Demo Data from VLDB 2026 / reviewers in the wild / expert
Gunnar A. Sigurdsson
dblp:179/2347
· DBLP profile ↗
13ranked-venue papers
8as first author
6since 2021 · last 2024
0000-0001-8967-7322ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 11 · 7 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 6 first-author · 1 since 2021Systems, architecture and hardware · 2 · 1 first-author · 2 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author
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
11 papers |
Robot navigation and mapping · 31% Video understanding and tracking · 27% Generative modeling · 15% | |
| Computer graphics and multimedia
2 papers |
Audio and music processing · 64% Visual content generation and editing · 36% |
Topics — the 27 heaviest of 28, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Generative modeling › video generation
controllable video generation |
0.8 | 1 | 2024 | Zero-Shot Controllable Image-to-Video Animation via Motion Decomposition · ACM Multimedia 2024 |
Machine learning › Generative modeling
diffusion model |
0.8 | 1 | 2024 | Zero-Shot Controllable Image-to-Video Animation via Motion Decomposition · ACM Multimedia 2024 |
Machine learning › Reinforcement learning
human-in-the-loop reinforcement learning |
0.8 | 1 | 2024 | Decision Making for Human-in-the-loop Robotic Agents via Uncertainty-Aware Reinforcement Learning · ICRA 2024 |
Visual content generation and editing
video generation |
0.8 | 1 | 2024 | Zero-Shot Controllable Image-to-Video Animation via Motion Decomposition · ACM Multimedia 2024 |
Robotics › Robot navigation and mapping › SLAM
3d mapping |
0.7 | 1 | 2023 | A Simple Approach for Visual Room Rearrangement: 3D Mapping and Semantic Search · ICLR 2023 |
Robotics › Robot navigation and mapping
semantic mapping |
0.7 | 1 | 2023 | A Simple Approach for Visual Room Rearrangement: 3D Mapping and Semantic Search · ICLR 2023 |
Audio and music processing › music generation
melody-to-lyrics generation |
0.7 | 1 | 2023 | Unsupervised Melody-to-Lyrics Generation · ACL (1) 2023 |
Audio and music processing
music generation |
0.7 | 1 | 2023 | Unsupervised Melody-to-Lyrics Generation · ACL (1) 2023 |
Computer vision › Video understanding and tracking
action recognition |
0.6 | 2 | 2018 | Actor and Observer: Joint Modeling of First and Third-Person Videos · CVPR 2018 Asynchronous Temporal Fields for Action Recognition · CVPR 2017 |
Robotics › Robot navigation and mapping › visual navigation
image-goal navigation |
0.6 | 1 | 2022 | SSL Enables Learning from Sparse Rewards in Image-Goal Navigation · ICML 2022 |
Robotics › Robot navigation and mapping › learning-based navigation
self-supervised navigation |
0.6 | 1 | 2022 | SSL Enables Learning from Sparse Rewards in Image-Goal Navigation · ICML 2022 |
Machine learning › Reinforcement learning
sparse reward |
0.6 | 1 | 2022 | SSL Enables Learning from Sparse Rewards in Image-Goal Navigation · ICML 2022 |
Natural language and speech › Machine translation › bilingual lexicon induction
unsupervised word translation |
0.4 | 1 | 2020 | Visual Grounding in Video for Unsupervised Word Translation · CVPR 2020 |
Computer vision › Vision and language
visual grounding |
0.4 | 1 | 2020 | Visual Grounding in Video for Unsupervised Word Translation · CVPR 2020 |
Computer vision › Video understanding and tracking › action recognition › human action recognition
egocentric action recognition |
0.3 | 1 | 2018 | Actor and Observer: Joint Modeling of First and Third-Person Videos · CVPR 2018 |
Computer vision › Video understanding and tracking › action recognition › robust action recognition
view-invariant action recognition |
0.3 | 1 | 2018 | Actor and Observer: Joint Modeling of First and Third-Person Videos · CVPR 2018 |
Computer vision › Video understanding and tracking › video analytics › behavior analysis › human behavior analysis
human activity understanding |
0.3 | 1 | 2017 | What Actions are Needed for Understanding Human Actions in Videos? · ICCV 2017 |
Computer vision › Video understanding and tracking › deep video understanding › video reasoning
temporal action reasoning |
0.3 | 1 | 2017 | Asynchronous Temporal Fields for Action Recognition · CVPR 2017 |
Computer vision › Video understanding and tracking › temporal modeling
temporal structure modeling |
0.3 | 1 | 2017 | Asynchronous Temporal Fields for Action Recognition · CVPR 2017 |
Computer vision › Video understanding and tracking
activity understanding |
0.2 | 1 | 2016 | Hollywood in Homes: Crowdsourcing Data Collection for Activity Understanding · ECCV (1) 2016 |
Computer vision › Vision and language › vision-language generation
visual storytelling |
