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Wook-Ho Son

dblp:68/1950 · DBLP profile ↗
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3ranked-venue papers
0as first author
1since 2021 · last 2024
0000-0001-7588-9092ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging 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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 84% Multimedia systems and quality of experience · 16%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
3d display
0.212013
Three-Dimensional Imaging for Creating Real-World-Like Environments · Proc. IEEE 2013
Virtual and augmented reality
immersive interaction
0.012013
Three-Dimensional Imaging for Creating Real-World-Like Environments · Proc. IEEE 2013
Virtual and augmented reality › 3d display
viewing zone
0.012013
Three-Dimensional Imaging for Creating Real-World-Like Environments · Proc. IEEE 2013
Multimedia systems and quality of experience
visual comfort
0.012013
Three-Dimensional Imaging for Creating Real-World-Like Environments · Proc. IEEE 2013

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

focusable depth · 0.2continuous parallax · 0.2
YearPublicationVenuePosition
2024 EgoCoord: Self-calibrated Egocentric 3D Body Pose Estimation Using Pixel-Wise Coordinate Encoding
Jong-Bae Lee, Hyoung Lee, Beom-Ryeol Lee, Byung-Gook Lee, Wook-Ho Son
ACCV (2)5
2013 Three-Dimensional Imaging for Creating Real-World-Like Environments
abstract
Three-dimensional imaging is still not in the full commercial stage, but its application is widening due to its capability of creating real-world-like environments. This capability is especially important in realizing reality communication and telepresence operations in medical and unreachable places. For these applications, technologies for interacting with objects in the 3-D image should also be developed. The widespread use of 3-D images is expected in near future, but before that, problems of minimizing physical stresses, especially eye fatigue, should be solved for 3-D imaging. Currently, expected solutions to the problems are electroholography and super multiview methods. These two methods work at different principles, but they both can provide the continuous parallax as in the real-world scenes/objects. Electroholography can also provide focusable depth information to the viewers, though its viewing zone angle is limited. For the super multiview, it is not apparent that it can provide the focusable depth information, but it can provide more comfortable viewing condition than the holography because of its wider viewing zone angle.
Jung-Young Son, Wook-Ho Son, Kwanghoon Lee, Bahram Javidi
Proc. IEEE2
2004 Artifact-Based Human-Computer Interface for the Handicapped
Ki-Hong Kim, Hong-Kee Kim, Wook-Ho Son
ICEC3