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Chunyuan Liao

dblp:94/4079 · DBLP profile ↗
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43ranked-venue papers
11as first author
6since 2021 · last 2025
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 22 · 4 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 12 · 7 first-authorArtificial intelligence and machine learning · 11 · 4 since 2021Systems, architecture and hardware · 2Databases, data management, data science and information retrieval · 2Applied, interdisciplinary, general and emerging computing · 1 · 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
11 papers
3D vision · 44% Robot navigation and mapping · 34% Video understanding and tracking · 19%
Human-computer interaction and pervasive computing
14 papers
Interaction techniques and input · 52% Personal fabrication and tangible interfaces · 28% User interface design and tools · 9%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Performance modeling and evaluation · 100%
Computer graphics and multimedia
4 papers
Virtual and augmented reality · 69% Multimedia systems and quality of experience · 16% Visual content generation and editing · 14%

Topics — the 30 heaviest of 56, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
depth estimation
1.342021
DENAO: Monocular Depth Estimation Network With Auxiliary Optical Flow · IEEE Trans. Pattern Anal. Mach. Intell. 2021
Real-Time Dense Monocular SLAM With Online Adapted Depth Prediction Network · IEEE Trans. Multim. 2019
Monocular Camera Based Real-Time Dense Mapping Using Generative Adversarial Network · ACM Multimedia 2018
Computer vision › Video understanding and tracking
object tracking
1.232021
LaSOT: A High-quality Large-scale Single Object Tracking Benchmark · Int. J. Comput. Vis. 2021
LaSOT: A High-Quality Benchmark for Large-Scale Single Object Tracking · CVPR 2019
Planar Object Tracking in the Wild: A Benchmark · ICRA 2018
Computer vision › 3D vision › depth estimation
monocular depth estimation
0.922021
DENAO: Monocular Depth Estimation Network With Auxiliary Optical Flow · IEEE Trans. Pattern Anal. Mach. Intell. 2021
Bayesian DeNet: Monocular Depth Prediction and Frame-Wise Fusion With Synchronized Uncertainty · IEEE Trans. Multim. 2019
Computer vision › 3D vision › stereo vision
stereo matching
0.912025
IGEV++: Iterative Multi-Range Geometry Encoding Volumes for Stereo Matching · IEEE Trans. Pattern Anal. Mach. Intell. 2025
Robotics › Robot navigation and mapping
SLAM
0.822021
Robust and Efficient RGB-D SLAM in Dynamic Environments · IEEE Trans. Multim. 2021
Monocular Camera Based Real-Time Dense Mapping Using Generative Adversarial Network · ACM Multimedia 2018
Robotics › Robot navigation and mapping › SLAM › visual SLAM
monocular SLAM
0.722019
Real-Time Dense Monocular SLAM With Online Adapted Depth Prediction Network · IEEE Trans. Multim. 2019
Monocular Camera Based Real-Time Dense Mapping Using Generative Adversarial Network · ACM Multimedia 2018
Robotics › Robot navigation and mapping › SLAM › robust SLAM
dynamic environment SLAM
0.512021
Robust and Efficient RGB-D SLAM in Dynamic Environments · IEEE Trans. Multim. 2021
Computer vision › 3D vision › motion estimation
optical flow
0.512021
DENAO: Monocular Depth Estimation Network With Auxiliary Optical Flow · IEEE Trans. Pattern Anal. Mach. Intell. 2021
Computer vision › 3D vision
pose estimation
0.512021
Robust and Efficient RGB-D SLAM in Dynamic Environments · IEEE Trans. Multim. 2021
Robotics › Robot navigation and mapping › SLAM › visual SLAM
RGB-D SLAM
0.512021
Robust and Efficient RGB-D SLAM in Dynamic Environments · IEEE Trans. Multim. 2021
Computer vision › Video understanding and tracking › object tracking
tracking benchmark
0.512021
LaSOT: A High-quality Large-scale Single Object Tracking Benchmark · Int. J. Comput. Vis. 2021
Robotics › Robot navigation and mapping
visual odometry
0.512021
Robust and Efficient RGB-D SLAM in Dynamic Environments · IEEE Trans. Multim. 2021
Performance modeling and evaluation
benchmarking
0.512021
LaSOT: A High-quality Large-scale Single Object Tracking Benchmark · Int. J. Comput. Vis. 2021
Performance modeling and evaluation › benchmarking › machine learning benchmarking
vision benchmark
0.512021
LaSOT: A High-quality Large-scale Single Object Tracking Benchmark · Int. J. Comput. Vis. 2021
Personal fabrication and tangible interfaces › paper-based interaction
interactive paper
0.552012
MixPad: augmenting interactive paper with mice & keyboards for cross-media and fine-grained interaction with documents · ACM Multimedia 2012
MixPad: augmenting interactive paper with mice & keyboards for fine-grained cross-media interaction with documents · UbiComp 2011
PACER: toward a cameraphone-based paper interface for fine-grained and flexible interaction with documents · ACM Multimedia 2009
Robotics › Robot navigation and mapping
localization
0.412019
Visual-Inertial State Estimation with Pre-integration Correction for Robust Mobile Augmented Reality · ACM Multimedia 2019
Robotics › Robot navigation and mapping › visual odometry
visual-inertial odometry
0.412019
Visual-Inertial State Estimation with Pre-integration Correction for Robust Mobile Augmented Reality · ACM Multimedia 2019
Virtual and augmented reality › augmented reality
mobile augmented reality
0.412019
Visual-Inertial State Estimation with Pre-integration Correction for Robust Mobile Augmented Reality · ACM Multimedia 2019
Interaction techniques and input › input modality › multimodal input
pen and gesture input
0.332012
Evaluating and understanding the usability of a pen-based command system for interactive paper · ACM Trans. Comput. Hum. Interact. 2012
FACT: fine-grained cross-media interaction with documents via a portable hybrid paper-laptop interface · ACM Multimedia 2010
Papiercraft: A gesture-based command system for interactive paper · ACM Trans. Comput. Hum. Interact. 2008
Computer vision › 3D vision › depth estimation
dense depth estimation
0.312018
Monocular Camera Based Real-Time Dense Mapping Using Generative Adversarial Network · ACM Multimedia 2018
Computer vision › Video understanding and tracking › object tracking › rigid object tracking
planar object tracking
0.312018
Planar Object Tracking in the Wild: A Benchmark · ICRA 2018
Interaction techniques and input