0.2 | 1 | 2016 | Learning Visual Storylines with Skipping Recurrent Neural Networks · ECCV (5) 2016 |
Robotics › Robot navigation and mapping › mobile robot navigation
navigation under uncertainty |
0.2 | 1 | 2024 | Decision Making for Human-in-the-loop Robotic Agents via Uncertainty-Aware Reinforcement Learning · ICRA 2024 |
Robotics › Robot navigation and mapping
embodied navigation |
0.2 | 1 | 2023 | A Simple Approach for Visual Room Rearrangement: 3D Mapping and Semantic Search · ICLR 2023 |
Natural language and speech › Language models and text generation
text generation |
0.2 | 1 | 2023 | Unsupervised Melody-to-Lyrics Generation · ACL (1) 2023 |
Robotics › Robot navigation and mapping
visual navigation |
0.2 | 1 | 2022 | SSL Enables Learning from Sparse Rewards in Image-Goal Navigation · ICML 2022 |
Machine learning › Deep learning architectures and training
recurrent neural network |
0.1 | 1 | 2016 | Learning Visual Storylines with Skipping Recurrent Neural Networks · ECCV (5) 2016 |
Collaborative and social computing
crowdsourcing |
0.1 | 1 | 2016 | Hollywood in Homes: Crowdsourcing Data Collection for Activity Understanding · ECCV (1) 2016 |
Methods — techniques the papers use, named apart from their topics
task decomposition · 1.5spatio-temporal masking · 1.5diffusion model · 1.5unsupervised generation · 1.3return variance estimation · 0.8reinforcement learning · 0.8bellman recursion · 0.8semantic search · 0.73d mapping · 0.7self-supervised learning · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Decision Making for Human-in-the-loop Robotic Agents via Uncertainty-Aware Reinforcement LearningabstractIn a Human-in-the-Loop paradigm, a robotic agent is able to act mostly autonomously in solving a task, but can request help from an external expert when needed. However, knowing when to request such assistance is critical: too few requests can lead to the robot making mistakes, but too many requests can overload the expert. In this paper, we present a Reinforcement Learning based approach to this problem, where a semi-autonomous agent asks for external assistance when it has low confidence in the eventual success of the task. The confidence level is computed by estimating the variance of the return from the current state. We show that this estimate can be iteratively improved during training using a Bellman-like recursion. On discrete navigation problems with both fully-and partially-observable state information, we show that our method makes effective use of a limited budget of expert calls at run-time, despite having no access to the expert at training time. Siddharth Singi, Zhanpeng He, Alvin Pan, Sandip Patel, Gunnar A. Sigurdsson, Robinson Piramuthu, Shuran Song, Matei T. Ciocarlie |
ICRA | 5 |
| 2024 | Zero-Shot Controllable Image-to-Video Animation via Motion DecompositionabstractIn this paper, we introduce a new challenging task called Zero-Shot Controllable Image-to-Video Animation, where the goal is to animate an image based on motion trajectories defined by the user, without fine-tuning the base model. Primary challenges include maintaining consistency of background, consistency of object in motion, faithfulness to the user-defined trajectory, and quality of motion animation. We also introduce a novel approach for this task, leveraging diffusion models called Img2VidAnim-Zero (IVA0). IVA0 tackles our controllable Image-to-Video (I2V) task by decomposing it into two subtasks: 'out-of-place' and 'in-place' motion animation. Due to this decomposition, IVA0 can leverage existing work on layout-conditioned image generation for out-of-place motion generation, and existing text-conditioned video generation methods for in-place motion animation, thus facilitating zero-shot generation. Our model also addresses key challenges for controllable animation, such as Layout Conditioning via Spatio-Temporal Masking to incorporate user guidance and Motion Afterimage Suppression (MAS) scheme to reduce object ghosting during out-of-place animation. Finally, we design a novel controllable I2V benchmark featuring diverse local- and global-level metrics. Results show IVA0 as a new state-of-the-art, establishing a new standard for the zero-shot controllable I2V task. Our method highlights the simplicity and effectiveness of task decomposition and modularization for this novel task for future studies. Our code and visualizations are available at https://img2vidanim-0.github.io/ Shoubin Yu, Jacob Zhiyuan Fang, Gunnar A. Sigurdsson, Vicente Ordonez, Robinson Piramuthu, Mohit Bansal |
ACM Multimedia | 4 |
