Demo Data from SIGIR 2026 / reviewers in the wild / expert
Masato Agata
dblp:50/1946
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 1998
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 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 · 77% Video understanding and tracking · 23% | |
| Computer graphics and multimedia
1 paper |
Visual content generation and editing · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
camera calibration |
0.0 | 1 | 1998 | Soccer Image Sequence Computed by a Virtual Camera · CVPR 1998 |
Visual content generation and editing
image animation |
0.0 | 1 | 1998 | Soccer Image Sequence Computed by a Virtual Camera · CVPR 1998 |
Computer vision › Video understanding and tracking › multi-object tracking
player tracking |
0.0 | 1 | 1998 | Soccer Image Sequence Computed by a Virtual Camera · CVPR 1998 |
Methods — techniques the papers use, named apart from their topics
computer graphics animation · 0.0camera calibration · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1998 | Soccer Image Sequence Computed by a Virtual CameraabstractTo create a more realistic soccer game derived from TV images, we developed an image synthesis system that generates an image sequence from the viewpoint of a player on the field. This system is based on the camera calibration theory. The system first determines the camera parameters of a TV image by using the intersection points of the white lines drawn on the soccer field. It then extracts players from each image and estimates their positons in the world coordinate system. Finally it applies a running motion to the players in their respective positions and generates computer graphics animation from the viewpoint of any player selected by a user. The system was tested over seven sequences of TV images and demonstrated satisfactory results. Kentaro Matsui, Masaki Iwase, Masato Agata, Toshimitsu Tanaka, Noboru Ohnishi |
CVPR | 3 |