cross-media interaction
0.322012
MixPad: augmenting interactive paper with mice & keyboards for cross-media and fine-grained interaction with documents · ACM Multimedia 2012
MixPad: augmenting interactive paper with mice & keyboards for fine-grained cross-media interaction with documents · UbiComp 2011
Interaction techniques and input
gesture input
0.332011
Multi-touch document folding: gesture models, fold directions and symmetries · CHI 2011
PACER: toward a cameraphone-based paper interface for fine-grained and flexible interaction with documents · ACM Multimedia 2009
Shared interactive video for teleconferencing · ACM Multimedia 2003
Personal fabrication and tangible interfaces
paper-based interaction
0.232010
FACT: fine-grained cross-media interaction with documents via a portable hybrid paper-laptop interface · ACM Multimedia 2010
Pen-top feedback for paper-based interfaces · UIST 2006
PapierCraft: a command system for interactive paper · UIST 2005
Computer vision › 3D vision › pose estimation
3d hand pose estimation
0.212015
3D Hand Pose Estimation Using Randomized Decision Forest with Segmentation Index Points · ICCV 2015
Virtual and augmented reality
augmented reality
0.112021
Robust and Efficient RGB-D SLAM in Dynamic Environments · IEEE Trans. Multim. 2021
Usability and user experience research › usability engineering
learnability
0.112012
Evaluating and understanding the usability of a pen-based command system for interactive paper · ACM Trans. Comput. Hum. Interact. 2012
Personal fabrication and tangible interfaces › tangible interaction
augmented paper
0.112011
MixPad: augmenting interactive paper with mice & keyboards for fine-grained cross-media interaction with documents · UbiComp 2011
User interface design and tools
authoring tools
0.112011
A tool for authoring unambiguous links from printed content to digital media · ACM Multimedia 2011
Interaction techniques and input › touch interaction
multi-touch interaction
0.112011
Multi-touch document folding: gesture models, fold directions and symmetries · CHI 2011

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

convolutional neural network · 1.3motion consistency check · 1.0dynamic keypoint exclusion · 1.0feature fusion · 0.9adaptive patch matching · 0.9ConvGRU · 0.9epipolar geometry · 0.5encoder-decoder network · 0.5sliding window optimization · 0.4experimental evaluation · 0.4dense annotation · 0.4IMU pre-integration correction · 0.4visual marker recognition · 0.4interactive visualization · 0.4image feature matching · 0.2gesture recognition · 0.1empirical experiment · 0.1user study · 0.1
YearPublicationVenuePosition
2025 IGEV++: Iterative Multi-Range Geometry Encoding Volumes for Stereo Matching
abstract
Stereo matching is a core component in many computer vision and robotics systems. Despite significant advances over the last decade, handling matching ambiguities in ill-posed regions and large disparities remains an open challenge. In this paper, we propose a new deep network architecture, called IGEV++, for stereo matching. The proposed IGEV++ constructs Multi-range Geometry Encoding Volumes (MGEV), which encode coarse-grained geometry information for ill-posed regions and large disparities, while preserving fine-grained geometry information for details and small disparities. To construct MGEV, we introduce an adaptive patch matching module that efficiently and effectively computes matching costs for large disparity ranges and/or ill-posed regions. We further propose a selective geometry feature fusion module to adaptively fuse multi-range and multi-granularity geometry features in MGEV. Then, we input the fused geometry features into ConvGRUs to iteratively update the disparity map. MGEV allows to efficiently handle large disparities and ill-posed regions, such as occlusions and textureless regions, and enjoys rapid convergence during iterations. Our IGEV++ achieves the best performance on the Scene Flow test set across all disparity ranges, up to 768px. Our IGEV++ also achieves state-of-the-art accuracy on the Middlebury, ETH3D, KITTI 2012, and 2015 benchmarks. Specifically, IGEV++ achieves a 3.23% 2-pixel outlier rate (Bad 2.0) on the large disparity benchmark, Middlebury, representing error reductions of 31.9% and 54.8% compared to RAFT-Stereo and GMStereo, respectively. We also present a real-time version of IGEV++ that achieves the best performance among all published real-time methods on the KITTI benchmarks.
Gangwei Xu, Xianqi Wang 0001, Zhaoxing Zhang, Junda Cheng, Chunyuan Liao, Xin Yang 0008
IEEE Trans. Pattern Anal. Mach. Intell.5
2021 LaSOT: A High-quality Large-scale Single Object Tracking Benchmark
Heng Fan 0001, Hexin Bai, Liting Lin, Fan Yang 0035, Peng Chu, Ge Deng, Sijia Yu, Mingzhen Huang, Juehuan Liu, Yong Xu 0007, Chunyuan Liao, Haibin Ling
Int. J. Comput. Vis.12
2021 Planar object tracking benchmark in the wild
Pengpeng Liang, Haoxuanye Ji, Yumei Chai, Chunyuan Liao, Haibin Ling
Neurocomputing6
2021 DENAO: Monocular Depth Estimation Network With Auxiliary Optical Flow
abstract
Estimating depth from multi-view images captured by a localized monocular camera is an essential task in computer vision and robotics. In this study, we demonstrate that learning a convolutional neural network (CNN) for depth estimation with an auxiliary optical flow network and the epipolar geometry constraint can greatly benefit the depth estimation task and in turn yield large improvements in both accuracy and speed. Our architecture is composed of two tightly-coupled encoder-decoder networks, i.e., an optical flow net and a depth net, the core part being a list of exchange blocks between the two nets and an epipolar feature layer in the optical flow net to improve predictions of both depth and optical flow. Our architecture allows to input arbitrary number of multiview images with a linearly growing time cost for optical flow and depth estimation. Experimental result on five public datasets demonstrates that our method, named DENAO, runs at 38.46fps on a single Nvidia TITAN Xp GPU which is 5.15X ∼ 142X faster than the state-of-the-art depth estimation methods Meanwhile, our DENAO can concurrently output predictions of both depth and optical flow, and performs on par with or outperforms the state-of-the-art depth estimation methods and optical flow methods.