| 2023 | Unsupervised Melody-to-Lyrics GenerationabstractYufei Tian, Anjali Narayan-Chen, Shereen Oraby, Alessandra Cervone, Gunnar Sigurdsson, Chenyang Tao, Wenbo Zhao, Tagyoung Chung, Jing Huang, Nanyun Peng. Proceedings of the 61st Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2023. Yufei Tian, Anjali Narayan-Chen, Shereen Oraby, Alessandra Cervone, Gunnar A. Sigurdsson, Chenyang Tao, Wenbo Zhao 0006, Tagyoung Chung, Jing Huang 0020, Nanyun Peng 0001 |
ACL (1) | 5 |
| 2023 | A Simple Approach for Visual Room Rearrangement: 3D Mapping and Semantic Search
Brandon Trabucco, Gunnar A. Sigurdsson, Robinson Piramuthu, Gaurav S. Sukhatme, Ruslan Salakhutdinov |
ICLR | 2 |
| 2023 | RREx-BoT: Remote Referring Expressions with a Bag of TricksabstractHousehold robots operate in the same space for years. Such robots incrementally build dynamic maps that can be used for tasks requiring remote object localization. However, benchmarks in robot learning often test generalization through inference on tasks in unobserved environments. In an observed environment, locating an object is reduced to choosing from among all object proposals in the environment, which may number in the 100,000s. Armed with this intuition, using only a generic vision-language scoring model with minor modifications for 3d encoding and operating in an embodied environment, we demonstrate an absolute performance gain of 9.84% on remote object grounding above state of the art models for REVERIE and of 5.04% on FAO. When allowed to pre-explore an environment, we also exceed the previous state of the art pre-exploration method on REVERIE. Additionally, we demonstrate our model on a real-world TurtleBot platform, highlighting the simplicity and usefulness of the approach. Our analysis outlines a “bag of tricks” essential for accomplishing this task, from utilizing 3d coordinates and context, to gener-alizing vision-language models to large 3d search spaces. Gunnar A. Sigurdsson, Jesse Thomason, Gaurav S. Sukhatme, Robinson Piramuthu |
IROS | 1 |
| 2022 | SSL Enables Learning from Sparse Rewards in Image-Goal Navigation
Arjun Majumdar, Gunnar A. Sigurdsson, Robinson Piramuthu, Jesse Thomason, Dhruv Batra, Gaurav S. Sukhatme |
ICML | 2 |
| 2020 | Visual Grounding in Video for Unsupervised Word TranslationabstractThere are thousands of actively spoken languages on Earth, but a single visual world. Grounding in this visual world has the potential to bridge the gap between all these languages. Our goal is to use visual grounding to improve unsupervised word mapping between languages. The key idea is to establish a common visual representation between two languages by learning embeddings from unpaired instructional videos narrated in the native language. Given this shared embedding we demonstrate that (i) we can map words between the languages, particularly the 'visual' words; (ii) that the shared embedding provides a good initialization for existing unsupervised text-based word translation techniques, forming the basis for our proposed hybrid visual-text mapping algorithm, MUVE; and (iii) our approach achieves superior performance by addressing the shortcomings of text-based methods -- it is more robust, handles datasets with less commonality, and is applicable to low-resource languages. We apply these methods to translate words from English to French, Korean, and Japanese -- all without any parallel corpora and simply by watching many videos of people speaking while doing things. Gunnar A. Sigurdsson, Jean-Baptiste Alayrac, Aida Nematzadeh, Lucas Smaira, Mateusz Malinowski, João Carreira 0001, Phil Blunsom, Andrew Zisserman |
CVPR | 1 |
| 2018 | Actor and Observer: Joint Modeling of First and Third-Person VideosabstractSeveral theories in cognitive neuroscience suggest that when people interact with the world, or simulate interactions, they do so from a first-person egocentric perspective, and seamlessly transfer knowledge between third-person (observer) and first-person (actor). Despite this, learning such models for human action recognition has not been achievable due to the lack of data. This paper takes a step in this direction, with the introduction of Charades-Ego, a large-scale dataset of paired first-person and third-person videos, involving 112 people, with 4000 paired videos. This enables learning the link between the two, actor and observer perspectives. Thereby, we address one of the biggest bottlenecks facing egocentric vision research, providing a link from first-person to the abundant third-person data on the web. We use this data to learn a joint representation of first and third-person videos, with only weak supervision, and show its effectiveness for transferring knowledge from the third-person to the first-person domain. Gunnar A. Sigurdsson, Abhinav Gupta 0001, Cordelia Schmid, Ali Farhadi, Karteek Alahari |
