Demo Data from EDBT 2026 / reviewers in the wild / expert
Seth Alter
dblp:267/9238
· DBLP profile ↗
3ranked-venue papers
0as first author
2since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 2 since 2021Systems, architecture and hardware · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
3 papers |
Segmentation and scene understanding · 24% Robot navigation and mapping · 16% Motion planning and robot control · 16% | |
| Computer graphics and multimedia
1 paper |
Multimedia analysis and retrieval · 100% |
Topics — the 7 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Robotics › Robot manipulation › object manipulation
object transport |
0.6 | 1 | 2022 | The ThreeDWorld Transport Challenge: A Visually Guided Task-and-Motion Planning Benchmark Towards Physically Realistic Embodied AI · ICRA 2022 |
Robotics › Motion planning and robot control
task and motion planning |
0.6 | 1 | 2022 | The ThreeDWorld Transport Challenge: A Visually Guided Task-and-Motion Planning Benchmark Towards Physically Realistic Embodied AI · ICRA 2022 |
Multimedia analysis and retrieval › multimodal fusion
audio-visual fusion |
0.6 | 1 | 2022 | Finding Fallen Objects Via Asynchronous Audio-Visual Integration · CVPR 2022 |
Computer vision › Segmentation and scene understanding
part segmentation |
0.4 | 1 | 2020 | Learning Physical Graph Representations from Visual Scenes · NeurIPS 2020 |
Computer vision › 3D vision › 3d scene modeling
scene representation |
0.4 | 1 | 2020 | Learning Physical Graph Representations from Visual Scenes · NeurIPS 2020 |
Computer vision › Segmentation and scene understanding › image segmentation
scene segmentation |
0.4 | 1 | 2020 | Learning Physical Graph Representations from Visual Scenes · NeurIPS 2020 |
Knowledge, reasoning and agents › Multi-agent systems › autonomous agents
embodied agent |
0.2 | 1 | 2022 | Finding Fallen Objects Via Asynchronous Audio-Visual Integration · CVPR 2022 |
Methods — techniques the papers use, named apart from their topics
reinforcement learning · 1.7modular planning · 1.1imitation learning · 1.1hierarchical planning · 0.6perceptual grouping · 0.4graph neural network · 0.4convolutional neural network · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Finding Fallen Objects Via Asynchronous Audio-Visual IntegrationabstractThe way an object looks and sounds provide complementary reflections of its physical properties. In many settings cues from vision and audition arrive asynchronously but must be integrated, as when we hear an object dropped on the floor and then must find it. In this paper, we introduce a setting in which to study multi-modal object localization in 3D virtual environments. An object is dropped somewhere in a room. An embodied robot agent, equipped with camera and microphone, must determine what object has been dropped - and where - by combining audio and visual signals with knowledge of the underlying physics. To study this problem, we have generated a large-scale dataset - the Fallen Objects dataset - that includes 8000 instances of 30 physical object categories in 64 rooms. The dataset uses the ThreeDWorld Platform that can simulate physics-based impact sounds and complex physical interactions between objects in a photorealistic setting. As a first step toward addressing this challenge, we develop a set of embodied agent baselines, based on imitation learning, reinforcement learning, and modular planning, and perform an in-depth analysis of the challenge of this new task. This dataset is publicly available11Project page: http://fallen-object.csail.mit.edu. Chuang Gan 0001, Yi Gu 0002, Jeremy Schwartz, Seth Alter, James Traer, Dan Gutfreund, Josh Tenenbaum, Josh H. McDermott, Antonio Torralba 0001 |
CVPR | 5 |
| 2022 | The ThreeDWorld Transport Challenge: A Visually Guided Task-and-Motion Planning Benchmark Towards Physically Realistic Embodied AIabstractWe introduce a visually-guided task-and-motion planning benchmark, which we call the ThreeDWorld Trans-port Challenge. In this challenge, an embodied agent is spawned randomly in a simulated physical home environment and required to transport a small set of objects scattered around the house with containers. We build this benchmark challenge using the ThreeDWorld simulation: a virtual 3D environment where all objects respond to physics, and a robot agent can be controlled using a fully physics-driven navigation and interaction API. We evaluate several existing agents on this benchmark. Experimental results suggest that: 1) a pure RL model struggles on this challenge; 2) state-of-the-art hierarchical planning-based agents can transport some objects but are still far from solving this task. We anticipate that this benchmark will empower researchers to develop more intelligent physics-aware robot learning algorithms. Chuang Gan 0001, Jeremy Schwartz, Seth Alter, Abhishek Bhandwaldar, Dan Gutfreund, Dan Yamins, James J. DiCarlo, Josh H. McDermott, Antonio Torralba 0001, Josh Tenenbaum |
ICRA | 4 |
| 2020 | Learning Physical Graph Representations from Visual ScenesabstractConvolutional Neural Networks (CNNs) have proved exceptional at learning representations for visual object categorization. However, CNNs do not explicitly encode objects, parts, and their physical properties, which has limited CNNs' success on tasks that require structured understanding of visual scenes. To overcome these limitations, we introduce the idea of ``Physical Scene Graphs'' (PSGs), which represent scenes as hierarchical graphs, with nodes in the hierarchy corresponding intuitively to object parts at different scales, and edges to physical connections between parts. Bound to each node is a vector of latent attributes that intuitively represent object properties such as surface shape and texture. We also describe PSGNet, a network architecture that learns to extract PSGs by reconstructing scenes through a PSG-structured bottleneck. PSGNet augments standard CNNs by including: recurrent feedback connections to combine low and high-level image information; graph pooling and vectorization operations that convert spatially-uniform feature maps into object-centric graph structures; and perceptual grouping principles to encourage the identification of meaningful scene elements. We show that PSGNet outperforms alternative self-supervised scene representation algorithms at scene segmentation tasks, especially on complex real-world images, and generalizes well to unseen object types and scene arrangements. PSGNet is also able learn from physical motion, enhancing scene estimates even for static images. We present a series of ablation studies illustrating the importance of each component of the PSGNet architecture, analyses showing that learned latent attributes capture intuitive scene properties, and illustrate the use of PSGs for compositional scene inference. Daniel Bear, Chaofei Fan, Damian Mrowca, Yunzhu Li, Seth Alter, Aran Nayebi, Jeremy Schwartz, Li Fei-Fei 0001, Jiajun Wu 0001, Josh Tenenbaum, Dan Yamins |
NeurIPS | 5 |