Xin Yang 0008, Qizeng Jia, Chunyuan Liao
IEEE Trans. Pattern Anal. Mach. Intell.4
2021 Fast Depth Prediction and Obstacle Avoidance on a Monocular Drone Using Probabilistic Convolutional Neural Network
abstract
Recent studies employ advanced deep convolutional neural networks (CNNs) for monocular depth perception, which can hardly run efficiently on small drones that rely on low/middle-grade GPU(e.g. TX2 and 1050Ti) for computation. In addition, the methods which can effectively and efficiently produce probabilistic depth prediction with a measure of model confidence have not been well studied. The lack of such a method could yield erroneous, sometimes fatal, decisions in drone applications (e.g. selecting a waypoint in a region with a large depth yet a low estimation confidence). This paper presents a real-time onboard approach for monocular depth prediction and obstacle avoidance with a lightweight probabilistic CNN (pCNN), which will be ideal for use in a lightweight energy-efficient drone. For each video frame, our pCNN can efficiently predict its depth map and the corresponding confidence. The accuracy of our lightweight pCNN is greatly boosted by integrating sparse depth estimation from a visual odometry into the network for guiding dense depth and confidence inference. The estimated depth map is transformed into Ego Dynamic Space (EDS) by embedding both dynamic motion constraints of a drone and the confidence values into the spatial depth map. Traversable waypoints are automatically computed in EDS based on which appropriate control inputs for the drone are produced. Extensive experimental results on public datasets demonstrate that our depth prediction method runs at 12Hz and 45Hz on TX2 and 1050Ti GPU respectively, which is 1.8X~5.6X faster than the state-of-the-art methods and achieves better depth estimation accuracy. We also conducted experiments of obstacle avoidance in both simulated and real environments to demonstrate the superiority of our method to the baseline methods.
Xin Yang 0008, Yuanjie Dang, Hongcheng Luo, Yuesheng Tang, Chunyuan Liao, Peng Chen 0008, Kwang-Ting Cheng
IEEE Trans. Intell. Transp. Syst.6
2021 Robust and Efficient RGB-D SLAM in Dynamic Environments
abstract
Simultaneous localization and mapping (SLAM) using an RGB-D camera is a key enabling technique for many augmented reality (AR) applications. However, most existing RGB-D SLAM methods could fail in dynamic scenarios due to non-trivial pose estimation errors arising from moving objects. In this study, we present an accurate and robust RGB-D SLAM system for dynamic scenarios which can run real-time on a single dual-core CPU. The core of our system is a robust and efficient dynamic keypoint exclusion method which consists of three steps: 1) grouping spatially and appearance related pixels of a keyframe into regions; 2) identifying dynamic regions by checking motion consistency of keypoints in every region; 3) excluding keypoints in the identified dynamic regions as well as the matching points in the 3D local map. The dynamic keypoint exclusion method can be easily integrated into any keypoint based RGB-D SLAM system for improving the accuracy and robustness in dynamic scenes with trivial time increase (16.6ms per frame). Experimental results on the TUM dataset demonstrates that our method which runs on an Intel i7-4900 CPU is even 2.3X faster than the state-of-the-art method DS-SLAM [1] which runs parallel on a P4000 GPU and a comparable CPU. In addition, our system outperforms the state-of-the-art methods [1]–[4] in terms of smaller absolute trajectory errors (ATE). We also apply our system to a real AR application and live experiments with a hand-held RGB-D camera demonstrate the robustness and generalizability of our method in practical scenarios.11A demo video is provided onhttps://github.com/cc-qy/Dynamic-RGB-D-SLAM
Xin Yang 0008, Zikang Yuan, Dongfu Zhu, Chunyuan Liao
IEEE Trans. Multim.6
2020 D2VO: Monocular Deep Direct Visual Odometry
abstract
In this paper, we present a novel deep learning and direct method based monocular visual odometry system named D2VO. Our system reconstructs the dense depth map of each keyframe and tracks camera poses based on these keyframes. Combining direct method and deep learning, both tracking and mapping of the system could benefit from the geometric measurement and semantic information. For each input frame, a feature pyramid is built and shared by both tracking and mapping process. The depth map of keyframe is efficiently estimated from coarse to fine with the followed multi-view hierarchical depth estimation network. We optimize the camera pose by minimizing photometric error between re-projected features of each frame and its reference keyframe with bundle adjustment. Experimental results on TUM dataset demonstrate that our approach outperforms the state-of-the-art methods on both tracking and mapping.
Qizeng Jia, Yuechuan Pu, Junda Cheng, Chunyuan Liao, Xin Yang 0008
IROS5
2019 LaSOT: A High-Quality Benchmark for Large-Scale Single Object Tracking
abstract
In this paper, we present LaSOT, a high-quality benchmark for Large-scale Single Object Tracking. LaSOT consists of 1,400 sequences with more than 3.5M frames in total. Each frame in these sequences is carefully and manually annotated with a bounding box, making LaSOT the largest, to the best of our knowledge, densely annotated tracking benchmark. The average video length of LaSOT is more than 2,500 frames, and each sequence comprises various challenges deriving from the wild where target objects may disappear and re-appear again in the view. By releasing LaSOT, we expect to provide the community with a large-scale dedicated benchmark with high quality for both the training of deep trackers and the veritable evaluation of tracking algorithms. Moreover, considering the close connections of visual appearance and natural language, we enrich LaSOT by providing additional language specification, aiming at encouraging the exploration of natural linguistic feature for tracking. A thorough experimental evaluation of 35 tracking algorithms on LaSOT is presented with detailed analysis, and the results demonstrate that there is still a big room for improvements.
Heng Fan 0001, Liting Lin, Fan Yang 0035, Peng Chu, Ge Deng, Sijia Yu, Hexin Bai, Yong Xu 0007, Chunyuan Liao, Haibin Ling
CVPR9
2019 Visual-Inertial State Estimation with Pre-integration Correction for Robust Mobile Augmented Reality
abstract
Mobile devices equipped with a monocular camera and an inertial measurement unit (IMU) are ideal platforms for augmented reality (AR) applications. However, nontrivial noises in low-cost IMUs, which are usually equipped in consumer-level mobile devices, could lead to large errors in pose estimation and in turn significantly degrade the user experience in mobile AR apps. In this study, we propose a novel monocular visual-inertial state estimation approach for robust and accurate pose estimation even for low-cost IMUs. The core of our method is an IMU pre-integration correction approach which effectively reduces the negative impact of IMU noises using the visual constraints in a sliding window and the kinematic constraint. We seamlessly integrate the IMU pre-integration correction module into a tightly-coupled,sliding-window based optimization framework for state estimation. Experimental results on public dataset EUROC demonstrate the superiority of our method to the state-of-the-art VINS-Mono in terms of smaller absolute trajectory errors (ATE) and relative pose errors (RPE). We further apply our method to real AR applications on two types of consumer-level mobile devices equipped with low-cost IMUs, i.e. an off-the-shelf smartphone and an AR glass. Experimental results demonstrate that our method can facilitate robust AR with little drifts on the two devices.
