Demo Data from EDBT 2026 / reviewers in the wild / expert
Kangde Guo
dblp:71/8339
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2010
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous 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.
| Human-computer interaction and pervasive computing
1 paper |
Interaction techniques and input · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › input sensing › tracking
hand tracking |
0.1 | 1 | 2010 | A real-time multi-cue hand tracking algorithm based on computer vision · VR 2010 |
Interaction techniques and input › input sensing › tracking › hand tracking
vision-based hand tracking |
0.1 | 1 | 2010 | A real-time multi-cue hand tracking algorithm based on computer vision · VR 2010 |
Virtual and augmented reality
immersive interaction |
0.0 | 1 | 2010 | A real-time multi-cue hand tracking algorithm based on computer vision · VR 2010 |
Methods — techniques the papers use, named apart from their topics
multi-cue tracking · 0.2contour and curvature detection · 0.2color cue · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2010 | A real-time multi-cue hand tracking algorithm based on computer visionabstractAlthough hand tracking algorithm has been widely used in virtual reality and HCI system, it is still a challenging problem in vision-based research area. Due to the robustness and real-time requirements in VR applications, most hand tracking algorithms require special device to achieve satisfactory results. In this paper, we propose an easy-to-use and inexpensive approach to track the hands accurately with a single normal webcam. Outstretched hand is detected by contour & curvature based detection techniques to initialize the tracking region. Robust multi-cue hand tracking is then achieved by velocity-weighted features and color cue. Experiments show that the proposed multi-cue hand tracking approach achieves continuous real-time results even for the situation of cluttered background. The approach fulfills the speed and accuracy requirements of frontal-view vision-based human computer interactions. Kangde Guo, Xing Tang 0002, Steven Zhiying Zhou |
VR | 5 |