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Mikel Rodriguez

dblp:44/9054 · DBLP profile ↗
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10ranked-venue papers
3as first author
2since 2021 · last 2024
—ORCID · none

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

Artificial intelligence and machine learning · 9 · 3 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 3 first-authorHuman-computer interaction and ubiquitous computing · 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.

Artificial intelligence
5 papers
Trustworthy machine learning · 49% Video understanding and tracking · 22% 3D vision · 8%
Human-computer interaction and pervasive computing
1 paper
Human-robot interaction · 44% Wearable and physiological sensing · 44% Immersive interaction · 13%
Computer graphics and multimedia
2 papers
Multimedia analysis and retrieval · 79% Computer animation and physical simulation · 21%

Topics — the 16 heaviest of 21, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Trustworthy machine learning › safety evaluation
red teaming
0.812024
STAR: SocioTechnical Approach to Red Teaming Language Models · EMNLP 2024
Computer vision › 3D vision
object representation
0.212016
Learning a Predictable and Generative Vector Representation for Objects · ECCV (6) 2016
Natural language and speech › Language models and text generation
large language model safety
0.212024
STAR: SocioTechnical Approach to Red Teaming Language Models · EMNLP 2024
Wearable and physiological sensing
inertial sensing
0.212015
A Multi-Modal 3D Capturing Platform for Learning and Preservation of Traditional Sports and Games · ACM Multimedia 2015
Computer vision › Video understanding and tracking
action recognition
0.212013
Representing Videos Using Mid-level Discriminative Patches · CVPR 2013
Computer vision › Video understanding and tracking
video representation learning
0.212013
Representing Videos Using Mid-level Discriminative Patches · CVPR 2013
Computer vision › Video understanding and tracking
crowd analysis
0.112011
Density-aware person detection and tracking in crowds · ICCV 2011
Computer vision › Image recognition and object detection › object counting › crowd counting
density map estimation
0.112011
Density-aware person detection and tracking in crowds · ICCV 2011
Computer vision › Video understanding and tracking › object tracking › person tracking
pedestrian detection and tracking
0.112011
Density-aware person detection and tracking in crowds · ICCV 2011
Multimedia analysis and retrieval › video surveillance
crowd analysis
0.112011
Data-driven crowd analysis in videos · ICCV 2011
Multimedia analysis and retrieval › video analysis
video understanding and tracking
0.112011
Data-driven crowd analysis in videos · ICCV 2011
Knowledge, reasoning and agents › Multi-agent systems › agent-based simulation › crowd simulation
crowd behavior modeling
0.112009
Tracking in unstructured crowded scenes · ICCV 2009
Computer vision › Video understanding and tracking › multi-object tracking
crowd tracking
0.112009
Tracking in unstructured crowded scenes · ICCV 2009
Computer animation and physical simulation
motion capture
0.112015
A Multi-Modal 3D Capturing Platform for Learning and Preservation of Traditional Sports and Games · ACM Multimedia 2015
Computer vision › Image recognition and object detection
object detection
0.012011
Density-aware person detection and tracking in crowds · ICCV 2011
Natural language and speech › Information extraction and text analysis
topic model
0.012009
Tracking in unstructured crowded scenes · ICCV 2009

