Demo Data from EDBT 2026 / reviewers in the wild / expert
Jianmin Zhao
dblp:74/3980
· DBLP profile ↗
16ranked-venue papers
2as first author
0since 2021 · last 2014
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 7 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-authorDatabases, data management, data science and information retrieval · 5Artificial intelligence and machine learning · 3Applied, 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
2 papers |
Computer animation and physical simulation · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
inverse kinematics |
0.0 | 1 | 1994 | Inverse kinematics positioning using nonlinear programming for highly articulated figures · ACM Trans. Graph. 1994 |
Computer animation and physical simulation
motion synthesis |
0.0 | 1 | 1990 | Strength guided motion · SIGGRAPH 1990 |
Computer animation and physical simulation › character animation
articulated figure animation |
0.0 | 1 | 1994 | Inverse kinematics positioning using nonlinear programming for highly articulated figures · ACM Trans. Graph. 1994 |
Methods — techniques the papers use, named apart from their topics
weighted constraint solving · 0.0nonlinear programming · 0.0strength model · 0.0inverse dynamics · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | Multi-label Feature Selection via Information Gain
Huawen Liu, Zongjie Ma, Yuchang Mo, Zhengjie Duan, Jiaqing Zhou, Jianmin Zhao |
ADMA | 7 |
| 2014 | Penalized partial least squares for multi-label dataabstractMulti-label learning has attracted an increasing attention from many domains, because of its great potential applications. Although many learning methods have been witnessed, two major challenges are still not handled very well. They are the correlations and the high dimensionality of data. In this paper, we exploit the inherent property of the multi-label data and propose an effective sparse multi-label learning algorithm. Specifically, it handles the high-dimensional multi-label data by using a regularized partial least squares discriminant analysis with a l1-norm penalty. Consequently, the proposed method can not only capture the label correlations effectively, but also perform the operation of dimensionality reduction at the same time. The experimental results conducted on eight public data sets show that our method is promising and outperformed the state-of-the-art multi-label classifiers in most cases. Huawen Liu, Zongjie Ma, Jianmin Zhao, Zhonglong Zheng |
ASONAM | 3 |
| 2014 | A utility maximization approach for information-communication tradeoff in Wireless Body Area Networks
Hui Wang 0006, Nazim Agoulmine, M. Jamal Deen, Jianmin Zhao |
Pers. Ubiquitous Comput. | 4 |
| 2014 | A Fast Simple Optical Flow Computation Approach Based on the 3-D GradientabstractOptical flow estimation is a fundamental task of many computer vision applications. In this paper, we propose a fast simple algorithm to compute optical flow based on the 3-D gradient in video sequences. Although the algorithm does not provide highly accurate results, it is computationally simple and fast, and the output is applicable for many applications. The basic idea is that points will form trajectories in video sequences, and the trajectory between two frames of each point is approximated as a straight line, which is the tangent of the trajectory in our algorithm. Therefore, the optical flow of each point is the projecting line of the straight line, which represents its trajectory, in the image plane. Experimental results show that the proposed algorithm is efficient and effective, and is of satisfying accuracy on angle. It is able to provide effective optical flow results for real-time applications. En Zhu, Jianmin Zhao, Jianping Yin, Xiangfu Zhao |
IEEE Trans. Circuits Syst. Video Technol. | 3 |
| 2013 | Exploring Groups from Heterogeneous Data via Sparse Learning
Huawen Liu, Jiuyong Li, Lin Liu 0003, Jixue Liu, Ivan Lee 0001, Jianmin Zhao |
PAKDD (1) | 6 |
| 2013 | Low-Rank Matrix Recovery with Discriminant Regularization
Zhonglong Zheng, Haixin Zhang, Jiong Jia, Jianmin Zhao, Li Guo 0010, Fangmei Fu, Mudan Yu |
PAKDD (2) | 4 |
| 2012 | A New Multi-label Learning Algorithm Using Shelly Neighbors
Huawen Liu, Shichao Zhang 0001, Jianmin Zhao, Jianbin Wu, Zhonglong Zheng |
ADMA | 3 |
| 2008 | Multimedia Data Modeling Through a Semantic View Mechanism
Jianmin Zhao, Xinzhong Zhu |
World Wide Web | 2 |
| 2006 | Gabor Feature Based Face Recognition Using Supervised Locality Preserving Projection
Zhonglong Zheng, Jianmin Zhao, Jie Yang 0002 |
ACIVS | 2 |
| 2006 | Web Services Based On Grid TechnologyabstractCreating an integrated virtual computing environment based on grid will provide a technical platform and supporting environment for realizing a seamless access and full share of entire resources on the Internet. This text has introduced a kind of Web service (grid-based Web service, GRWS) based on grid mainly. This paper discusses the concept, architecture, working mechanism and security of the grid based on Web services, and finally gives a brief summary Jianmin Zhao, Xinzhong Zhu |
CSCWD | 2 |
| 2006 | A New Communication Mechanism Based on Virtual Agent for Mobile AgentabstractMobile agent technology can be used as one of the key technologies for new componentware frameworks. Communication mechanism of mobile agent plays a very important role in mobile agent systems. Communication mechanism could satisfy some requirements, such as location-transparency, reliability and high-efficiency. This paper introduces the current various communication algorithms and mechanisms for mobile agent, and summarizes their advantages and disadvantages. Subsequently, a new communication mechanism for mobile agent with the conception of virtual agent is put forward in this paper. This communication mechanism could implement the synchronism of communication and migration to a great extent, which could greatly improve the communication efficiency and reliability of the whole net Jianmin Zhao, Xinzhong Zhu, Xinpeng Zhuang |
