Demo Data from EDBT 2026 / reviewers in the wild / expert
Masaki Nakada
dblp:161/8329
· DBLP profile ↗
9ranked-venue papers
4as first author
3since 2021 · last 2022
0000-0002-9183-1533ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 7 · 4 first-author · 2 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021Databases, data management, data science and information retrieval · 1Human-computer interaction and ubiquitous computing · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1
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
5 papers |
Computer animation and physical simulation · 59% Virtual and augmented reality · 23% Visual content generation and editing · 12% | |
| Artificial intelligence
4 papers |
Reinforcement learning · 54% Generative modeling · 39% Robot manipulation · 8% | |
| Databases, data mining, and information retrieval
1 paper |
Web and social media mining · 100% |
Topics — the 8 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › avatar
avatar animation |
0.7 | 2 | 2019 | Biomimetic eye modeling & deep neuromuscular oculomotor control · ACM Trans. Graph. 2019 Deep learning of biomimetic sensorimotor control for biomechanical human animation · ACM Trans. Graph. 2018 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.6 | 1 | 2022 | DeepFoids: Adaptive Bio-Inspired Fish Simulation with Deep Reinforcement Learning · NeurIPS 2022 |
Machine learning › Generative modeling
synthetic data generation |
0.5 | 1 | 2021 | Foids: bio-inspired fish simulation for generating synthetic datasets · ACM Trans. Graph. 2021 |
Computer animation and physical simulation › procedural animation
behavioral animation |
0.5 | 1 | 2021 | Foids: bio-inspired fish simulation for generating synthetic datasets · ACM Trans. Graph. 2021 |
Web and social media mining › social media marketing
influencer marketing |
0.4 | 1 | 2020 | Multimodal Post Attentive Profiling for Influencer Marketing · WWW 2020 |
Visual content generation and editing
layout generation |
0.4 | 1 | 2019 | Fast and Scalable Position-Based Layout Synthesis · IEEE Trans. Vis. Comput. Graph. 2019 |
Machine learning › Reinforcement learning
oculomotor control |
0.1 | 1 | 2019 | Biomimetic eye modeling & deep neuromuscular oculomotor control · ACM Trans. Graph. 2019 |
Robotics › Robot manipulation
visuomotor control |
0.1 | 1 | 2018 | Deep learning of biomimetic sensorimotor control for biomechanical human animation · ACM Trans. Graph. 2018 |
Methods — techniques the papers use, named apart from their topics
deep neural network · 1.4physically-based rendering · 1.1multi-agent deep reinforcement learning · 1.1bio-inspired simulation · 1.03d scene generation · 1.0ray tracing · 0.8locally-connected neural network · 0.8multimodal deep learning · 0.4attention mechanism · 0.4stochastic optimization · 0.4position-based dynamics · 0.4markov chain monte carlo · 0.4biomechanical simulation · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 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 | 6 |
| 2021 | Facial Expression Transfer from Video Via Deep LearningabstractThe transfer of facial expressions from people to 3D face models is a classic computer graphics problem. In this paper, we present a novel, learning-based approach to transferring facial expressions and head movements from images and videos to a biomechanical model of the face-head-neck musculoskeletal complex. Specifically, leveraging the Facial Action Coding System (FACS) as an intermediate representation of the expression space, we train a deep neural network to take in FACS Action Units (AUs) and output suitable facial muscle and jaw activations for the biomechanical model. Through biomechanical simulation, the activations deform the face, thereby transferring the expression to the model. The success of our approach is demonstrated through experiments involving the transfer of a range of expressive facial images and videos onto our biomechanical face-head-neck complex. Xiao S. Zeng, Surya Dwarakanath, Wuyue Lu 0001, Masaki Nakada, Demetri Terzopoulos |
SCA | 4 |
| 2021 | Foids: bio-inspired fish simulation for generating synthetic datasetsabstractWe present a bio-inspired fish simulation platform, which we call "Foids", to generate realistic synthetic datasets for an use in computer vision algorithm training. This is a first-of-its-kind synthetic dataset platform for fish, which generates all the 3D scenes just with a simulation. One of the major challenges in deep learning based computer vision is the preparation of the annotated dataset. It is already hard to collect a good quality video dataset with enough variations; moreover, it is a painful process to annotate a sufficiently large video dataset frame by frame. This is especially true when it comes to a fish dataset because it is difficult to set up a camera underwater and the number