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Shadan Golestan

dblp:117/8050 · DBLP profile ↗
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5ranked-venue papers
1as first author
4since 2021 · last 2025
0000-0001-7906-2287ORCID · corroborated

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

Artificial intelligence and machine learning · 4 · 1 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 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.

Human-computer interaction and pervasive computing
1 paper
Ubiquitous computing and smart environments · 67% Health and well-being technologies · 33%
Artificial intelligence
1 paper
Reinforcement learning · 62% Language models and text generation · 19% Vision and language · 19%

Topics — the 3 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Ubiquitous computing and smart environments › context recognition
activity recognition
0.812024
Grey-Box Bayesian Optimization for Sensor Placement in Assisted Living Environments · AAAI 2024
Health and well-being technologies › elderly care
assisted living
0.812024
Grey-Box Bayesian Optimization for Sensor Placement in Assisted Living Environments · AAAI 2024
Ubiquitous computing and smart environments
sensor placement
0.812024
Grey-Box Bayesian Optimization for Sensor Placement in Assisted Living Environments · AAAI 2024

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

vision-language model · 0.9reward design · 0.9long-horizon planning · 0.9large language model · 0.9simulation-based evaluation · 0.8grey-box bayesian optimization · 0.8
YearPublicationVenuePosition
2025 The Evolving Landscape of LLM- and VLM-Integrated Reinforcement Learning
abstract
Reinforcement learning (RL) has shown impressive results in sequential decision-making tasks. Large Language Models (LLMs) and Vision-Language Models (VLMs) have recently emerged, exhibiting impressive capabilities in multimodal understanding and reasoning. These advances have led to a surge of research integrating LLMs and VLMs into RL. This survey reviews representative works in which LLMs and VLMs are used to overcome key challenges in RL, such as lack of prior knowledge, long-horizon planning, and reward design. We present a taxonomy that categorizes these LLM/VLM-assisted RL approaches into three roles: agent, planner, and reward. We conclude by exploring open problems, including grounding, bias mitigation, improved representations, and action advice. By consolidating existing research and identifying future directions, this survey establishes a framework for integrating LLMs and VLMs into RL, advancing approaches that unify natural language and visual understanding with sequential decision-making.
Sheila Schoepp, Masoud Jafaripour, Yingyue Cao, Tianpei Yang, Fatemeh Abdollahi, Shadan Golestan, Zahin Sufiyan, Osmar R. Zaïane, Matthew E. Taylor
IJCAI6
2025 A study of the efficacy of generative flow networks for robotics and machine fault-adaptation
abstract
Advancements in robotics have opened possibilities to automate tasks in various fields such as manufacturing, emergency response and healthcare. However, a significant challenge that prevents robots from operating in real-world environments effectively is out-of-distribution (OOD) situations, wherein robots encounter unforseen situations. One major OOD situations is when robots encounter faults, making fault adaptation essential for real-world operation for robots. Current state-of-the-art reinforcement learning algorithms show promising results but suffer from sample inefficiency, leading to low adaptation speed due to their limited ability to generalize to OOD situations. Our research is a step towards adding hardware fault tolerance and fast fault adaptability to machines. In this research, our primary focus is to investigate the efficacy of generative flow networks in robotic environments, particularly in the domain of machine fault adaptation. We simulated a robotic environment called Reacher in our experiments. We modify this environment to introduce four distinct fault environments that replicate real-world machines/robot malfunctions. The empirical evaluation of this research indicates that continuous generative flow networks (CFlowNets) indeed have the capability to add adaptive behaviors in machines under adversarial conditions. Furthermore, the comparative analysis of CFlowNets with reinforcement learning algorithms also provides some key insights into the performance in terms of adaptation speed and sample efficiency. Additionally, a separate study investigates the implications of transferring knowledge from pre-fault task to post-fault environments. Our experiments confirm that CFlowNets has the potential to be deployed in a real-world machine and it can demonstrate adaptability in case of malfunctions to maintain functionality.
Zahin Sufiyan, Shadan Golestan, Shotaro Miwa, Yoshihiro Mitsuka, Osmar R. Zaïane
Eng. Appl. Artif. Intell.2
2024 Grey-Box Bayesian Optimization for Sensor Placement in Assisted Living Environments
abstract
Optimizing the configuration and placement of sensors is crucial for reliable fall detection, indoor localization, and activity recognition in assisted living spaces. We propose a novel, sample-efficient approach to find a high-quality sensor placement in an arbitrary indoor space based on grey-box Bayesian optimization and simulation-based evaluation. Our key technical contribution lies in capturing domain-specific knowledge about the spatial distribution of activities and incorporating it into the iterative selection of query points in Bayesian optimization. Considering two simulated indoor environments and a real-world dataset containing human activities and sensor triggers, we show that our proposed method performs better compared to state-of-the-art black-box optimization techniques in identifying high-quality sensor placements, leading to an accurate activity recognition model in terms of F1-score, while also requiring a significantly lower (51.3% on average) number of expensive function queries.
Shadan Golestan, Omid Ardakanian, Pierre Boulanger
AAAI1
2024 Explainability of deep reinforcement learning algorithms in robotic domains by using Layer-wise Relevance Propagation
Mehran Taghian, Shotaro Miwa, Yoshihiro Mitsuka, Johannes Günther 0002, Shadan Golestan, Osmar R. Zaïane
Eng. Appl. Artif. Intell.5
2012 Developing a Gesture-Based Game for Deaf/Mute People Using Microsoft Kinect
abstract
It is essential to get disabled people involved and connected to each other and to the rest of the society. Games can be used for this purpose as well as encouraging them to be active physically. However, many of the current interactive games interact with users through voice commands which could be a problem for the deaf/mute people. Microsoft Kinect opens a new aspect for the gaming industry. This hardware can interact with players through a 3D vision and sound detector. This means players can use their body movements as well as their voice commands to control the game environment. The aim of this paper is to develop a Kinect gesture-based game suitable for deaf/mute people. The Microsoft Kinect SDK for Windows is used to develop a game which recognize the gesture command and convert the sign to the text commands in the game (in this instance Microsoft Shape game). Therefore, the deaf/mute player can enjoy taking part in this interactive game. Conclusions are drawn on how researchers can adapt and develop the new game environment which is understandable and compatible with deaf/mute peoples' abilities.
Fakhteh Soltani, Fatemeh Eskandari, Shadan Golestan
CISIS3