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Jaepung An

dblp:218/9531 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2019
0009-0006-4212-2155ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-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% Collaborative and social computing · 50%

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

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality
0.412019
On Sharing Physical Geometric Space between Augmented and Virtual Reality Environments · VR 2019
Collaborative and social computing
co-located collaboration
0.412019
On Sharing Physical Geometric Space between Augmented and Virtual Reality Environments · VR 2019
Collaborative and social computing › shared spaces
shared physical space
0.412019
On Sharing Physical Geometric Space between Augmented and Virtual Reality Environments · VR 2019
Immersive interaction
virtual reality
0.412019
On Sharing Physical Geometric Space between Augmented and Virtual Reality Environments · VR 2019

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

tracking board · 0.4geometric transformation · 0.4
YearPublicationVenuePosition
2019 On Sharing Physical Geometric Space between Augmented and Virtual Reality Environments
abstract
Despite the expected synergistic effects, augmented and virtual reality (AR and VR, respectively) technologies still tend to be discrete entities. In this paper, we describe our effort to enable both AR and VR users to share the same physical geometric space. The geometric transformation between two world spaces, defined separately by AR and VR systems, are estimated using a specially designed tracking board. Once initially obtained, the transformation will allow users to collaborate with each other within an integrated physical environment while making the best use of both AR and VR technologies.
Wooyoung Chun, Gyujin Choi, Jaepung An, Woong Seo, Sanghun Park, Insung Ihm
VR3
2019 Construction of a flexible and scalable 4D light field camera array using Raspberry Pi clusters
Jaepung An, Sanghun Park, Insung Ihm
Vis. Comput.1
2018 Tracking an RGB-D Camera on Mobile Devices Using an Improved Frame-to-Frame Pose Estimation Method
abstract
The simple frame-to-frame tracking used for dense visual odometry is computationally efficient, but regarded as rather numerically unstable, easily entailing a rapid accumulation of pose estimation errors. In this paper, we show that a cost-efficient extension of the frame-to-frame tracking can significantly improve the accuracy of estimated camera poses. In particular, we propose to use a multi-level pose error correction scheme in which the camera poses are reestimated only when necessary against a few adaptively selected reference frames. Unlike the recent successful camera tracking methods that mostly rely on the extra computing time and/or memory space for performing global pose optimization and/or keeping accumulated models, the extended frame-to-frame tracking requires to keep only a few recent frames to improve the accuracy. Thus, the resulting visual odometry scheme is lightweight in terms of both time and space complexity, offering a compact implementation on mobile devices, which do not still have sufficient computing power to run such complicated methods.
Jaepung An, Jiman Jeong, Insung Ihm
WACV1