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Weikai Li 0001

dblp:157/3533-1 · DBLP profile ↗
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4ranked-venue papers
0as first author
0since 2021 · last 2017
0000-0002-5801-9500ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2Computer networks · 1Databases, data management, data science and information retrieval · 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
3 papers
Immersive interaction · 30% Collaborative and social computing · 26% Interaction techniques and input · 23%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality interaction
0.522017
Ubii: Physical World Interaction Through Augmented Reality · IEEE Trans. Mob. Comput. 2017
Ubii: Towards Seamless Interaction between Digital and Physical Worlds · ACM Multimedia 2015
Ubiquitous computing and smart environments
smart devices
0.312017
Ubii: Physical World Interaction Through Augmented Reality · IEEE Trans. Mob. Comput. 2017
Collaborative and social computing
crowdsourcing
0.212015
Hear the Whole Story: Towards the Diversity of Opinion in Crowdsourcing Markets · Proc. VLDB Endow. 2015
Interaction techniques and input › mobile interaction
wearable device interaction
0.212015
Ubii: Towards Seamless Interaction between Digital and Physical Worlds · ACM Multimedia 2015
Collaborative and social computing › crowdsourcing
worker selection
0.212015
Hear the Whole Story: Towards the Diversity of Opinion in Crowdsourcing Markets · Proc. VLDB Endow. 2015
Interaction techniques and input
gesture input
0.112017
Ubii: Physical World Interaction Through Augmented Reality · IEEE Trans. Mob. Comput. 2017
Interaction techniques and input › gesture input
hand gestures
0.112017
Ubii: Physical World Interaction Through Augmented Reality · IEEE Trans. Mob. Comput. 2017
Personal fabrication and tangible interfaces
physical-digital interaction
0.112015
Ubii: Towards Seamless Interaction between Digital and Physical Worlds · ACM Multimedia 2015

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

task-driven modeling · 0.4similarity-driven modeling · 0.4image processing · 0.3computation offloading · 0.3wearable device · 0.2augmented reality · 0.2
YearPublicationVenuePosition
2017 Ubii: Physical World Interaction Through Augmented Reality
abstract
We describe a new set of interaction techniques that allow users to interact with physical objects through augmented reality (AR). Previously, to operate a smart device, physical touch is generally needed and a graphical interface is normally involved. These become limitations and prevent the user from operating a device out of reach or operating multiple devices at once. Ubii (Ubiquitous interface and interaction) is an integrated interface system that connects a network of smart devices together, and allows users to interact with the physical objects using hand gestures. The user wears a smart glass which displays the user interface in an augmented reality view. Hand gestures are captured by the smart glass, and upon recognizing the right gesture input, Ubii will communicate with the connected smart devices to complete the designated operations. Ubii supports common inter-device operations such as file transfer, printing, projecting, as well as device pairing. To improve the overall performance of the system, we implement computation offloading to perform the image processing computation. Our user test shows that Ubii is easy to use and more intuitive than traditional user interfaces. Ubii shortens the operation time on various tasks involving operating physical devices. The novel interaction paradigm attains a seamless interaction between the physical and digital worlds.
Sikun Lin, Hao Fei Cheng, Weikai Li 0001, Zhanpeng Huang, Pan Hui 0001, Christoph Peylo
IEEE Trans. Mob. Comput.3
2015 Ubii: Towards Seamless Interaction between Digital and Physical Worlds
abstract
We present Ubii (Ubiquitous interface and interaction), an interface system that aims to expand people's perception and interaction from the digital space to the physical world. The centralized user interface is broken into pieces woven in the domain environment. Augmented user interface is paired to the physical objects, where physical and digital presentations are displayed in the same context. The augmented interface and physical affordance respond as one control to provide seamless interaction. By connecting digital interface with physical objects, the system presents a nearby embodiment to afford users sense of awareness to interact with domain objects. Integrated on wearable devices as Google Glass, a less intrusive and more convenient interaction is afforded. Our research illustrates the great potential of direct mapping of interaction between digital interfaces and physical affordance by converging wearable devices and augmented reality (AR) technology.
Zhanpeng Huang, Weikai Li 0001, Pan Hui 0001
ACM Multimedia2
2015 Reducing numerical dissipation in smoke simulation
Zhanpeng Huang, Ladislav Kavan, Weikai Li 0001, Pan Hui 0001, Guanghong Gong
Graph. Model.3
2015 Hear the Whole Story: Towards the Diversity of Opinion in Crowdsourcing Markets
abstract
The recent surge in popularity of crowdsourcing has brought with it a new opportunity for engaging human intelligence in the process of data analysis. Crowdsourcing provides a fundamental mechanism for enabling online workers to participate in tasks that are either too difficult to be solved solely by a computer or too expensive to employ experts to perform. In the field of social science, four elements are required to form a wise crowd - Diversity of Opinion, Independence, Decentralization and Aggregation. However, while the other three elements are already studied and implemented in current crowdsourcing platforms, the 'Diversity of Opinion' has not been functionally enabled. In this paper, we address the algorithmic optimizations towards the diversity of opinion of crowdsourcing marketplaces. From a computational perspective, in order to build a wise crowd, we need to quantitatively modeling the diversity, and take it into consideration for constructing the crowd. In a crowdsourcing marketplace, we usually encounter two basic paradigms for worker selection: building a crowd to wait for tasks to come and selecting workers for a given task. Therefore, we propose our Similarity-driven Model (S-Model) and Task-driven Model (T-Model) for both of the paradigms. Under both of the models, we propose efficient and effective algorithms to enlist a budgeted number of workers, which have the optimal diversity. We have verified our solutions with extensive experiments on both synthetic datasets and real data sets.
Lei Chen 0002, Pan Hui 0001, Chen Zhang 0013, Weikai Li 0001
Proc. VLDB Endow.5