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

sociotechnical analysis · 0.8participatory red teaming · 0.8sensor fusion · 0.4kinect · 0.4inverse kinematics · 0.4generative modeling · 0.2patch mining · 0.2label transfer · 0.2discriminative vocabulary · 0.2nearest-neighbor matching · 0.1joint energy optimization · 0.1crowd density estimation · 0.1behavior priors · 0.1motion feature quantization · 0.1correlated topic model · 0.1
YearPublicationVenuePosition
2024 Responsible Reporting for Frontier AI Development
abstract
Mitigating the risks from frontier AI systems requires up-to-date and reliable information about those systems. Organizations that develop and deploy frontier systems have significant access to such information. By reporting safety-critical information to actors in government, industry, and civil society, these organizations could improve visibility into new and emerging risks posed by frontier systems. Equipped with this information, developers could make better informed decisions on risk management, while policymakers could design more targeted and robust regulatory infrastructure. We outline the key features of responsible reporting and propose mechanisms for implementing them in practice.
Noam Kolt, Markus Anderljung, Joslyn Barnhart, Asher Brass, Kevin Esvelt, Gillian K. Hadfield, Lennart Heim, Mikel Rodriguez, Jonas B. Sandbrink, Thomas Woodside
AIES (1)8
2024 STAR: SocioTechnical Approach to Red Teaming Language Models
abstract
Laura Weidinger, John F J Mellor, Bernat Guillén Pegueroles, Nahema Marchal, Ravin Kumar, Kristian Lum, Canfer Akbulut, Mark Diaz, A. Stevie Bergman, Mikel D. Rodriguez, Verena Rieser, William Isaac. Proceedings of the 2024 Conference on Empirical Methods in Natural Language Processing. 2024.
Laura Weidinger, John Mellor, Bernat Guillen Pegueroles, Nahema Marchal, Kristian Lum, Canfer Akbulut, Mark Diaz, A. Stevie Bergman, Mikel Rodriguez, Verena Rieser, William Isaac 0001
EMNLP10
2016 Bringing 3D Models Together: Mining Video Liaisons in Crowdsourced Reconstructions
Ke Wang 0021, Enrique Dunn, Mikel Rodriguez, Jan-Michael Frahm
ACCV (4)3
2016 Learning a Predictable and Generative Vector Representation for Objects
Rohit Girdhar, David F. Fouhey, Mikel Rodriguez, Abhinav Gupta 0001
ECCV (6)3
2016 Contextualised learning-free three-dimensional body pose estimation from two-dimensional body features in monocular images
abstract
In this study, the authors present a learning‐free method for inferring kinematically plausible three‐dimensional (3D) human body poses contextualised in a predefined 3D world, given a set of 2D body features extracted from monocular images. This contextualisation has the advantage of providing further semantic information about the observed scene. Their method consists of two main steps. Initially, the camera parameters are obtained by adjusting the reference floor of the predefined 3D world to four key‐points in the image. Then, the person's body part lengths and pose are estimated by fitting a parametrised multi‐body 3D kinematic model to 2D image body features, which can be located by state‐of‐the‐art body part detectors. The adjustment is carried out by a hierarchical optimisation procedure, where the model's scale variations are considered first and then the body part lengths are refined. At each iteration, tentative poses are inferred by a combination of efficient perspective‐n‐point camera pose estimation and constrained viewpoint‐dependent inverse kinematics. Experimental results show that their method obtains good results in terms of accuracy with respect to state‐of‐the‐art alternatives, but without the need of learning 2D/3D mapping models from training data. Their method works efficiently, allowing its integration in video soft sensing systems.
Luis Unzueta, Nerea Aranjuelo, Jon Goenetxea, Mikel Rodriguez, María Teresa Linaza
IET Comput. Vis.4
2015 A Multi-Modal 3D Capturing Platform for Learning and Preservation of Traditional Sports and Games
abstract
We present a demonstration of a multi-modal 3D capturing platform coupled to a motion comparison system. This work is focused on the preservation of Traditional Sports and Games, namely the Gaelic sports from Ireland and Basque sports from France and Spain. Users can learn, compare and compete in the performance of sporting gestures and compare themselves to real athletes. Our online gesture database provides a way to preserve and display a wide range of sporting gestures. The capturing devices utilised are Kinect 2 sensors and wearable inertial sensors, where the number required varies based on the requested scenario. The fusion of these two capture modalities, coupled to our inverse kinematic algorithm, allow us to synthesize a fluid and reliable 3D model of the user gestures over time. Our novel comparison algorithms provide the user with a performance score and a set of comparison curves (i.e. joint angles and angular velocities), providing a precise and valuable feedback for coaches and players.