Zikang Yuan, Dongfu Zhu, Jinhui Tang 0001, Chunyuan Liao, Xin Yang 0008
ACM Multimedia5
2019 Reactive obstacle avoidance of monocular quadrotors with online adapted depth prediction network
Xin Yang 0008, Hongcheng Luo, Yuhao Wu 0010, Chunyuan Liao, Kwang-Ting Cheng
Neurocomputing5
2019 Real-Time Dense Monocular SLAM With Online Adapted Depth Prediction Network
abstract
Considerable advances have been achieved in estimating the depth map from a single image via convolutional neural networks (CNNs) during the past few years. Combining depth prediction from CNNs with conventional monocular simultaneous localization and mapping (SLAM) is promising for accurate and dense monocular reconstruction, in particular addressing the two long-standing challenges in conventional monocular SLAM: low map completeness and scale ambiguity. However, depth estimated by pretrained CNNs usually fails to achieve sufficient accuracy for environments of different types from the training data, which are common for certain applications such as obstacle avoidance of drones in unknown scenes. Additionally, inaccurate depth prediction of CNN could yield large tracking errors in monocular SLAM. In this paper, we present a real-time dense monocular SLAM system, which effectively fuses direct monocular SLAM with an online-adapted depth prediction network for achieving accurate depth prediction of scenes of different types from the training data and providing absolute scale information for tracking and mapping. Specifically, on one hand, tracking pose (i.e., translation and rotation) from direct SLAM is used for selecting a small set of highly effective and reliable training images, which acts as ground truth for tuning the depth prediction network on-the-fly toward better generalization ability for scenes of different types. A stage-wise Stochastic Gradient Descent algorithm with a selective update strategy is introduced for efficient convergence of the tuning process. On the other hand, the dense map produced by the adapted network is applied to address scale ambiguity of direct monocular SLAM which in turn improves the accuracy of both tracking and overall reconstruction. The system with assistance of both CPUs and GPUs, can achieve real-time performance with progressively improved reconstruction accuracy. Experimental results on public datasets and live application to obstacle avoidance of drones demonstrate that our method outperforms the state-of-the-art methods with greater map completeness and accuracy, and a smaller tracking error.
Hongcheng Luo, Yuhao Wu 0010, Chunyuan Liao, Xin Yang 0008, Kwang-Ting Cheng
IEEE Trans. Multim.4
2019 Bayesian DeNet: Monocular Depth Prediction and Frame-Wise Fusion With Synchronized Uncertainty
abstract
Using deep convolutional neural networks (CNN) to predict the depth from a single image has received considerable attention in recent years due to its impressive performance. However, existing methods process each single image independently without leveraging the multiview information of video sequences in practical scenarios. Properly taking into account multiview information in video sequences beyond individual frames could offer considerable benefits in terms of depth prediction accuracy and robustness. In addition, a meaningful measure of prediction uncertainty is essential for decision making, which is not provided in existing methods. This paper presents a novel video-based depth prediction system based on a monocular camera, named Bayesian DeNet. Specifically, Bayesian DeNet consists of a 59-layer CNN that can concurrently output a depth map and an uncertainty map for each video frame. Each pixel in an uncertainty map indicates the error variance of the corresponding depth estimate. Depth estimates and uncertainties of previous frames are propagated to the current frame based on the tracked camera pose, yielding multiple depth/uncertainty hypotheses for the current frame which are then fused in a Bayesian inference framework for greater accuracy and robustness. Extensive exper-iments on three public datasets demonstrate that our Bayesian DeNet outperforms the state-of-the-art methods for monocular depth prediction. A demo video and code are publicly available.1
Xin Yang 0008, Hongcheng Luo, Chunyuan Liao, Kwang-Ting Cheng
IEEE Trans. Multim.4
2018 StitchAD-GAN for Synthesizing Apparent Diffusion Coefficient Images of Clinically Significant Prostate Cancer
Zhiwei Wang 0002, Yi Lin 0009, Chunyuan Liao, Kwang-Ting Cheng, Xin Yang 0008
BMVC3
2018 Planar Object Tracking in the Wild: A Benchmark
abstract
Planar object tracking is an actively studied problem in vision-based robotic applications. While several benchmarks have been constructed for evaluating state-of-the-art algorithms, there is a lack of video sequences captured in the wild rather than in constrained laboratory environment. In this paper, we present a carefully designed planar object tracking benchmark containing 210 videos of 30 planar objects sampled in the natural environment. In particular, for each object, we shoot seven videos involving various challenging factors, namely scale change, rotation, perspective distortion, motion blur, occlusion, out-of-view, and unconstrained. The ground truth is carefully annotated semi-manually to ensure the quality. Moreover, eleven state-of-the-art algorithms are evaluated on the benchmark using two evaluation metrics, with detailed analysis provided for the evaluation results. We expect the proposed benchmark to benefit future studies on planar object tracking.
Pengpeng Liang, Hu Lu, Chunyuan Liao, Haibin Ling
ICRA5
2018 Monocular Camera Based Real-Time Dense Mapping Using Generative Adversarial Network
abstract
Monocular simultaneous localization and mapping (SLAM) is a key enabling technique for many computer vision and robotics applications. However, existing methods either can obtain only sparse or semi-dense maps in highly-textured image areas or fail to achieve a satisfactory reconstruction accuracy. In this paper, we present a new method based on a generative adversarial network,named DM-GAN, for real-time dense mapping based on a monocular camera. Specifcally, our depth generator network takes a semidense map obtained from motion stereo matching as a guidance to supervise dense depth prediction of a single RGB image. The depth generator is trained based on a combination of two loss functions, i.e. an adversarial loss for enforcing the generated depth maps to reside on the manifold of the true depth maps and a pixel-wise mean square error (MSE) for ensuring the correct absolute depth values. Extensive experiments on three public datasets demonstrate that our DM-GAN signifcantly outperforms the state-of-the-art methods in terms of greater reconstruction accuracy and higher depth completeness.