of fish (target objects) in the scene can range up to 30,000 in a fish cage on a fish farm. All of these fish need to be annotated with labels such as a bounding box or silhouette, which can take hours to complete manually, even for only a few minutes of video. We solve this challenge by introducing a realistic synthetic dataset generation platform that incorporates details of biology and ecology studied in the aquaculture field. Because it is a simulated scene, it is easy to generate the scene data with annotation labels from the 3D mesh geometry data and transformation matrix. To this end, we develop an automated fish counting system utilizing the part of synthetic dataset that shows comparable counting accuracy to human eyes, which reduces the time compared to the manual process, and reduces physical injuries sustained by the fish. Yuko Ishiwaka, Xiao S. Zeng, Michael Lee Eastman, Sho Kakazu, Sarah Gross, Ryosuke Mizutani, Masaki Nakada |
ACM Trans. Graph. | 7 |
| 2020 | Locally-Connected, Irregular Deep Neural Networks for Biomimetic Active Vision in a Simulated HumanabstractAn advanced simulation framework has recently been introduced for exploring human perception and visuomotor control. In this context, we investigate locally-connected, irregular deep neural networks (liNets) for biomimetic active vision. Like commonly used CNNs, liNets are locally-connected, forming receptive fields, but unlike CNNs, they are suitable for spatially irregular photoreceptor distributions inspired by those found in foveated biological retinas. Compared to fully-connected deep neural networks, liNets accommodate a much greater number of retinal photoreceptors to enhance visual acuity without intractable memory consumption. LiNets serve well in the biomimetic active vision system embodied in a simulated human that learns active visuomotor control and active appearance-based recognition. Masaki Nakada, Arjun Lakshmipathy, Demetri Terzopoulos |
ICPR | 1 |
| 2020 | Multimodal Post Attentive Profiling for Influencer MarketingabstractInfluencer marketing has become a key marketing method for brands in recent years. Hence, brands have been increasingly utilizing influencers’ social networks to reach niche markets, and researchers have been studying various aspects of influencer marketing. However, brands have often suffered from searching and hiring the right influencers with specific interests/topics for their marketing due to a lack of available influencer data and/or limited capacity of marketing agencies. This paper proposes a multimodal deep learning model that uses text and image information from social media posts (i) to classify influencers into specific interests/topics (e.g., fashion, beauty) and (ii) to classify their posts into certain categories. We use the attention mechanism to select the posts that are more relevant to the topics of influencers, thereby generating useful influencer representations. We conduct experiments on the dataset crawled from Instagram, which is the most popular social media for influencer marketing. The experimental results show that our proposed model significantly outperforms existing user profiling methods by achieving 98% and 96% accuracy in classifying influencers and their posts, respectively. We release our influencer dataset of 33,935 influencers labeled with specific topics based on 10,180,500 posts to facilitate future research. Seungbae Kim, Jyun-Yu Jiang, Masaki Nakada, Jinyoung Han, Wei Wang 0010 |
WWW | 3 |
| 2019 | Biomimetic eye modeling & deep neuromuscular oculomotor controlabstractWe present a novel, biomimetic model of the eye for realistic virtual human animation. We also introduce a deep learning approach to oculomotor control that is compatible with our biomechanical eye model. Our eye model consists of the following functional components: (i) submodels of the 6 extraocular muscles that actuate realistic eye movements, (ii) an iris submodel, actuated by pupillary muscles, that accommodates to incoming light intensity, (iii) a corneal submodel and a deformable, ciliary-muscle-actuated lens submodel, which refract incoming light rays for focal accommodation, and (iv) a retina with a multitude of photoreceptors arranged in a biomimetic, foveated distribution. The light intensity captured by the photoreceptors is computed using ray tracing from the photoreceptor positions through the finite aperture pupil into the 3D virtual environment, and the visual information from the retina is output via an optic nerve vector. Our oculomotor control system includes a foveation controller implemented as a locally-connected, irregular Deep Neural Network (DNN), or "LiNet", that conforms to the nonuniform retinal photoreceptor distribution, and a neuromuscular motor controller implemented as a fully-connected DNN, plus auxiliary Shallow Neural