Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Jenna Kang

dblp:376/0964 · DBLP profile ↗
← Back
3ranked-venue papers
2as first author
3since 2021 · last 2026
0009-0006-0544-5182ORCID · 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-author · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 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.

Human-computer interaction and pervasive computing
1 paper
Usability and user experience research · 44% Wearable and physiological sensing · 44% Games and playful interaction · 13%
Computer graphics and multimedia
1 paper
Multimedia systems and quality of experience · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Multimedia systems and quality of experience
video quality assessment
0.912025
Performance Analysis of Catch-Up Eye Movements in Visual Tracking · SIGGRAPH Asia 2025
Wearable and physiological sensing › eye tracking
eye movement analysis
0.912025
Performance Analysis of Catch-Up Eye Movements in Visual Tracking · SIGGRAPH Asia 2025
Usability and user experience research
user performance
0.912025
Performance Analysis of Catch-Up Eye Movements in Visual Tracking · SIGGRAPH Asia 2025
Games and playful interaction › game design
game difficulty
0.312025
Performance Analysis of Catch-Up Eye Movements in Visual Tracking · SIGGRAPH Asia 2025

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

behavioral analysis · 1.7human-subject study · 0.9human subject study · 0.9
YearPublicationVenuePosition
2026 GeneVA: A Dataset of Human Annotations for Generative Text to Video Artifacts
abstract
Video generated by the current state-of-the-art generative models contain undesirable artifacts. We introduce GeneVA, the first large-scale dataset of human-annotated artifact bounding boxes in AI-generated videos. The dataset consists of 16,356 AI-generated videos, each labeled by a human annotator with per-frame artifact bounding boxes, their labels and descriptions, and video quality ratings. A custom data collection pipeline was developed in Prolific, and a novel taxonomy for spatio-temporal artifacts present in AI-generated videos was defined. The videos were from the VidProM [41] dataset, with text prompts from this dataset then used to generate an additional subset of videos using Sora. We trained an artifact detector and caption generator using a pre-trained image-based model, and a custom temporal fusion module. The dataset can be found at https://www.immersivecomputinglab.org/publication/geneva. We hope that datasets like GeneVA will encourage improvements in artifact detection in AI-generated video towards applications such as deepfake detection.
Jenna Kang, Maria Beatriz Silva, Patsorn Sangkloy, Kenneth Chen, Niall L. Williams, Qi Sun 0003
WACV1
2026 Perceptually Guided 3DGS Streaming and Rendering for Mixed Reality
abstract
Recent breakthroughs in radiance fields, particularly 3D Gaussian Splatting (3DGS), have unlocked real-time, high-quality rendering of complex environments, enabling a wide range of applications. However, the stringent requirements of mixed reality (MR) rendering, such as rapid refresh rates, high-resolution stereo viewing, and constrained computing budgets, remain out of reach for current 3DGS techniques. Nevertheless, the wide field-of-view design of MR displays, which mimics human vision, presents a unique opportunity to exploit human visual system’s own perceptual limitations to reduce computational overhead while not compromising user-perceived rendering quality.To this end, we propose a perception-guided, continuous level-of-detail (LOD) framework for 3DGS that maximizes perceived quality under given compute resources. We distill a visual quality metric, which encodes the spatial, temporal, and peripheral characteristics of human visual perception, into a lightweight, gaze-contingent model that predicts and adaptively modulates rendering LOD across the visual field based on each region’s contributions to perceptual quality. This budget-driven LOD modulation, guided by both scene content and gaze behavior, enables significant computation reduction with minimal loss in perceived quality. To support low-power, untethered MR setups, we design an edge-cloud collaborative rendering framework to partially offload computation to the cloud, further reducing overhead on the edge MR devices. Objective metrics and MR user study evidence that, compared to vanilla and foveated LOD baselines, our method achieves superior trade-offs between computational efficiency and user-perceived visual quality.
Sai Harsha Mupparaju, Kenneth Chen, Jenna Kang, Maito Omori, Kazuyuki Arimatsu, Qi Sun 0003
WACV4
2025 Performance Analysis of Catch-Up Eye Movements in Visual Tracking
abstract
In graphics applications featuring dynamically moving visual targets – such as film and gaming – we have to rotate our eyes to follow objects as they move across the screen. Because target motion is often unpredictable and ever-changing, we must rapidly respond to motion cues and adjust eye movements to maintain the target within the fovea, a process known as catch-up. This catch-up behavior reflects how efficiently the eyes react to and compensate for sudden changes in motion, making it a critical indicator for both task performance and the overall visual experience. In this work, we study and measure the eye catch-up performance during visual tracking. In particular, we present a behavioral analysis that predicts users’ reaction latency to abrupt target motion based on target visibility. Our numerical analysis and human subject studies evidence the effectiveness and generalizability. We further show how the catch-up metric can be applied to evaluate video quality, adjust game difficulty, and optimize display configurations for enhanced user performance. We envision this research to create a computational link between human perception and behavioral performance in dynamic graphics contexts.
Jenna Kang, Budmonde Duinkharjav, Niall L. Williams, Qi Sun 0003
SIGGRAPH Asia1