Xin Yang 0008, Zhiwei Wang 0002, Qiaozhe Zhang, Wenyu Liu 0001, Chunyuan Liao, Kwang-Ting Cheng
ACM Multimedia6
2016 Adaptive Objectness for Object Tracking
abstract
To exploit the reliable prior knowledge that the target object in tracking must be an object other than nonobject, in this letter, we propose to adapt objectness for visual object tracking. Instead of directly applying an existing objectness measure that is generic and handles various objects and environments, we adapt it to be compatible to the specific tracking sequence and object. More specifically, we use the newly proposed binarized normed gradient (BING) objectness as the base, and then train an object-adaptive objectness for each tracking task. The training is implemented by using an adaptive support vector machine that integrates information from the specific tracking target into the BING measure. We emphasize that the benefit of the proposed adaptive objectness, named ADOBING, is generic. To show this, we combine ADOBING with eight top performed trackers in recent evaluations. We run the ADOBING-enhanced trackers along with their base trackers on the CVPR2013 benchmark, and our methods consistently improve the base trackers both in overall performance and under all challenge factors. Noting that the way we integrate objectness in visual tracking is generic and straightforward, we expect even more improvement by using tracker-specific objectness.
Pengpeng Liang, Chunyuan Liao, Xue Mei, Haibin Ling
IEEE Signal Process. Lett.3
2015 3D Hand Pose Estimation Using Randomized Decision Forest with Segmentation Index Points
abstract
In this paper, we propose a real-time 3D hand pose estimation algorithm using the randomized decision forest framework. Our algorithm takes a depth image as input and generates a set of skeletal joints as output. Previous decision forest-based methods often give labels to all points in a point cloud at a very early stage and vote for the joint locations. By contrast, our algorithm only tracks a set of more flexible virtual landmark points, named segmentation index points (SIPs), before reaching the final decision at a leaf node. Roughly speaking, a SIP represents the centroid of a subset of skeletal joints, which are to be located at the leaves of the branch expanded from the SIP. Inspired by recent latent regression forest-based hand pose estimation framework (Tang et al. 2014), we integrate SIP into the framework with several important improvements: First, we devise a new forest growing strategy, whose decision is made using a randomized feature guided by SIPs. Second, we speed-up the training procedure since only SIPs, not the skeletal joints, are estimated at non-leaf nodes. Third, the experimental results on public benchmark datasets show clearly the advantage of the proposed algorithm over previous state-of-the-art methods, and our algorithm runs at 55.5 fps on a normal CPU without parallelism.
Peiyi Li 0001, Haibin Ling, Xi Li 0001, Chunyuan Liao
ICCV4
2014 Blur-Resilient Tracking Using Group Sparsity
Pengpeng Liang, Yi Wu 0001, Xue Mei, Jingyi Yu 0001, Erik Blasch, Danil V. Prokhorov, Chunyuan Liao, Haitao Lang, Haibin Ling
ACCV (5)7
2012 MixPad: augmenting interactive paper with mice & keyboards for cross-media and fine-grained interaction with documents
abstract
Existing interactive paper systems suffer from the disparate input devices for paper and computers. The finger-pen-only input on paper causes frequent devices switching (e.g. pen vs. mouse) during cross-media interactions, and may have issues of occlusion and precision. We propose MixPad, a novel interactive paper system, which allows users to exploit mice and keyboards to digitally manipulate fine-grained document content on paper, such as copying an arbitrary image region to a computer and clicking on a word for web search. With the combined input channels, MixPad enables richer digital functions on paper and facilitates bimanual operations cross different media. A preliminary user study shows positive feedback on this interaction technique.
Xin Yang 0008, Chunyuan Liao, Qiong Liu 0003
ACM Multimedia2
2012 LightBeam: interacting with augmented real-world objects in pico projections
abstract
Pico projectors have lately been investigated as mobile display and interaction devices. We propose to use them as 'light beams': Everyday objects sojourning in a beam are turned into dedicated projection surfaces and tangible interaction devices. This way, our daily surroundings get populated with interactive objects, each one temporarily chartered with a dedicated sub-issue of pervasive interaction. While interaction with objects has been studied in larger, immersive projection spaces, the affordances of pico projections are fundamentally different: they have a very small, strictly limited field of projection, and they are mobile. This paper contributes the results of an exploratory field study on how people interact with everyday objects in pico projections in nomadic settings. Based upon these results, we present novel interaction techniques that leverage the limited field of projection and trade-off between digitally augmented and traditional uses of everyday objects.
Jochen Huber, Jürgen Steimle, Chunyuan Liao, Qiong Liu 0003, Max Mühlhäuser
MUM3
2012 Evaluating and understanding the usability of a pen-based command system for interactive paper
abstract
To combine the affordances of paper and computers, prior research has proposed numerous interactive paper systems that link specific paper document content to digital operations such as multimedia playback and proofreading. Yet, it remains unclear to what degree these systems bridge the inherent gap between paper and computers when compared to existing paper-only and computer-only interfaces. In particular, given the special properties of paper, such as limited dynamic feedback, how well does an average new user learn to master the interactive paper system? What factors affect the user performance? And how does the paper interface work in a typical use scenario? To answer these questions, we conducted two empirical experiments on a generic pen-gesture-based command system, called PapierCraft [Liao et al. 2008], for paper-based interfaces. With it, people can select sections of printed document and issue commands such as copy and paste, linking and in-text search. The first experiment focused on the user performance of drawing pen gestures on paper. It proves that users can learn the command system in about 30 minutes and achieve a performance comparable to a table PC-based interface supporting the same gestures. The second experiment examined the application of the command system in active reading tasks. The results show promise for seamless integration of paper and computers in active reading for their combined affordances. In addition, our study identifies some key design issues, such as the pen form factor and feedback of gestures. This article contributes to better understanding on pros and cons of paper and computers, and sheds light on the design of future interfaces for document interaction.
