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Brandon Wilson

dblp:84/6677 · DBLP profile ↗
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3ranked-venue papers
1as first author
0since 2021 · last 2018
—ORCID · none

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

Artificial intelligence and machine learning · 2Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

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
1 paper
Virtual and augmented reality · 70% Multimedia systems and quality of experience · 23% Computer animation and physical simulation · 7%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
haptics and multimodal interaction
0.212016
Hand motion calibration and retargeting for intuitive object manipulation in immersive virtual environments · VR 2016
Virtual and augmented reality
immersive interaction
0.212016
Hand motion calibration and retargeting for intuitive object manipulation in immersive virtual environments · VR 2016
Multimedia systems and quality of experience › user interaction
interaction techniques and input
0.212016
Hand motion calibration and retargeting for intuitive object manipulation in immersive virtual environments · VR 2016
Virtual and augmented reality › immersive interaction › 3d interaction
object manipulation
0.212016
Hand motion calibration and retargeting for intuitive object manipulation in immersive virtual environments · VR 2016

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

motion capture · 0.2hand motion calibration · 0.2
YearPublicationVenuePosition
2018 Avoiding game-tree pathology in 2-player adversarial search
abstract
Abstract Adversarial search, or game‐tree search, is a technique for analyzing an adversarial game to determine what moves a player should make in order to win a game. Until recently, lookahead pathology (in which deeper game‐tree search results in worse play) has been thought to be quite rare. We provide an analysis that shows that every game should have some sections that are locally pathological, assuming that both players can potentially win the game. We also modify the minimax algorithm to recognize local pathologies in arbitrary games and cut off search accordingly (shallower search is more effective than deeper search when local pathologies occur). We show experimentally that our modified search procedure avoids local pathologies and consequently provides improved performance, in terms of decision accuracy, when compared with the minimax algorithm. In addition, we provide an experimental evaluation on the African game of Kalah, which shows the improved performances of our suggested error‐minimizing minimax algorithm when there is a large degree of pathology.
Inon Zuckerman, Brandon Wilson, Dana S. Nau
Comput. Intell.2
2016 Hand motion calibration and retargeting for intuitive object manipulation in immersive virtual environments
abstract
In this paper a system is proposed to combine small finger movements with the large scale body movements captured from a motion capture system. The strength of the proposed work over previous research is in the real-time and natural interactions that the virtual hands have with their environment. By being able to conform to physics, the virtual hands feel like virtual extensions of one's own hands. This provides a higher degree of immersion and interactivity when compared to more traditional virtual reality systems.
Brandon Wilson, Matthew Bounds, Alireza Tavakkoli
VR1
2015 (Un/Semi-)supervised SMS text message SPAM detection
abstract
Abstract We address the problem of unsupervised and semi-supervised SMS (Short Message Service) text message SPAM detection. We develop a content-based Bayesian classification approach which is a modest extension of the technique discussed by Resnik and Hardisty in 2010. The approach assumes that the bodies of the SMS messages arise from a probabilistic generative model and estimates the model parameters by Gibbs sampling using an unlabeled, or partially labeled, SMS training message corpus. The approach classifies new SMS messages as SPAM or HAM (non-SPAM) by zero-thresholding their logit estimates. We tested the approach on a publicly available SMS corpora collected from the UK. Used in semi-supervised fashion, the approach clearly outperformed a competing algorithm, Semi-Boost. Used in unsupervised fashion, the approach outperformed a fully supervised classifier, an SVM (Support Vector Machine), when the number of training messages used by the SVM was small and performed comparably otherwise. We believe the approach works well and is a useful tool for SMS SPAM detection.
Chris Giannella, Ransom K. Winder, Brandon Wilson
Nat. Lang. Eng.3