Networks (SNNs) that control the accommodation of the pupil and lens. The DNNs are trained offline through deep learning from data synthesized by the eye model itself. Once trained, the oculomotor control system operates robustly and efficiently online. It innervates the intraocular muscles to perform illumination and focal accommodation and the extraocular muscles to produce natural eye movements in order to foveate and pursue moving visual targets. We additionally demonstrate the operation of our eye model (binocularly) within our recently introduced sensorimotor control framework involving an anatomically-accurate biomechanical human musculoskeletal model. Masaki Nakada, Arjun Lakshmipathy, Nina Ling, Demetri Terzopoulos |
ACM Trans. Graph. | 1 |
| 2019 | Fast and Scalable Position-Based Layout SynthesisabstractThe arrangement of objects into a layout can be challenging for non-experts, as is affirmed by the existence of interior design professionals. Recent research into the automation of this task has yielded methods that can synthesize layouts of objects respecting aesthetic and functional constraints that are non-linear and competing. These methods usually adopt a stochastic optimization scheme, which samples from different layout configurations, a process that is slow and inefficient. We introduce an physics-motivated, continuous layout synthesis technique, which results in a significant gain in speed and is readily scalable. We demonstrate our method on a variety of examples and show that it achieves results similar to conventional layout synthesis based on Markov chain Monte Carlo (McMC) state-search, but is faster by at least an order of magnitude and can handle layouts of unprecedented size as well as tightly-packed layouts that can overwhelm McMC. Tomer Weiss 0001, Alan Litteneker, Noah Duncan, Masaki Nakada, Chenfanfu Jiang, Lap-Fai Yu, Demetri Terzopoulos |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2018 | Deep learning of biomimetic visual perception for virtual humansabstractFuture generations of advanced, autonomous virtual humans will likely require artificial vision systems that more accurately model the human biological vision system. With this in mind, we propose a strongly biomimetic model of visual perception within a novel framework for human sensorimotor control. Our framework features a biomechanically simulated, musculoskeletal human model actuated by numerous skeletal muscles, with two human-like eyes whose retinas have spatially nonuniform distributions of photoreceptors not unlike biological retinas. The retinal photoreceptors capture the scene irradiance that reaches them, which is computed using ray tracing. Within the sensory subsystem of our model, which continuously operates on the photoreceptor outputs, are 10 automatically-trained, deep neural networks (DNNs). A pair of DNNs drive eye and head movements, while the other 8 DNNs extract the sensory information needed to control the arms and legs. Thus, exclusively by means of its egocentric, active visual perception, our biomechanical virtual human learns, by synthesizing its own training data, efficient, online visuomotor control of its eyes, head, and limbs to perform tasks involving the foveation and visual pursuit of target objects coupled with visually-guided reaching actions to intercept the moving targets. Masaki Nakada, Demetri Terzopoulos |
SAP | 1 |
| 2018 | Deep learning of biomimetic sensorimotor control for biomechanical human animationabstractWe introduce a biomimetic framework for human sensorimotor control, which features a biomechanically simulated human musculoskeletal model actuated by numerous muscles, with eyes whose retinas have nonuniformly distributed photoreceptors. The virtual human's sensorimotor control system comprises 20 trained deep neural networks (DNNs), half constituting the neuromuscular motor subsystem, while the other half compose the visual sensory subsystem. Directly from the photoreceptor responses, 2 vision DNNs drive eye and head movements, while 8 vision DNNs extract visual information required to direct arm and leg actions. Ten DNNs achieve neuromuscular control---2 DNNs control the 216 neck muscles that actuate the cervicocephalic musculoskeletal complex to produce natural head movements, and 2 DNNs control each limb; i.e., the 29 muscles of each arm and 39 muscles of each leg. By synthesizing its own training data, our virtual human automatically learns efficient, online, active visuomotor control of its eyes, head, and limbs in order to perform nontrivial tasks involving the foveation and visual pursuit of target objects coupled with visually-guided limb-reaching actions to intercept the moving targets, as well as to carry out drawing and writing tasks. Masaki Nakada, Tomer Weiss 0001, Demetri Terzopoulos |
ACM Trans. Graph. | 1 |