Chunyuan Liao, François Guimbretière
ACM Trans. Comput. Hum. Interact.1
2011 Multi-touch document folding: gesture models, fold directions and symmetries
abstract
For document visualization, folding techniques provide a focus-plus-context approach with fairly high legibility on flat sections. To enable richer interaction, we explore the design space of multi-touch document folding. We discuss several design considerations for simple modeless gesturing and compatibility with standard Drag and Pinch gestures. We categorize gesture models along the characteristics of Symmetric/Asymmetric and Serial/Parallel, which yields three gesture models. We built a prototype document workspace application that integrates folding and standard gestures, and a system for testing the gesture models. A user study was conducted to compare the three models and to analyze the factors of fold direction, target symmetry, and target tolerance in user performance when folding a document to a specific shape. Our results indicate that all three factors were significant for task times, and parallelism was greater for symmetric targets.
Patrick Chiu, Chunyuan Liao, Francine Chen 0001
CHI2
2011 MixPad: augmenting interactive paper with mice & keyboards for fine-grained cross-media interaction with documents
abstract
This demo shows an interactive paper system called MixPad, which features using mice and keyboards to enhance the conventional pen-finger-gesture based interaction with paper documents. Similar to many interactive paper systems, MixPad adopts a mobile camera-projector unit to recognize paper documents, detect pen and finger gestures and provide visual feedback. Unlike these systems, MixPad allows using mice and keyboards to help users interact with fine-grained document content on paper (e.g. individual words and user-defined arbitrary regions), and to facilitate cross-media operations. For instance, to copy a document segment from paper to a laptop, one first points a finger of her non-dominant hand to the segment roughly, and then uses a mouse in her dominant hand to refine the selection and drag it to the laptop; she can also type text as a detailed comment on a paper document. This novel interaction paradigm combines the advantages of mice, keyboards, pens and fingers, and therefore enables rich digital functions on paper.
Chunyuan Liao, Qiong Liu 0003
UbiComp1
2011 Large-scale EMM identification based on geometry-constrained visual word correspondence voting
abstract
We present a large-scale Embedded Media Marker (EMM) identification system which allows users to retrieve relevant dynamic media associated with a static paper document via camera-phones. The user supplies a query image by capturing an EMM-signified patch of a paper document through a camera phone. The system recognizes the query and in turn retrieves and plays the corresponding media on the phone. Accurate image matching is crucial for positive user experience in this application. To address the challenges posed by large datasets and variation in camera-phone-captured query images, we introduce a novel image matching scheme based on geometrically consistent correspondences. A hierarchical scheme, combined with two constraining methods, is designed to detect geometric constrained correspondences between images. A spatial neighborhood search approach is further proposed to address challenging cases of query images with a large translational shift. Experimental results on a 200k+ dataset show that our solution achieves high accuracy with low memory and time complexity and outperforms the baseline bag-of-words approach. © 2011 ACM.
Xin Yang 0008, Qiong Liu 0003, Chunyuan Liao, Kwang-Ting Cheng, Andreas Girgensohn
ICMR3
2011 A tool for authoring unambiguous links from printed content to digital media
abstract
Embedded Media Markers (EMMs) are nearly transparent icons printed on paper documents that link to associated digital media. By using the document content for retrieval, EMMs are less visually intrusive than barcodes and other glyphs while still providing an indication for the presence of links. An initial implementation demonstrated good overall performance but exposed difficulties in guaranteeing the creation of unambiguous EMMs. We developed an EMM authoring tool that supports the interactive authoring of EMMs via visualizations that show the user which areas on a page may cause recognition errors and automatic feedback that moves the authored EMM away from those areas. The authoring tool and the techniques it relies on have been applied to corpora with different visual characteristics to explore the generality of our approach.
Andreas Girgensohn, Frank M. Shipman III, Lynn Wilcox, Qiong Liu 0003, Chunyuan Liao, Yuichi Oneda
ACM Multimedia5
2010 Pacer: fine-grained interactive paper via camera-touch hybrid gestures on a cell phone
abstract
PACER is a gesture-based interactive paper system that supports fine-grained paper document content manipulation through the touch screen of a cameraphone. Using the phone's camera, PACER links a paper document to its digital version based on visual features. It adopts camera-based phone motion detection for embodied gestures (e.g. marquees, underlines and lassos), with which users can flexibly select and interact with document details (e.g. individual words, symbols and pixels). The touch input is incorporated to facilitate target selection at fine granularity, and to address some limitations of the embodied interaction, such as hand jitter and low input sampling rate. This hybrid interaction is coupled with other techniques such as semi-real time document tracking and loose physical-digital document registration, offering a gesture-based command system. We demonstrate the use of PACER in various scenarios including work-related reading, maps and music score playing. A preliminary user study on the design has produced encouraging user feedback, and suggested future research for better understanding of embodied vs. touch interaction and one vs. two handed interaction.
Chunyuan Liao, Qiong Liu 0003, Bee Liew, Lynn Wilcox
CHI1
2010 Embedded media markers: marks on paper that signify associated media
abstract
Embedded Media Markers, or simply EMMs, are nearly transparent iconic marks printed on paper documents that signify the existence of media associated with that part of the document. EMMs also guide users' camera operations for media retrieval. Users take a picture of an EMM-signified document patch using a cell phone, and the media associated with the EMM-signified document location is displayed on the phone. Unlike bar codes, EMMs are nearly transparent and thus do not interfere with the document appearance. Retrieval of media associated with an EMM is based on image local features of the captured EMM-signified document patch. This paper describes a technique for semi-automatically placing an EMM at a location in a document, in such a way that it encompasses sufficient identification features with minimal disturbance to the original document.
Qiong Liu 0003, Chunyuan Liao, Lynn Wilcox, Anthony Dunnigan, Bee Liew
IUI2
2010 FACT: fine-grained cross-media interaction with documents via a portable hybrid paper-laptop interface
abstract
FACT is an interactive paper system for fine-grained interaction with documents across the boundary between paper and computers. It consists of a small camera-projector unit, a laptop, and ordinary paper documents. With the camera-projector unit pointing to a paper document, the system allows a user to issue pen gestures on the paper document for selecting fine-grained content and applying various digital functions. For example, the user can choose individual words, symbols, figures, and arbitrary regions for keyword search, copy and paste, web search, and remote sharing. FACT thus enables a computer-like user experience on paper. This paper interaction can be integrated with laptop interaction for cross-media manipulations on multiple documents and views. We present the infrastructure, supporting techniques and interaction design, and demonstrate the feasibility via a quantitative experiment. We also propose applications such as document manipulation, map navigation and remote collaboration.
