabstractThe rapid growth of motion capture data increases the importance of motion retrieval. The majority of the existing motion retrieval approaches are based on a labor-intensive step in which the user browses and selects a desired query motion clip from the large motion clip database. In this work, a novel sketching interface for defining the query is presented. This simple approach allows users to define the required motion by sketching several motion strokes over a drawn character, which requires less effort and extends the users’ expressiveness. To support the real-time interface, a specialized encoding of the motions and the hand-drawn query is required. Here, we introduce a novel hierarchical encoding scheme based on a set of orthonormal spherical harmonic (SH) basis functions, which provides a compact representation, and avoids the CPU/processing intensive stage of temporal alignment used by previous solutions. Experimental results show that the proposed approach can well retrieve the motions, and is capable of retrieve logically and numerically similar motions, which is superior to previous approaches. The user study shows that the proposed system can be a useful tool to input motion query if the users are familiar with it. Finally, an application of generating a 3D animation from a hand-drawn comics strip is demonstrated. Min-Wen Chao, Chao-Hung Lin, Jackie Assa, Tong-Yee Lee |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2010 | The Virtual Director: a Correlation-Based Online Viewing of Human MotionabstractAbstract Automatic camera control for scenes depicting human motion is an imperative topic in motion capture base animation, computer games, and other animation based fields. This challenging control problem is complex and combines both geometric constraints, visibility requirements, and aesthetic elements. Therefore, existing optimization‐based approaches for human action overview are often too demanding for online computation. In this paper, we introduce an effective automatic camera control which is extremely efficient and allows online performance. Rather than optimizing a complex quality measurement, at each time it selects one active camera from a multitude of cameras that render the dynamic scene. The selection is based on the correlation between each view stream and the human motion in the scene. Two factors allow for rapid selection among tens of candidate views in real‐time, even for complex multi‐character scenes: the efficient rendering of the multitude of view streams, and optimized calculations of the correlations using modified CCA. In addition to the method's simplicity and speed, it exhibits good agreement with both cinematic idioms and previous human motion camera control work. Our evaluations show that the method is able to cope with the challenges put forth by severe occlusions, multiple characters and complex scenes. Jackie Assa, Lior Wolf, Daniel Cohen-Or |
Comput. Graph. Forum | 1 |
| 2008 | SPIKE - a database, visualization and analysis tool of cellular signaling pathwaysabstractBACKGROUND: Biological signaling pathways that govern cellular physiology form an intricate web of tightly regulated interlocking processes. Data on these regulatory networks are accumulating at an unprecedented pace. The assimilation, visualization and interpretation of these data have become a major challenge in biological research, and once met, will greatly boost our ability to understand cell functioning on a systems level. RESULTS: To cope with this challenge, we are developing the SPIKE knowledge-base of signaling pathways. SPIKE contains three main software components: 1) A database (DB) of biological signaling pathways. Carefully curated information from the literature and data from large public sources constitute distinct tiers of the DB. 2) A visualization package that allows interactive graphic representations of regulatory interactions stored in the DB and superposition of functional genomic and proteomic data on the maps. 3) An algorithmic inference engine that analyzes the networks for novel functional interplays between network components.SPIKE is designed and implemented as a community tool and therefore provides a user-friendly interface that allows registered users to upload data to SPIKE DB. Our vision is that the DB will be populated by a distributed and highly collaborative effort undertaken by multiple groups in the research community, where each group contributes data in its field of expertise. CONCLUSION: The integrated capabilities of SPIKE make it a powerful platform for the analysis of signaling networks and the integration of knowledge on such networks with omics data. Ran Elkon, Rita Vesterman, Nira Amit, Igor Ulitsky, Idan Zohar, Mali Weisz, Gilad Mass, Nir Orlev, Giora Sternberg, Ran Blekhman, Jackie Assa, Yosef Shiloh, Ron Shamir |
BMC Bioinform. | 11 |
