Demo Data from SIGIR 2026 / reviewers in the wild / expert
Sze Lee Teo
dblp:46/4867
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2005
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, 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.
| Artificial intelligence
1 paper |
3D vision · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Personal fabrication and tangible interfaces · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › 3d human reconstruction
human volumetric capture |
0.1 | 1 | 2005 | 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 |
0.1 | 1 | 2005 | Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment · IEEE Trans. Vis. Comput. Graph. 2005 |
Virtual and augmented reality
mixed reality |
0.0 | 1 | 2005 | 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 |
0.0 | 1 | 2005 | 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
multi-camera capture · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2005 | Real-Time 3D Human Capture System for Mixed-Reality Art and EntertainmentabstractA 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. | 5 |
| 2004 | Human Pacman: a mobile, wide-area entertainment system based on physical, social, and ubiquitous computing
Adrian David Cheok, Kok Hwee Goh, Wei Liu 0009, Farzam Farbiz, Siew Wan Fong, Sze Lee Teo, Yu Li 0024, Xubo Yang |
Pers. Ubiquitous Comput. | 6 |