CVPR | 1 |
| 2017 | Asynchronous Temporal Fields for Action RecognitionabstractActions are more than just movements and trajectories: we cook to eat and we hold a cup to drink from it. A thorough understanding of videos requires going beyond appearance modeling and necessitates reasoning about the sequence of activities, as well as the higher-level constructs such as intentions. But how do we model and reason about these? We propose a fully-connected temporal CRF model for reasoning over various aspects of activities that includes objects, actions, and intentions, where the potentials are predicted by a deep network. End-to-end training of such structured models is a challenging endeavor: For inference and learning we need to construct mini-batches consisting of whole videos, leading to mini-batches with only a few videos. This causes high-correlation between data points leading to breakdown of the backprop algorithm. To address this challenge, we present an asynchronous variational inference method that allows efficient end-to-end training. Our method achieves a classification mAP of 22.4% on the Charades [42] benchmark, outperforming the state-of-the-art (17.2% mAP), and offers equal gains on the task of temporal localization. Gunnar A. Sigurdsson, Santosh Kumar Divvala, Ali Farhadi, Abhinav Gupta 0001 |
CVPR | 1 |
| 2017 | What Actions are Needed for Understanding Human Actions in Videos?abstractWhat is the right way to reason about human activities? What directions forward are most promising? In this work, we analyze the current state of human activity understanding in videos. The goal of this paper is to examine datasets, evaluation metrics, algorithms, and potential future directions. We look at the qualitative attributes that define activities such as pose variability, brevity, and density. The experiments consider multiple state-of-the-art algorithms and multiple datasets. The results demonstrate that while there is inherent ambiguity in the temporal extent of activities, current datasets still permit effective benchmarking. We discover that fine-grained understanding of objects and pose when combined with temporal reasoning is likely to yield substantial improvements in algorithmic accuracy. We present the many kinds of information that will be needed to achieve substantial gains in activity understanding: objects, verbs, intent, and sequential reasoning. The software and additional information will be made available to provide other researchers detailed diagnostics to understand their own algorithms. Gunnar A. Sigurdsson, Olga Russakovsky, Abhinav Gupta 0001 |
ICCV | 1 |
| 2016 | Learning Visual Storylines with Skipping Recurrent Neural Networks
Gunnar A. Sigurdsson, Xinlei Chen, Abhinav Gupta 0001 |
ECCV (5) | 1 |
| 2016 | Hollywood in Homes: Crowdsourcing Data Collection for Activity Understanding
Gunnar A. Sigurdsson, Gül Varol, Xiaolong Wang 0004, Ali Farhadi, Ivan Laptev, Abhinav Gupta 0001 |
ECCV (1) | 1 |
| 2016 | Much Ado About Time: Exhaustive Annotation of Temporal DataabstractLarge-scale annotated datasets allow AI systems to learn from and build upon the knowledge of the crowd. Many crowdsourcing techniques have been developed for collecting image annotations. These techniques often implicitly rely on the fact that a new input image takes a negligible amount of time to perceive. In contrast, we investigate and determine the most cost-effective way of obtaining high-quality multi-label annotations for temporal data such as videos. Watching even a short 30-second video clip requires a significant time investment from a crowd worker; thus, requesting multiple annotations following a single viewing is an important cost-saving strategy. But how many questions should we ask per video? We conclude that the optimal strategy is to ask as many questions as possible in a HIT (up to 52 binary questions after watching a 30-second video clip in our experiments).We demonstrate that while workers may not correctly answer all questions, the cost-benefit analysis nevertheless favors consensus from multiple such cheap-yet-imperfect iterations over more complex alternatives. When compared with a one-question-per-video baseline, our method is able to achieve a 10% improvement in recall (76.7% ours versus 66.7% baseline) at comparable precision (83.8% ours versus 83.0% baseline) in about half the annotation time (3.8 minutes ours compared to 7.1 minutes baseline). We demonstrate the effectiveness of our method by collecting multi-label annotations of 157 human activities on 1,815 videos. Gunnar A. Sigurdsson, Olga Russakovsky, Ali Farhadi, Ivan Laptev, Abhinav Gupta 0001 |
HCOMP | 1 |