CSCWD | 1 |
| 2006 | A Research of Collaborative CAD System Based on Multi-AgentabstractTo improve the features of cooperative design of products in distributed heterogeneous cooperation, methods of building cooperation interface and integration of heterogeneous design environment are presented with multi-agent technology. In products development, designs at various levels, stages and different places can cooperate and communicate with each other. So it takes a shorter time to develop a new product and high-quality of the product is improved. A system framework was put forward and a software environment supporting the remote collaborative design of product was developed and implemented to use Xinzhong Zhu, Jianmin Zhao, Rong Long |
CSCWD | 2 |
| 2005 | NMF with LogGabor Wavelets for Visualization
Zhonglong Zheng, Jianmin Zhao, Jie Yang 0002 |
CAIP | 2 |
| 1994 | Inverse kinematics positioning using nonlinear programming for highly articulated figuresabstractAn articulated figure is often modeled as a set of rigid segments connected with joints. Its configuration can be altered by varying the joint angles. Although it is straight forward to compute figure configurations given joint angles (forward kinematics), it is more difficult to find the joint angles for a desired configuration (inverse kinematics). Since the inverse kinematics problem is of special importance to an animator wishing to set a figure to a posture satisfying a set of positioning constraints, researchers have proposed several different approaches. However, when we try to follow these approaches in an interactive animation system where the object on which to operate is as highly articulated as a realistic human figure, they fail in either generality or performance. So, we approach this problem through nonlinear programming techniques. It has been successfully used since 1988 in the spatial constraint system within Jack , a human figure simulation system developed at the University of Pennsylvania, and proves to be satisfactorily efficient, controllable, and robust. A spatial constraint in our system involves two parts: one constraint on the figure, the end-effector , and one on the spatial environment, the goal . These two parts are dealt with separately, so that we can achieve a neat modular implementation. Constraints can be added one at a time with appropriate weights designating the importance of this constraint relative to the others and are always solved as a group. If physical limits prevent satisfaction of all the constraints, the system stops with the (possibly local) optimal solution for the given weights. Also, the rigidity of each joint angle can be controlled, which is useful for redundant degrees of freedom. Jianmin Zhao, Norman I. Badler |
ACM Trans. Graph. | 1 |
| 1990 | Interactive real-time articulated figure manipulation using multiple kinematic constraintsabstractIn this paper, we describe an interactive system for positioning articulated figures which uses a 3D direct manipulation technique to provide input to an inverse kinematics algorithm running in real time. The system allows the user to manipulate highly articulated figures, such as human figure models, by interactively dragging 3D "reach goals." The user may also define multiple "reach constraints" which are enforced during the manipulation. The 3D direct manipulation interface provides a good mechanism for control of the inverse kinematics algorithm and helps it to overcome problems with redundancies and singularities which occur with figures of many degrees of freedom. We use an adaptive technique for evaluating the constraints which allows us to ensure that only a certain user-controllable amount of time will be consumed by the inverse kinematics algorithm at each iteration of the manipulation process. This technique is also sensitive to the time it takes to redraw the screen, so it prevents the frame display rate of the direct manipulation from become too slow for interactive control. Cary B. Phillips, Jianmin Zhao, Norman I. Badler |
I3D | 2 |
| 1990 | Strength guided motionabstractA methodology and algorithm are presented that generate motions imitating the way humans complete a lifting task under various loading conditions. The path taken depends on "natural" parameters: the figure geometry, the given load, the final destination, and, especially, the strength model of the agent. Additional user controllable parameters of the motion are the comfort of the action and the perceived exertion of the agent. The algorithm uses this information to incrementally compute a motion path of the end-effector moving the load. It is therefore instantaneously adaptable to changing force, loading, and strength conditions. Various strategies are used to model human behavior (such as reducing moment, pull back, add additional joints, and jerk) that compute the driving torques as the situation changes. The strength model dictates acceptable kinematic postures. The resulting algorithm offers torque control without the tedious user expression of driving forces under a dynamics model. The algorithm runs in near-realtime and offers an agent-dependent toolkit for fast path prediction. Examples are presented for various lifting tasks, including one-and two-handed lifts, and raising the body from a seated posture. Philip Lee, Susanna Wei, Jianmin Zhao, Norman I. Badler |
SIGGRAPH | 3 |