François Destelle, Amin Ahmadi, Kieran Moran, Noel E. O'Connor, Nikolaos Zioulis, Anargyros Chatzitofis, Dimitrios Zarpalas, Petros Daras, Luis Unzueta, Jon Goenetxea, Mikel Rodriguez, María Teresa Linaza, Yvain Tisserand, Nadia Magnenat-Thalmann
ACM Multimedia11
2013 Representing Videos Using Mid-level Discriminative Patches
abstract
How should a video be represented? We propose a new representation for videos based on mid-level discriminative spatio-temporal patches. These spatio-temporal patches might correspond to a primitive human action, a semantic object, or perhaps a random but informative spatio-temporal patch in the video. What defines these spatio-temporal patches is their discriminative and representative properties. We automatically mine these patches from hundreds of training videos and experimentally demonstrate that these patches establish correspondence across videos and align the videos for label transfer techniques. Furthermore, these patches can be used as a discriminative vocabulary for action classification where they demonstrate state-of-the-art performance on UCF50 and Olympics datasets.
Abhinav Gupta 0001, Mikel Rodriguez, Larry Davis 0001
CVPR3
2011 Density-aware person detection and tracking in crowds
abstract
We address the problem of person detection and tracking in crowded video scenes. While the detection of individual objects has been improved significantly over the recent years, crowd scenes remain particularly challenging for the detection and tracking tasks due to heavy occlusions, high person densities and significant variation in people's appearance. To address these challenges, we propose to leverage information on the global structure of the scene and to resolve all detections jointly. In particular, we explore constraints imposed by the crowd density and formulate person detection as the optimization of a joint energy function combining crowd density estimation and the localization of individual people. We demonstrate how the optimization of such an energy function significantly improves person detection and tracking in crowds. We validate our approach on a challenging video dataset of crowded scenes.
Mikel Rodriguez, Ivan Laptev, Josef Sivic, Jean-Yves Audibert
ICCV1
2011 Data-driven crowd analysis in videos
abstract
In this work we present a new crowd analysis algorithm powered by behavior priors that are learned on a large database of crowd videos gathered from the Internet. The algorithm works by first learning a set of crowd behavior priors off-line. During testing, crowd patches are matched to the database and behavior priors are transferred. We adhere to the insight that despite the fact that the entire space of possible crowd behaviors is infinite, the space of distinguishable crowd motion patterns may not be all that large. For many individuals in a crowd, we are able to find analogous crowd patches in our database which contain similar patterns of behavior that can effectively act as priors to constrain the difficult task of tracking an individual in a crowd. Our algorithm is data-driven and, unlike some crowd characterization methods, does not require us to have seen the test video beforehand. It performs like state-of-the-art methods for tracking people having common crowd behaviors and outperforms the methods when the tracked individual behaves in an unusual way.
Mikel Rodriguez, Josef Sivic, Ivan Laptev, Jean-Yves Audibert
ICCV1
2009 Tracking in unstructured crowded scenes
abstract
This paper presents a target tracking framework for unstructured crowded scenes. Unstructured crowded scenes are defined as those scenes where the motion of a crowd appears to be random with different participants moving in different directions over time. This means each spatial location in such scenes supports more than one, or multi-modal, crowd behavior. The case of tracking in structured crowded scenes, where the crowd moves coherently in a common direction, and the direction of motion does not vary over time, was previously handled in. In this work, we propose to model various crowd behavior (or motion) modalities at different locations of the scene by employing Correlated Topic Model (CTM) of. In our construction, words correspond to low level quantized motion features and topics correspond to crowd behaviors. It is then assumed that motion at each location in an unstructured crowd scene is generated by a set of behavior proportions, where behaviors represent distributions over low-level motion features. This way any one location in the scene may support multiple crowd behavior modalities and can be used as prior information for tracking. Our approach enables us to model a diverse set of unstructured crowd domains, which range from cluttered time-lapse microscopy videos of cell populations in vitro, to footage of crowded sporting events.
Mikel Rodriguez, Saad Ali, Takeo Kanade
ICCV1