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Shang Ping Lee

dblp:07/3167 · DBLP profile ↗
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9ranked-venue papers
4as first author
0since 2021 · last 2011
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-authorHuman-computer interaction and ubiquitous computing · 4 · 3 first-authorArtificial intelligence and machine learning · 1Systems, architecture and hardware · 1Software engineering, systems software and programming languages · 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
5 papers
Wearable and physiological sensing · 48% Haptics and multimodal interaction · 18% Immersive interaction · 18%
Artificial intelligence
2 papers
Robot navigation and mapping · 54% 3D vision · 46%
Computer graphics and multimedia
3 papers
Virtual and augmented reality · 100%

Topics — the 10 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Robot navigation and mapping
localization
0.112011
SLAC: 3D localization of human based on kinetic human movement capture · ICRA 2011
Wearable and physiological sensing
human localization
0.112011
SLAC: 3D localization of human based on kinetic human movement capture · ICRA 2011
Wearable and physiological sensing › motion capture
wearable motion capture
0.112011
SLAC: 3D localization of human based on kinetic human movement capture · ICRA 2011
Immersive interaction
augmented reality interaction
0.112009
Haptic interaction in augmented reality · ACM Multimedia 2009
Haptics and multimodal interaction
haptic interaction
0.112009
Haptic interaction in augmented reality · ACM Multimedia 2009
Computer vision › 3D vision › 3d human reconstruction
human volumetric capture
0.112005
Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment · IEEE Trans. Vis. Comput. Graph. 2005
Computer vision › 3D vision › 3d reconstruction
shape from silhouette
0.112005
Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment · IEEE Trans. Vis. Comput. Graph. 2005
Virtual and augmented reality › augmented reality
augmented reality system
0.012009
Haptic interaction in augmented reality · ACM Multimedia 2009
Virtual and augmented reality
mixed reality
0.012005
Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment · IEEE Trans. Vis. Comput. Graph. 2005
Personal fabrication and tangible interfaces
tangible interaction
0.012005
Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment · IEEE Trans. Vis. Comput. Graph. 2005

