Demo Data from EDBT 2026 / reviewers in the wild / expert
Karl S. Muller
dblp:222/1782
· DBLP profile ↗
3ranked-venue papers
0as first author
1since 2021 · last 2022
0000-0003-1319-9293ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2Graphics, computer vision, multimedia, augmented reality and games · 2Applied, interdisciplinary, general and emerging 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
2 papers |
Reinforcement learning · 57% Motion planning and robot control · 33% Deep learning architectures and training · 10% | |
| Human-computer interaction and pervasive computing
1 paper |
Wearable and physiological sensing · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
imitation learning |
0.4 | 1 | 2020 | Atari-HEAD: Atari Human Eye-Tracking and Demonstration Dataset · AAAI 2020 |
Robotics › Motion planning and robot control › robot learning
visuomotor learning |
0.3 | 1 | 2018 | AGIL: Learning Attention from Human for Visuomotor Tasks · ECCV (11) 2018 |
Wearable and physiological sensing
eye tracking |
0.1 | 1 | 2020 | Atari-HEAD: Atari Human Eye-Tracking and Demonstration Dataset · AAAI 2020 |
Machine learning › Deep learning architectures and training
attention mechanism |
0.1 | 1 | 2018 | AGIL: Learning Attention from Human for Visuomotor Tasks · ECCV (11) 2018 |
Methods — techniques the papers use, named apart from their topics
gaze prediction · 0.9imitation learning · 0.3attention learning · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Retinal optic flow during natural locomotionabstractWe examine the structure of the visual motion projected on the retina during natural locomotion in real world environments. Bipedal gait generates a complex, rhythmic pattern of head translation and rotation in space, so without gaze stabilization mechanisms such as the vestibular-ocular-reflex (VOR) a walker's visually specified heading would vary dramatically throughout the gait cycle. The act of fixation on stable points in the environment nulls image motion at the fovea, resulting in stable patterns of outflow on the retinae centered on the point of fixation. These outflowing patterns retain a higher order structure that is informative about the stabilized trajectory of the eye through space. We measure this structure by applying the curl and divergence operations on the retinal flow velocity vector fields and found features that may be valuable for the control of locomotion. In particular, the sign and magnitude of foveal curl in retinal flow specifies the body's trajectory relative to the gaze point, while the point of maximum divergence in the retinal flow field specifies the walker's instantaneous overground velocity/momentum vector in retinotopic coordinates. Assuming that walkers can determine the body position relative to gaze direction, these time-varying retinotopic cues for the body's momentum could provide a visual control signal for locomotion over complex terrain. In contrast, the temporal variation of the eye-movement-free, head-centered flow fields is large enough to be problematic for use in steering towards a goal. Consideration of optic flow in the context of real-world locomotion therefore suggests a re-evaluation of the role of optic flow in the control of action during natural behavior. Jonathan S. Matthis, Karl S. Muller, Kathryn L. Bonnen, Mary M. Hayhoe |
PLoS Comput. Biol. | 2 |
| 2020 | Atari-HEAD: Atari Human Eye-Tracking and Demonstration DatasetabstractLarge-scale public datasets have been shown to benefit research in multiple areas of modern artificial intelligence. For decision-making research that requires human data, high-quality datasets serve as important benchmarks to facilitate the development of new methods by providing a common reproducible standard. Many human decision-making tasks require visual attention to obtain high levels of performance. Therefore, measuring eye movements can provide a rich source of information about the strategies that humans use to solve decision-making tasks. Here, we provide a large-scale, high-quality dataset of human actions with simultaneously recorded eye movements while humans play Atari video games. The dataset consists of 117 hours of gameplay data from a diverse set of 20 games, with 8 million action demonstrations and 328 million gaze samples. We introduce a novel form of gameplay, in which the human plays in a semi-frame-by-frame manner. This leads to near-optimal game decisions and game scores that are comparable or better than known human records. We demonstrate the usefulness of the dataset through two simple applications: predicting human gaze and imitating human demonstrated actions. The quality of the data leads to promising results in both tasks. Moreover, using a learned human gaze model to inform imitation learning leads to an 115% increase in game performance. We interpret these results as highlighting the importance of incorporating human visual attention in models of decision making and demonstrating the value of the current dataset to the research community. We hope that the scale and quality of this dataset can provide more opportunities to researchers in the areas of visual attention, imitation learning, and reinforcement learning. Calen Walshe, Zhuode Liu, Lin Guan 0003, Karl S. Muller, Jake Alden Whritner, Luxin Zhang, Mary M. Hayhoe, Dana H. Ballard |
AAAI | 5 |
| 2018 | AGIL: Learning Attention from Human for Visuomotor Tasks
Zhuode Liu, Luxin Zhang, Jake Alden Whritner, Karl S. Muller, Mary M. Hayhoe, Dana H. Ballard |
ECCV (11) | 5 |