Demo Data from VLDB 2026 / reviewers in the wild / expert
Shun Ogawa
dblp:214/2243
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2024
0000-0001-8278-4299ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
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
2 papers |
Computer animation and physical simulation · 92% Rendering · 8% | |
| Artificial intelligence
2 papers |
Reinforcement learning · 72% Video understanding and tracking · 28% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › procedural animation
behavioral animation |
0.8 | 1 | 2024 | CBIL: Collective Behavior Imitation Learning for Fish from Real Videos · ACM Trans. Graph. 2024 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.6 | 1 | 2022 | DeepFoids: Adaptive Bio-Inspired Fish Simulation with Deep Reinforcement Learning · NeurIPS 2022 |
Computer vision › Video understanding and tracking › video analytics › behavior analysis
animal behavior analysis |
0.2 | 1 | 2024 | CBIL: Collective Behavior Imitation Learning for Fish from Real Videos · ACM Trans. Graph. 2024 |
Methods — techniques the papers use, named apart from their topics
self-supervised learning · 1.5masked video autoencoder · 1.5adversarial imitation learning · 1.5physically-based rendering · 1.1multi-agent deep reinforcement learning · 1.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | CBIL: Collective Behavior Imitation Learning for Fish from Real VideosabstractReproducing realistic collective behaviors presents a captivating yet formidable challenge. Traditional rule-based methods rely on hand-crafted principles, limiting motion diversity and realism in generated collective behaviors. Recent imitation learning methods learn from data but often require ground-truth motion trajectories and struggle with authenticity, especially in high-density groups with erratic movements. In this paper, we present a scalable approach, Collective Behavior Imitation Learning (CBIL), for learning fish schooling behavior directly from videos , without relying on captured motion trajectories. Our method first leverages Video Representation Learning, in which a Masked Video AutoEncoder (MVAE) extracts implicit states from video inputs in a self-supervised manner. The MVAE effectively maps 2D observations to implicit states that are compact and expressive for following the imitation learning stage. Then, we propose a novel adversarial imitation learning method to effectively capture complex movements of the schools of fish, enabling efficient imitation of the distribution of motion patterns measured in the latent space. It also incorporates bio-inspired rewards alongside priors to regularize and stabilize training. Once trained, CBIL can be used for various animation tasks with the learned collective motion priors. We further show its effectiveness across different species. Finally, we demonstrate the application of our system in detecting abnormal fish behavior from in-the-wild videos. Yifan Wu 0039, Zhiyang Dou, Yuko Ishiwaka, Shun Ogawa, Yuke Lou, Wenping Wang 0001, Lingjie Liu, Taku Komura |
ACM Trans. Graph. | 4 |
| 2022 | DeepFoids: Adaptive Bio-Inspired Fish Simulation with Deep Reinforcement LearningabstractOur goal is to synthesize realistic underwater scenes with various fish species in different fish cages, which can be utilized to train computer vision models to automate fish counting and sizing tasks. It is a challenging problem to prepare a sufficiently diverse labeled dataset of images from aquatic environments. We solve this challenge by introducing an adaptive bio-inspired fish simulation. The behavior of caged fish changes based on the species, size and number of fish, and the size and shape of the cage, among other variables. However, a method to autonomously achieve schooling behavior for caged fish did not exist. In this paper, we propose a method for achieving schooling behavior for any given combination of variables, using multi-agent deep reinforcement learning (DRL) in various fish cages in arbitrary environments. Furthermore, to visually reproduce the underwater scene in different locations and seasons, we incorporate a physically-based underwater simulation. Yuko Ishiwaka, Xiao S. Zeng, Shun Ogawa, Donovan Westwater, Tadayuki Tone, Masaki Nakada |
NeurIPS | 3 |