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

locomotion phase detection · 0.2human kinematics · 0.2virtual avatar · 0.2haptic rendering · 0.2multi-camera capture · 0.2cybernetics · 0.1
YearPublicationVenuePosition
2011 SLAC: 3D localization of human based on kinetic human movement capture
abstract
This article introduces a method called SLAC (Simultaneous Localization And Capture) to track the spatial location of a human using wearable inertia sensors without additional external assistive global sensing device (e.g., camera, ultrasound, IR, etc.) The method uses multiple wearable inertia sensors to determine the orientation of the body segments and lower limb joint motions. At the same time, based on human kinematics and locomotion phase detection, the spatial position and trajectory of a reference point on the body can be determined. Preliminary experimental study has shown that the position error of SLAC can be controlled stairs within less than 2% error of the total distance travelled for a person to walk around a rectangle on the floor and climb up and down stairs. A benchmark study on the accuracy of SLAC was carried out using the camera-based Motion Analysis® system. The localization data obtained from SLAC tally well with that from the commercial system. The positioning accuracy obtained from SLAC is at least an order of magnitude better than that of GPS. Since the sensors can be worn on the human at any time and any place, this method has no restriction to indoor and outdoor applications and is complimentary to GPS applications.
Qilong Yuan, I-Ming Chen 0001, Shang Ping Lee
ICRA3
2009 Haptic interaction in augmented reality
abstract
In an interactive augmented reality (AR) system, people are, most of the time, immersed in an environment rich of visual and audio feedback. The sense of touch is lacking in most of the AR environment. We present an augmented reality system where people can see life-size virtual human avatar in a real environment, and be able to have a physical haptic interaction with the avatar.
Shang Ping Lee, Tran Cong Thien Qui, Shing Chuan Loy, William Russell Pensyl
ACM Multimedia1
2009 Tiger training in augmented reality
abstract
"Tiger Training" explores the relationship between real and virtual worlds via interaction with virtual animals in immersive mixed reality environments. This interactive, participative installation encourages viewers to "train" virtual animals using hand signals and voice commands. Virtual tigers are not easily "trained" requiring learning appropriate ways to coax responsive actions.
Tran Cong Thien Qui, Shang Ping Lee, Shing Chuan Loy, William Russell Pensyl
ACM Multimedia2
2006 A mobile pet wearable computer and mixed reality system for human-poultry interaction through the internet
Shang Ping Lee, Adrian David Cheok, James Keng Soon Teh, Goh Pae Lyn Debra, Chio Wen Jie, Farzam Farbiz
Pers. Ubiquitous Comput.1
2005 Combining the Real and Cyber worlds using Mixed Reality and Human Centered Media
abstract
This paper outlines new facilities within ubiquitous human media spaces supporting embodied interaction between humans and computation both socially and physically. We believe that the current approach to developing electronic based design environments is fundamentally defective with regard to support for multi-person multi-modal design interactions. In this paper, we present an alternative ubiquitous computing environment based on an integrated design of real and virtual worlds. We implement three different research prototype systems: the Virtual Kyoto Garden, touchy Internet, and the human pacman. The functional capabilities implemented in these systems include spatially-aware 3D navigation, tangible interaction, and ubiquitous human media spaces. Some of its details, benefits, and issues regarding design support are discussed
Adrian David Cheok, Shang Ping Lee, Wei Liu 0009, James Keng Soon Teh
CW2
2005 Mobile Computing with Personal Area Network and Human Power Generation
abstract
For mobile computing system such as wearable computer, one of the most critical hardware issues is the provision of electric power. Various different sources of power for wearable computer have been investigated; however, we are interested only in power that can be generated in-situ, such as human power. This paper describes a novel mean of multiple source human power generation for small wearable electronic devices, and then demonstrates the digital information transfer between wearable computing devices by using human skin as "antenna". There are a wide range of peripheral devices in a mobile computing system, such as sensors and identification memory tags. As the amount of such devices increases in a mobile computing design, there is a need for these devices to communicate efficiently with the central processing unit. Also, it is highly desirable that these devices could be conveniently connected to the wearable computer without many dangling wires. We developed a personal area network (PAN) system which attempts to interconnect such devices, and at the same time uses human body as communication channel. This system is in a way novel because it is totally powered by human motion.
Adrian David Cheok, Man Fung Ho, Eva Yustina, Shang Ping Lee
Int. J. Softw. Eng. Knowl. Eng.4
2005 Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment
abstract
A real-time system for capturing humans in 3D and placing them into a mixed reality environment is presented in this paper. The subject is captured by nine cameras surrounding her. Looking through a head-mounted-display with a camera in front pointing at a marker, the user can see the 3D image of this subject overlaid onto a mixed reality scene. The 3D images of the subject viewed from this viewpoint are constructed using a robust and fast shape-from-silhouette algorithm. The paper also presents several techniques to produce good quality and speed up the whole system. The frame rate of our system is around 25 fps using only standard Intel processor-based personal computers. Besides a remote live 3D conferencing and collaborating system, we also describe an application of the system in art and entertainment, named Magic Land, which is a mixed reality environment where captured avatars of human and 3D computer generated virtual animations can form an interactive story and play with each other. This system demonstrates many technologies in human computer interaction: mixed reality, tangible interaction, and 3D communication. The result of the user study not only emphasizes the benefits, but also addresses some issues of these technologies.
Ta Huynh Duy Nguyen, Tran Cong Thien Qui, Ke Xu 0004, Adrian David Cheok, Sze Lee Teo, Zhiying Zhou, Asitha Mallawaarachchi, Shang Ping Lee, Wei Liu 0009, Hui Siang Teo, Le Nam Thang, Yu Li 0024, Hirokazu Kato 0001
IEEE Trans. Vis. Comput. Graph.8
2004 A Human-Pet Interactive Entertainment System over the Internet
Shang Ping Lee, Farzam Farbiz, Adrian David Cheok
ICEC1
2003 Touchy.Internet: a cybernetics system for human-pet interaction through the Internet
abstract
No abstract available.
Shang Ping Lee, Farzam Farbiz, Adrian David Cheok
SIGGRAPH1