Demo Data from VLDB 2026 / reviewers in the wild / expert
Tae Soo Kim 0001
dblp:83/8200-1
· DBLP profile ↗
3ranked-venue papers
2as first author
2since 2021 · last 2021
0000-0002-3902-1058ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 2 · 2 first-author · 2 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
3 papers |
Video understanding and tracking · 67% Segmentation and scene understanding · 13% Generative modeling · 8% | |
| Computer graphics and multimedia
1 paper |
Rendering · 100% |
Topics — the 9 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › Video understanding and tracking
action recognition |
0.5 | 1 | 2021 | Motion Guided Attention Fusion to Recognize Interactions from Videos · ICCV 2021 |
Computer vision › Video understanding and tracking
activity recognition |
0.5 | 1 | 2021 | DASZL: Dynamic Action Signatures for Zero-shot Learning · AAAI 2021 |
Computer vision › Video understanding and tracking › action recognition
compositional action recognition |
0.5 | 1 | 2021 | Motion Guided Attention Fusion to Recognize Interactions from Videos · ICCV 2021 |
Computer vision › Video understanding and tracking › activity recognition
interaction recognition |
0.5 | 1 | 2021 | Motion Guided Attention Fusion to Recognize Interactions from Videos · ICCV 2021 |
Computer vision › Segmentation and scene understanding › image segmentation › multi-task segmentation
joint segmentation and classification |
0.5 | 1 | 2021 | DASZL: Dynamic Action Signatures for Zero-shot Learning · AAAI 2021 |
Computer vision › Video understanding and tracking › activity recognition
zero-shot activity recognition |
0.5 | 1 | 2021 | DASZL: Dynamic Action Signatures for Zero-shot Learning · AAAI 2021 |
Machine learning › Generative modeling
synthetic data generation |
0.3 | 1 | 2017 | UnrealCV: Virtual Worlds for Computer Vision · ACM Multimedia 2017 |
Computer vision › 3D vision
virtual world simulation |
0.3 | 1 | 2017 | UnrealCV: Virtual Worlds for Computer Vision · ACM Multimedia 2017 |
Computer vision › Image recognition and object detection
object detection |
0.1 | 1 | 2021 | Motion Guided Attention Fusion to Recognize Interactions from Videos · ICCV 2021 |
Methods — techniques the papers use, named apart from their topics
unreal engine · 0.6state machine · 0.5object detector · 0.5motion-guided attention fusion · 0.5dynamic action signatures · 0.5dual-stream network · 0.5deep-learned components · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | DASZL: Dynamic Action Signatures for Zero-shot LearningabstractThere are many realistic applications of activity recognition where the set of potential activity descriptions is combinatorially large. This makes end-to-end supervised training of a recognition system impractical as no training set is practically able to encompass the entire label set. In this paper, we present an approach to fine-grained recognition that models activities as compositions of dynamic action signatures. This compositional approach allows us to reframe fine-grained recognition as zero-shot activity recognition, where a detector is composed "on the fly" from simple first-principles state machines supported by deep-learned components. We evaluate our method on the Olympic Sports and UCF101 datasets, where our model establishes a new state of the art under multiple experimental paradigms. We also extend this method to form a unique framework for zero-shot joint segmentation and classification of activities in video and demonstrate the first results in zero- shot decoding of complex action sequences on a widely-used surgical dataset. Lastly, we show that we can use off-the-shelf object detectors to recognize activities in completely de-novo settings with no additional training. Tae Soo Kim 0001, Jonathan D. Jones, Michael Peven, Zihao Xiao 0001, Jin Bai 0001, Yi Zhang 0099, Weichao Qiu, Alan L. Yuille, Gregory D. Hager |
AAAI | 1 |
| 2021 | Motion Guided Attention Fusion to Recognize Interactions from VideosabstractWe present a dual-pathway approach for recognizing fine-grained interactions from videos. We build on the success of prior dual-stream approaches, but make a distinction between the static and dynamic representations of objects and their interactions explicit by introducing separate motion and object detection pathways. Then, using our new Motion-Guided Attention Fusion module, we fuse the bottom-up features in the motion pathway with features captured from object detections to learn the temporal aspects of an action. We show that our approach can generalize across appearance effectively and recognize actions where an actor interacts with previously unseen objects. We validate our approach using the compositional action recognition task from the Something-Something-v2 dataset where we outperform existing state-of-the-art methods. We also show that our method can generalize well to real world tasks by showing state-of-the-art performance on recognizing humans assembling various IKEA furniture on the IKEA-ASM dataset. Tae Soo Kim 0001, Jonathan D. Jones, Gregory D. Hager |
ICCV | 1 |
| 2017 | UnrealCV: Virtual Worlds for Computer VisionabstractUnrealCV is a project to help computer vision researchers build virtual worlds using Unreal Engine 4 (UE4). It extends UE4 with a plugin by providing (1) A set of UnrealCV commands to interact with the virtual world. (2) Communication between UE4 and an external program, such as Caffe. UnrealCV can be used in two ways. The first one is using a compiled game binary with UnrealCV embedded. This is as simple as running a game, no knowledge of Unreal Engine is required. The second is installing UnrealCV plugin to Unreal Engine 4 (UE4) and use the editor of UE4 to build a new virtual world. UnrealCV is an open-source software under the MIT license. Since the initial release in September 2016, it has gathered an active community of users, including students and researchers. Weichao Qiu, Fangwei Zhong, Yi Zhang 0099, Siyuan Qiao, Zihao Xiao 0001, Tae Soo Kim 0001, Yizhou Wang 0001 |
ACM Multimedia | 6 |