| 2008 | Motion overview of human actionsabstractDuring the last decade, motion capture data has emerged and gained a leading role in animations, games and 3D environments. Many of these applications require the creation of expressive overview video clips capturing the human motion, however sufficient attention has not been given to this problem. In this paper, we present a technique that generates an overview video based on the analysis of motion capture data. Our method is targeted for applications of 3D character based animations, automating, for example, the action summary and gameplay overview in simulations and computer games. We base our method on quantum annealing optimization with an objective function that respects the analysis of the character motion and the camera movement constraints. It automatically generates a smooth camera control path, splitting it to several shots if required. To evaluate our method, we introduce a novel camera placement metric which is evaluated against previous work and conduct a user study comparing our results with the various systems. Jackie Assa, Daniel Cohen-Or, I-Cheng Yeh 0001, Tong-Yee Lee |
ACM Trans. Graph. | 1 |
| 2007 | Diorama Construction From a Single ImageabstractAbstract Diorama artists produce a spectacular 3D effect in a confined space by generating depth illusions that are faithful to the ordering of the objects in a large real or imaginary scene. Indeed, cognitive scientists have discovered that depth perception is mostly affected by depth order and precedence among objects. Motivated by these findings, we employ ordinal cues to construct a model from a single image that similarly to Dioramas, intensifies the depth perception. We demonstrate that such models are sufficient for the creation of realistic 3D visual experiences. The initial step of our technique extracts several relative depth cues that are well known to exist in the human visual system. Next, we integrate the resulting cues to create a coherent surface. We introduce wide slits in the surface, thus generalizing the concept of cardboard cutout layers. Lastly, the surface geometry and texture are extended alongside the slits, to allow small changes in the viewpoint which enriches the depth illusion. Jackie Assa, Lior Wolf |
Comput. Graph. Forum | 1 |
| 2005 | Action synopsis: pose selection and illustrationabstractIllustrating motion in still imagery for the purpose of summary, abstraction and motion description is important for a diverse spectrum of fields, ranging from arts to sciences. In this paper, we introduce a method that produces an action synopsis for presenting motion in still images. The method carefully selects key poses based on an analysis of a skeletal animation sequence, to facilitate expressing complex motions in a single image or a small number of concise views. Our approach is to embed the high-dimensional motion curve in a low-dimensional Euclidean space, where the main characteristics of the skeletal action are kept. The lower complexity of the embedded motion curve allows a simple iterative method which analyzes the curve and locates significant points, associated with the key poses of the original motion. We present methods for illustrating the selected poses in an image as a means to convey the action. We applied our methods to a variety of motions of human actions given either as 3D animation sequences or as video clips, and generated images that depict their synopsis. Jackie Assa, Yaron Caspi, Daniel Cohen-Or |
ACM Trans. Graph. | 1 |
| 1999 | RMAP: a system for visualizing data in multidimensional relevance space
Jackie Assa, Daniel Cohen-Or, Tova Milo |
Vis. Comput. | 1 |
| 1997 | Displaying data in multidimensional relevance space with 2D visualization mapsabstractThe paper introduces a tool for visualizing a multidimensional relevance space. Abstractly, the information to be displayed consists of a large number of objects, a set of features that are likely to be of interest to the user, and some function that measures the relevance level of every object to the various features. The goal is to provide the user with a concise and comprehensible visualization of that information. For the type of applications concentrated on, the exact relevance measures of the objects are not significant. This enables accuracy to be traded for a clearer display. The idea is to "flatten" the multidimensionality of the feature space into a 2D "relevance map", capturing the inter-relations among the features, without causing too many ambiguous interpretations of the results. To better reflect the nature of the data and to resolve the ambiguity the authors refine the given set of features and introduce the notion of composed features. The layout of the map is then obtained by grading it according to a set of rules and using a simulated annealing algorithm which optimizes the layout with respect to these rules. The technique proposed has been implemented and tested, in the context of visualizing the result of a Web search, in the RMAP (Relevance Map) prototype system. Jackie Assa, Daniel Cohen-Or, Tova Milo |
IEEE Visualization | 1 |