Demo Data from SIGIR 2026 / reviewers in the wild / expert
Byung-Tae Jang
dblp:82/392
· DBLP profile ↗
6ranked-venue papers
0as first author
0since 2021 · last 2007
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3Applied, interdisciplinary, general and emerging computing · 2Software engineering, systems software and programming languages · 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 |
Rendering · 87% Virtual and augmented reality · 13% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › parallel rendering › distributed rendering
cluster rendering |
0.0 | 1 | 2002 | A synchronization method for real time surround display using clustered systems · ACM Multimedia 2002 |
Rendering › parallel rendering
frame synchronization |
0.0 | 1 | 2002 | A synchronization method for real time surround display using clustered systems · ACM Multimedia 2002 |
Methods — techniques the papers use, named apart from their topics
dual scene graph management · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2007 | Communication Networks for Interoperability and Reliable Service in Substation Automation SystemabstractThe IEC 61850 presents the international standard for communication networks and systems in substations. The standard discusses the detail of the requirements and the architecture of substation automation system as well as data type and format. The IEC 61850 will substitute the traditional hardwired analog communication network using upto- date communication protocols for interoperability and reliable service. Basically all IEDs are connected through TCP/UDP and IP over Ethernet based LAN to exchange data. Thanks to the Ethernet frame, we can deploy any type of advanced communication technology for communication in substation. This paper discusses the technical issues associated with the communication networks integration in detail. We consider the possible topologies in Ethernet architecture with the topic in the discussion of the pros and cons of their architecture, and the required functionality of each network elements in detail. Several data types, e.g., GOOSE, time synchronization, and FTP, which uses different protocol stack, are used in substation system with their own delay requirements. Communication profiles for these services are discussed in this paper. We also present the system configuration, requirements, and architecture of the system. We establish a guideline to build a communication networks in substation automation system based on IEC 61850 and presents the ad-hoc based architecture for survivable substation automation system. Hyo-Sik Yang, Hyun-Soo Jang, Yong-Won Kim, Un-Sig Song, Sangsig Kim, Byung-Tae Jang, Byung-Seok Park |
SERA | 6 |
| 2005 | The development of telematics service platform in web environment
Byung-Tae Jang |
IGARSS | 2 |
| 2005 | A Design of Telematics Application Framework on Ubiquitous Sensor Networks
Eun-Kyu Lee, Min-Soo Kim 0001, Byung-Tae Jang, Myoung-Ho Kim |
W2GIS | 3 |
| 2005 | A scalable VideoGIS system for GPS-guided vehicles
JaeJun Yoo, Byung-Tae Jang, Kyoung-Ho Choi, Jenq-Neng Hwang |
Signal Process. Image Commun. | 3 |
| 2002 | A synchronization method for real time surround display using clustered systemsabstractThis note describes a synchronization method for use of the multichannel display and the associated clustered PC rendering systems, within multi user Virtual Reality online games with real time frame rates. It provides a real time surround game display to render the very complex 3D graphics objects. Our system is composed of Multi-channel Distributor, and Visualization Clients. Visual client system can be connected to multi monitors or projectors. With Multi-channel distributor, an application can be configured, at runtime, to span any number of visuals to makeup a complete surround and to manage the user game event. All visualization clients produced are frame synchronized to ensure visual uniformity. However, tightly synchronized PC cluster may cause a draw back in its rendering speed. So, we propose a dual scene graph management method to adaptively synchronize. One scene graph is conventionally organizes and control the rendering of its constituent objects. And the other is spatially grouping on the geometric objects found at the edge of two adjacent channels between of the clustered PCs and or not. In this paper describes the method of a construction dual-scene graph based clustered rendering system for scalable display in order to generate high-resolution images at real time frame rates. And also we are planning to develop a multi-projector display system which calibrates itself automatically regardless its shape of display surface and which provides a user with a seamless game display. Our results are well suited for surround 3D game displays such as multi-projector or multi-monitor running on a PC cluster. Jeong-Dan Choi, Ki-Jong Byun, Byung-Tae Jang, Chi-Jeong Hwang |
ACM Multimedia | 3 |
| 2002 | Procedural Approach to Generate Real Time Motions of ClothabstractThe deformation of cloth is one of the essential aspects to increase the sense of reality in the area of VR (Virtual Reality) or game programming. In contrast, when a character wearing clothes or hanging a flag moves abruptly and rapidly, it is not easy to express the natural movement of the cloth in a limited time. In this paper, the position-based approximation method that considers the nonlinearity which is a vital feature in the realistic deformation of cloth and responds to the abrupt and frequent external forces as well is proposed. Our method that processes the non-linear deformation properties geometrically can produce a fast and stable cloth animation. In addition, it reflects the physical attributes to the geometrical relation so that the visibly-plausible movement of cloth can be generated. As a result, cloth animation that is stable despite the fast movement of a car and realistic to the external environmental change such as the driving direction of the car or the surface of the road, can be created. Hee-Jung Bae, Kwan Woo Ryu, Byung-Tae Jang |
Shape Modeling International | 3 |