Chunyuan Liao, Qiong Liu 0003, Patrick Chiu, Francine Chen 0001
ACM Multimedia1
2010 Embedded media marker: linking multimedia to paper
abstract
An Embedded Media Marker (EMM) is a transparent mark printed on a paper document that signifies the availability of additional media associated with that part of the document. Users take a picture of the EMM using a camera phone, and the media associated with that part of the document is displayed on the phone. Unlike bar codes, EMMs are nearly transparent and thus do not interfere with the document appearance. Retrieval of media associated with an EMM is based on image features of the document within the EMM boundary. Unlike other feature-based retrieval methods, the EMM clearly indicates to the user the existence and type of media associated with the document location. A semi-automatic authoring tool is used to place an EMM at a location in a document, in such a way that it encompasses sufficient identification features with minimal disturbance to the original document. We will demonstrate how to create an EMM-enhanced document, and how the EMM enables access to the associated media on a cell phone.
Qiong Liu 0003, Chunyuan Liao, Lynn Wilcox, Anthony Dunnigan, Bee Liew
ACM Multimedia2
2009 High accuracy and language independent document retrieval with a Fast Invariant Transform
abstract
This paper presents a tool and a novel Fast Invariant Transform (FIT) algorithm for language independent e-documents access. The tool enables a person to access an e-document through an informal camera capture of a document hardcopy. It can save people from remembering/exploring numerous directories and file names, or even going through many pages/paragraphs in one document. It can also facilitate people's manipulation of a document or people's interactions through documents. Additionally, the algorithm is useful for binding multimedia data to language independent paper documents. Our document recognition algorithm is inspired by the widely known SIFT descriptor [4] but can be computed much more efficiently for both descriptor construction and search. It also uses much less storage space than the SIFT approach. By testing our algorithm with randomly scaled and rotated document pages, we can achieve a 99.73% page recognition rate on the 2188-page ICME06 proceedings and 99.9% page recognition rate on a 504-page Japanese math book [2].
Qiong Liu 0003, Hironori Yano, Don Kimber, Chunyuan Liao, Lynn Wilcox
ICME4
2009 PACER: toward a cameraphone-based paper interface for fine-grained and flexible interaction with documents
abstract
Existing cameraphone-based interactive paper systems fall short of the flexibility of GUIs, partly due to their deficient fine-grained interactions, limited interaction styles and inadequate targeted document types. We present PACER, a platform for applications to interact with document details (e.g. individual words, East Asian characters, math symbols, music notes, and user-specified arbitrary image regions) of generic paper documents through a camera phone. With a see-through phone interface, a user can discover symbol recurrences in a document by pointing the phone's crosshair to a symbol within a printout. The user can also continuously move the phone over a printout for gestures to copy and email an arbitrary region, or play music notes on the printout.
Chunyuan Liao, Qiong Liu 0003
ACM Multimedia1
2008 Papiercraft: A gesture-based command system for interactive paper
abstract
Paper persists as an integral component of active reading and other knowledge-worker tasks because it provides ease of use unmatched by digital alternatives. Paper documents are light to carry, easy to annotate, rapid to navigate, flexible to manipulate, and robust to use in varied environments. Interactions with paper documents create rich webs of annotation, cross reference, and spatial organization. Unfortunately, the resulting webs are confined to the physical world of paper and, as they accumulate, become increasingly difficult to store, search, and access. XLibris [Schilit et al. 1998] and similar systems address these difficulties by simulating paper with tablet PCs. While this approach is promising, it suffers not only from limitations of current tablet computers (e.g., limited screen space) but also from loss of invaluable paper affordances. In this article, we describe PapierCraft, a gesture-based command system that allows users to manipulate digital documents using paper printouts as proxies. Using an Anoto [Anoto 2002] digital pen, users can draw command gestures on paper to tag a paragraph, e-mail a selected area, copy selections to a notepad, or create links to related documents. Upon pen synchronization, PapierCraft executes the commands and presents the results in a digital document viewer. Users can then search the tagged information and navigate the web of annotated digital documents resulting from interactions with the paper proxies. PapierCraft also supports real time interactions across mix-media, for example, letting users copy information from paper to a Tablet PC screen. This article presents the design and implementation of the PapierCraft system and describes user feedback from initial use.
Chunyuan Liao, François Guimbretière, Ken Hinckley, James D. Hollan
ACM Trans. Comput. Hum. Interact.1
2007 POEMS: A Paper Based Meeting Service Management Tool
abstract
This paper proposes POEMS (paper offered environment management service) that can facilitate the activation of various services with a pen and paper based interface. With this tool, meeting participants can control meeting support devices on the same paper that they take notes. Additionally, a meeting participant can also share his/her paper drawings on a selected public display or initiate a collaborative discussion on a selected public display with a page of paper. Compared with traditional interfaces, such as tablet PC or PDA based interfaces, the interface of this tool has much higher resolution and is much cheaper and easier to deploy. The paper interface is also natural to use for ordinary people. With this tool, the screens are automatically started when a pen is pressed on a piece of paper. A presenter can control his/her presentation progress with time-stamped paper taps or drawings. A meeting participant can use the pen to share writing or make annotations on a public display. Users can use the pen to control pointers on public displays. They can use the pen to control a slideshow playback.
Qiong Liu 0003, Xuemin Liu, Chunyuan Liao, Paul McEvoy
ICME4
2007 PaperCP: Exploring the Integration of Physical and Digital Affordances for Active Learning
Chunyuan Liao, François Guimbretière, Richard J. Anderson 0001, Natalie Linnell, Craig Prince, Valentin Razmov
INTERACT (2)1
2006 ButterflyNet: a mobile capture and access system for field biology research
abstract
Through a study of field biology practices, we observed that biology fieldwork generates a wealth of heterogeneous information, requiring substantial labor to coordinate and distill. To manage this data, biologists leverage a diverse set of tools, organizing their effort in paper notebooks. These observations motivated ButterflyNet, a mobile capture and access system that integrates paper notes with digital photographs captured during field research. Through ButterflyNet, the activity of leafing through a notebook expands to browsing all associated digital photos. ButterflyNet also facilitates the transfer of captured content to spreadsheets, enabling biologists to share their work. A first-use study with 14 biologists found this system to offer rich data capture and transformation, in a manner felicitous with current practice.
