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Qiwei Liang

dblp:165/4680 · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2026
—ORCID · conflict

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

Artificial intelligence and machine learning · 3 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Computer networks · 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
1 paper
Robot manipulation · 91% Motion planning and robot control · 9%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Robot manipulation › grasping › grasp control
dynamic grasping
1.012026
Whole-Body Coordination for Dynamic Object Grasping with Legged Manipulators · AAAI 2026
Robotics › Robot manipulation
grasping
1.012026
Whole-Body Coordination for Dynamic Object Grasping with Legged Manipulators · AAAI 2026
Robotics › Robot manipulation › mobile manipulation
legged manipulators
1.012026
Whole-Body Coordination for Dynamic Object Grasping with Legged Manipulators · AAAI 2026
Robotics › Motion planning and robot control
whole-body control
0.312026
Whole-Body Coordination for Dynamic Object Grasping with Legged Manipulators · AAAI 2026

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

temporal modeling · 1.0teacher-student framework · 1.0
YearPublicationVenuePosition
2026 Whole-Body Coordination for Dynamic Object Grasping with Legged Manipulators
abstract
Quadrupedal robots with manipulators offer strong mobility and adaptability for grasping in unstructured, dynamic environments through coordinated whole-body control. However, existing research has predominantly focused on static-object grasping, neglecting the challenges posed by dynamic targets and thus limiting applicability in dynamic scenarios such as logistics sorting and human–robot collaboration. To address this, we introduce DQ-Bench, a new benchmark that systematically evaluates dynamic grasping across varying object motions, velocities, heights, object types, and terrain complexities, along with comprehensive evaluation metrics. Building upon this benchmark, we propose DQ-Net, a compact teacher–student framework designed to infer grasp configurations from limited perceptual cues. During training, the teacher network leverages privileged information to holistically model both the static geometric properties and dynamic motion characteristics of the target, and integrates a grasp fusion module to deliver robust guidance for motion planning. Concurrently, we design a lightweight student network that performs dual-viewpoint temporal modeling using only the target mask, depth map, and proprioceptive state, enabling closed-loop action outputs without reliance on privileged data. Extensive experiments on DQ-Bench demonstrate that DQ-Net achieves robust dynamic objects grasping across multiple task settings, substantially outperforming baseline methods in both success rate and responsiveness. We will release our codebase and benchmark publicly.
Qiwei Liang, Boyang Cai, Rongyi He, Tao Teng, Haihan Duan, Changxin Huang, Runhao Zeng
AAAI1
2025 STAR: Empowering semi-supervised medical image segmentation with SAM-based teacher-student architecture and contrastive consistency regularization
Qiwei Liang, Rulin Zhou, Yijing Zhou, Guankun Wang, Peng Peng 0006, Xiaopin Zhong
Expert Syst. Appl.1
2024 Video2Reward: Generating Reward Function from Videos for Legged Robot Behavior Learning
abstract
Learning behavior in legged robots presents a significant challenge due to its inherent instability and complex constraints. Recent research has proposed the use of a large language model (LLM) to generate reward functions in reinforcement learning, thereby replacing the need for manually designed rewards by experts. However, this approach, which relies on textual descriptions to define learning objectives, fails to achieve controllable and precise behavior learning with clear directionality. In this paper, we introduce a new video2reward method, which directly generates reward functions from videos depicting the behaviors to be mimicked and learned. Specifically, we first process videos containing the target behaviors, converting the motion information of individuals in the videos into keypoint trajectories represented as coordinates through a video2text transforming module. These trajectories are then fed into an LLM to generate the reward function, which in turn is used to train the policy. To enhance the quality of the reward function, we develop a video-assisted iterative reward refinement scheme that visually assesses the learned behaviors and provides textual feedback to the LLM. This feedback guides the LLM to continually refine the reward function, ultimately facilitating more efficient behavior learning. Experimental results on tasks involving bipedal and quadrupedal robot motion control demonstrate that our method surpasses the performance of state-of-the-art LLM-based reward generation methods by over 37.6% in terms of human normalized score. More importantly, by switching video inputs, we find our method can rapidly learn diverse motion behaviors such as walking and running.
Runhao Zeng, Dingjie Zhou, Qiwei Liang, Changxin Huang, Jianqiang Li 0001, Xiping Hu
ECAI3
2024 TPE-BFL: Training Parameter Encryption scheme for Blockchain based Federated Learning system
Fanfan Shen, Qiwei Liang, Lijie Hui, Bofan Yang, Jun Feng 0007, Yanxiang He
Comput. Networks2