Demo Data from SIGIR 2026 / reviewers in the wild / expert
Jose Pascoal
dblp:01/1472
· DBLP profile ↗
3ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 first-authorSystems, architecture and hardware · 1 · 1 first-authorGraphics, 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 |
Immersive interaction · 50% Interaction techniques and input · 50% | |
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 100% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › augmented reality
mobile augmented reality |
0.5 | 2 | 2020 | Depth from motion for smartphone AR · ACM Trans. Graph. 2018 DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented Reality · UIST 2020 |
Immersive interaction
augmented reality interaction |
0.4 | 1 | 2020 | DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented Reality · UIST 2020 |
Interaction techniques and input › sensor-based interaction
depth camera-based interaction |
0.4 | 1 | 2020 | DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented Reality · UIST 2020 |
Computer vision › 3D vision › depth estimation
monocular depth estimation |
0.3 | 1 | 2018 | Depth from motion for smartphone AR · ACM Trans. Graph. 2018 |
Virtual and augmented reality › tracking
6DOF tracking |
0.3 | 1 | 2018 | Depth from motion for smartphone AR · ACM Trans. Graph. 2018 |
Methods — techniques the papers use, named apart from their topics
physics-based collision · 0.9geometry-aware rendering · 0.9depth map processing · 0.9visual-inertial odometry · 0.7monocular depth computation · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented RealityabstractMobile devices with passive depth sensing capabilities are ubiquitous, and recently active depth sensors have become available on some tablets and AR/VR devices. Although real-time depth data is accessible, its rich value to mainstream AR applications has been sorely under-explored. Adoption of depth-based UX has been impeded by the complexity of performing even simple operations with raw depth data, such as detecting intersections or constructing meshes. In this paper, we introduce DepthLab, a software library that encapsulates a variety of depth-based UI/UX paradigms, including geometry-aware rendering (occlusion, shadows), surface interaction behaviors (physics-based collisions, avatar path planning), and visual effects (relighting, 3D-anchored focus and aperture effects). We break down the usage of depth into localized depth, surface depth, and dense depth, and describe our real-time algorithms for interaction and rendering tasks. We present the design process, system, and components of DepthLab to streamline and centralize the development of interactive depth features. We have open-sourced our software at https://github.com/googlesamples/arcore-depth-lab to external developers, conducted performance evaluation, and discussed how DepthLab can accelerate the workflow of mobile AR designers and developers. With DepthLab we aim to help mobile developers to effortlessly integrate depth into their AR experiences and amplify the expression of their creative vision. Ruofei Du, Eric Turner 0001, Maksym Dzitsiuk, Luca Prasso, Ivo Duarte, Jason Dourgarian, João Afonso, Jose Pascoal, Josh Gladstone, Nuno Cruces, Shahram Izadi, Adarsh Kowdle, Konstantine Tsotsos, David Kim 0002 |
UIST | 8 |
| 2018 | Depth from motion for smartphone ARabstractAugmented reality (AR) for smartphones has matured from a technology for earlier adopters, available only on select high-end phones, to one that is truly available to the general public. One of the key breakthroughs has been in low-compute methods for six degree of freedom (6DoF) tracking on phones using only the existing hardware (camera and inertial sensors). 6DoF tracking is the cornerstone of smartphone AR allowing virtual content to be precisely locked on top of the real world. However, to really give users the impression of believable AR, one requires mobile depth. Without depth, even simple effects such as a virtual object being correctly occluded by the real-world is impossible. However, requiring a mobile depth sensor would severely restrict the access to such features. In this article, we provide a novel pipeline for mobile depth that supports a wide array of mobile phones, and uses only the existing monocular color sensor. Through several technical contributions, we provide the ability to compute low latency dense depth maps using only a single CPU core of a wide range of (medium-high) mobile phones. We demonstrate the capabilities of our approach on high-level AR applications including real-time navigation and shopping. Julien P. C. Valentin, Adarsh Kowdle, Jonathan T. Barron, Neal Wadhwa, Maksym Dzitsiuk, Michael Schoenberg, Ambrus Csaszar, Eric Turner 0001, Ivan Dryanovski, João Afonso, Jose Pascoal, Konstantine Tsotsos, Mira Leung, Mirko Schmidt, Onur G. Guleryuz, Sameh Khamis, Vladimir Tankovich, Sean Ryan Fanello, Shahram Izadi, Christoph Rhemann |
ACM Trans. Graph. | 12 |
| 2008 | Assessment of Laser Range Finders in risky environmentsabstractThis paper characterizes four commercial laser range finders (LRF) while operating under adverse conditions, namely: low visibility, and multiple types of target surfaces, including different optical properties, angles and radiant surfaces. The study considered two scanning LRF commonly used in mobile robotics: the Sick LMS200 and the Hokuyo URG-04LX, and two industrial punctual LRFs: the IFM Efector O1D100 and the Sick DT60. Based on the results obtained, a set of conclusions and recommendations are taken considering the utilization of LRF in mobile robots operating in risky and adverse environments, like firefighting applications. Jose Pascoal, Lino Marques, Aníbal T. de Almeida |
IROS | 1 |