Ron B. Yeh, Chunyuan Liao, Scott R. Klemmer, François Guimbretière, Brian Lee 0002, Boyko Kakaradov, Jeannie A. Stamberger, Andreas Paepcke
CHI2
2006 Pen-top feedback for paper-based interfaces
abstract
Current paper-based interfaces such as PapierCraft, provide very little feedback and this limits the scope of possible interactions. So far, there has been little systematic exploration of the structure, constraints, and contingencies of feedback-mechanisms in paper-based interaction systems for paper-only environments. We identify three levels of feedback: discovery feedback (e.g., to aid with menu learning), status-indication feedback (e.g., for error detection), and task feedback (e.g., to aid in a search task). Using three modalities (visual, tactile, and auditory) which can be easily implemented on a pen-sized computer, we introduce a conceptual matrix to guide systematic research on pen-top feedback for paper-based interfaces. Using this matrix, we implemented a multimodal pen prototype demonstrating the potential of our approach. We conducted an experiment that confirmed the efficacy of our design in helping users discover a new interface and identify and correct their errors.
Chunyuan Liao, François Guimbretière, Corinna E. Löckenhoff
UIST1
2005 PapierCraft: a command system for interactive paper
abstract
Knowledge workers use paper extensively for document reviewing and note-taking due to its versatility and simplicity of use. As users annotate printed documents and gather notes, they create a rich web of annotations and cross references. Unfortunately, as paper is a static media, this web often gets trapped in the physical world. While several digital solutions such as XLibris [15] and Digital Desk [18] have been proposed, they suffer from a small display size or onerous hardware requirements.To address these limitations, we propose PapierCraft, a gesture-based interface that allows users to manipulate digital documents directly using their printouts as proxies. Using a digital pen, users can annotate a printout or draw command gestures to indicate operations such as copying a document area, pasting an area previously copied, or creating a link. Upon pen synchronization, our infrastructure executes these commands and presents the result in a customized viewer. In this paper we describe the design and implementation of the PapierCraft command system, and report on early user feedback.
Chunyuan Liao, François Guimbretière, Ken Hinckley
UIST1
2004 A tele-robot assistant for remote environment management
abstract
Using a machine to assist remote environment management can save people's time, effort, and traveling cost. This paper proposes a trainable mobile robot system, which allows people to watch a remote site through a set of cameras installed on the robot, drive the platform around, and control remote devices using mouse or pen based gestures performed in video windows. Furthermore, the robot can learn device operations when it is being used by humans. After being used for a while, the robot can automatically select device control interfaces, or launch a pre-defined operation sequence based on its sensory inputs.
Chunyuan Liao, Qiong Liu 0003, Don Kimber, Surapong Lertsithichai
ICME1
2004 A presentation authoring tool for media devices distributed environments
abstract
Many conference rooms are now equipped with multiple multi-media devices, such as plasma displays and surrounding speakers, to enhance presentation quality. However, most existing presentation authoring tools are based on the one-display-and-one-speaker assumption, which makes it difficult to organize and playback a presentation dispatched to multiple devices, thus hinders users from taking full advantage of additional multimedia devices. In this paper, we propose and implement a tool to facilitate authoring and playback of a multi-channel presentation in a media devices distributed environment. The tool, named PreAuthor, provides an intuitive and visual way to author a multi-channel presentation by dragging and dropping "hyper-slides" on corresponding visual representations of various devices. PreAuthor supports "hyper-slide" synchronization among various output devices during preview and playback. It also offers multiple options for the presenter to view the presentation in a rendered image sequence, live video, 3D VRML model, or real environment.
Hangjin Zhang, Qiong Liu 0003, Surapong Lertsithichai, Chunyuan Liao, Don Kimber
ICME4
2004 TrafficView: A Scalable Traffic Monitoring System
abstract
Vehicles are part of people's life in modern society, into which more and more high-tech devices are integrated, and a common platform for inter-vehicle communication is necessary to realize an intelligent transportation system supporting safe driving, dynamic route scheduling, emergency message dissemination, and traffic condition monitoring. TrafficView, which is a part of the e-Road project, defines a framework to disseminate and gather information about the vehicles on the road. Using such a system will provide a vehicle driver with road traffic information, which helps driving in situations such as foggy weather, or finding an optimal route in a trip several miles long. This paper describes the basic design of TrafficView and different algorithms used in the system.
Tamer Nadeem, Sasan Dashtinezhad, Chunyuan Liao, Liviu Iftode
Mobile Data Management3
2003 Multichannel video/audio acquisition for immersive conferencing
abstract
This paper presents an information-driven audiovisual signal acquisition approach. This approach has several advantages: users are encouraged to assist in signal acquisition; available sensors are managed based on both signal characteristics and users' suggestions. The problem formulation is consistent with many well-known empirical approaches widely used in previous systems and may provide analytical explanations to these approaches. We demonstrate the use of this approach to pan/tilt/zoom (PTZ) camera management with field data.
Qiong Liu 0003, Don Kimber, Jonathan Foote, Chunyuan Liao
ICME4
2003 Manipulating and Annotating Slides in a Multi-Display Environment
Patrick Chiu, Qiong Liu 0003, John S. Boreczky, Jonathan Foote, Don Kimber, Surapong Lertsithichai, Chunyuan Liao
INTERACT7
2003 Shared interactive video for teleconferencing
abstract
We present a system that allows remote and local participants to control devices in a meeting environment using mouse or pen based gestures "through" video windows. Unlike state-of-the-art device control interfaces that require interaction with text commands, buttons, or other artificial symbols, our approach allows users to interact with devices through live video of the environment. This naturally extends our video supported pan/tilt/zoom (PTZ) camera control system, by allowing gestures in video windows to control not only PTZ cameras, but also other devices visible in video images. For example, an authorized meeting participant can show a presentation on a screen by dragging the file on a personal laptop and dropping it on the video image of the presentation screen. This paper presents the system architecture, implementation tradeoffs, and various meeting control scenarios.
Chunyuan Liao, Qiong Liu 0003, Don Kimber, Patrick Chiu, Jonathan Foote, Lynn Wilcox
ACM Multimedia1