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Friedhelm Hummel

dblp:35/7228 · also Friedhelm C. Hummel, Friedhelm Christoph Hummel · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0002-4746-4633ORCID · corroborated

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

Artificial intelligence and machine learning · 3 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 since 2021Applied, 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
1 paper
Video understanding and tracking · 33% Vision and language · 33% Generative modeling · 33%
Human-computer interaction and pervasive computing
2 papers
Health and well-being technologies · 49% Human-robot interaction · 24% Wearable and physiological sensing · 19%
Computer graphics and multimedia
1 paper
Multimedia analysis and retrieval · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Video understanding and tracking
action segmentation
0.912025
EPFL-Smart-Kitchen: An Ego-Exo Multi-Modal Dataset for Challenging Action and Motion Understanding in Video-Language Models · NeurIPS 2025
Machine learning › Generative modeling › diffusion model › human motion generation
text-to-motion generation
0.912025
EPFL-Smart-Kitchen: An Ego-Exo Multi-Modal Dataset for Challenging Action and Motion Understanding in Video-Language Models · NeurIPS 2025
Computer vision › Vision and language
video-language model
0.912025
EPFL-Smart-Kitchen: An Ego-Exo Multi-Modal Dataset for Challenging Action and Motion Understanding in Video-Language Models · NeurIPS 2025
Multimedia analysis and retrieval
multimodal action understanding
0.912025
EPFL-Smart-Kitchen: An Ego-Exo Multi-Modal Dataset for Challenging Action and Motion Understanding in Video-Language Models · NeurIPS 2025
Health and well-being technologies › rehabilitation technology
rehabilitation robotics
0.312018
Iterative Design of an Upper Limb Rehabilitation Game with Tangible Robots · HRI 2018
Health and well-being technologies
rehabilitation technology
0.312018
Iterative Design of an Upper Limb Rehabilitation Game with Tangible Robots · HRI 2018
Games and playful interaction › serious games
rehabilitation game
0.112018
Iterative Design of an Upper Limb Rehabilitation Game with Tangible Robots · HRI 2018

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

vision-language model · 2.6multimodal learning · 2.6participatory design · 0.3
YearPublicationVenuePosition
2025 EPFL-Smart-Kitchen: An Ego-Exo Multi-Modal Dataset for Challenging Action and Motion Understanding in Video-Language Models
abstract
Understanding behavior requires datasets that capture humans while carrying out complex tasks. The kitchen is an excellent environment for assessing human motor and cognitive function, as many complex actions are naturally exhibited in kitchens from chopping to cleaning. Here, we introduce the EPFL-Smart-Kitchen-30 dataset, collected in a noninvasive motion capture platform inside a kitchen environment. Nine static RGB-D cameras, inertial measurement units (IMUs) and one head-mounted HoloLens~2 headset were used to capture 3D hand, body, and eye movements. The EPFL-Smart-Kitchen-30 dataset is a multi-view action dataset with synchronized exocentric, egocentric, depth, IMUs, eye gaze, body and hand kinematics spanning 29.7 hours of 16 subjects cooking four different recipes. Action sequences were densely annotated with 33.78 action segments per minute. Leveraging this multi-modal dataset, we propose four benchmarks to advance behavior understanding and modeling through 1) a vision-language benchmark, 2) a semantic text-to-motion generation benchmark, 3) a multi-modal action recognition benchmark, 4) a pose-based action segmentation benchmark. We expect the EPFL-Smart-Kitchen-30 dataset to pave the way for better methods as well as insights to understand the nature of ecologically-valid human behavior. Code and data are available at https://amathislab.github.io/EPFL-Smart-Kitchen
Andy Bonnetto, Haozhe Qi, Franklin Leong, Matea Tashkovska, Mahdi Rad, Solaiman Shokur, Friedhelm Hummel, Silvestro Micera, Marc Pollefeys, Alexander Mathis
NeurIPS7
2021 Detecting Compensatory Motions and Providing Informative Feedback During a Tangible Robot Assisted Game for Post-Stroke Rehabilitation
abstract
Gamified rehabilitation tackles the problem of keeping patients engaged in, and motivated to do physical rehabilitation to improve its efficacy. However, with respect to standard rehabilitation, patients are freer to move about and may compensate their motion difficulties with parasite movements, which would greatly reduce the efficacy of the rehabilitation. To identify and characterize compensatory motions, we collected and analyzed video data of people playing the "tangible Pacman" game (an upper-limb rehabilitation game in which a patient moves a semi-passive robot, the "Pacman", on a map to collect 6 apples, while being chased by one or two autonomous robots, the "ghosts"). Participants include 10 healthy elderly adults and 10 chronic stroke patients, who played multiple runs of the game, with different sized maps and various game configurations. By analyzing the video recordings we successfully identified higher shoulder and torso lateral tilt compensation in stroke patients and developed a proof-of-concept compensatory motion detection system which relies on a wearable Inertial Measurement Unit and ROS to provide in-game, real-time visual feedback on compensation.
Arzu Güneysu, Hala Khodr, Barbara Bruno, Nicolas Gandar, Maximilian Jonas Wessel, Friedhelm Hummel, Pierre Dillenbourg
RO-MAN6
2018 Iterative Design of an Upper Limb Rehabilitation Game with Tangible Robots
abstract
Rehabilitation aims to ameliorate deficits in motor control via intensive practice with the affected limb. Current strategies, such as one-on-one therapy done in rehabilitation centers, have limitations such as treatment frequency and intensity, cost and requirement of mobility. Thus, a promising strategy is home-based therapy that includes task specific exercises. However, traditional rehabilitation tasks may frustrate the patient due to their repetitive nature and may result in lack of motivation and poor rehabilitation. In this article, we propose the design and verification of an effective upper extremity rehabilitation game with a tangible robotic platform named Cellulo as a novel solution to these issues. We first describe the process of determining the design rationales to tune speed, accuracy and challenge. Then we detail our iterative participatory design process and test sessions conducted with the help of stroke, brachial plexus and cerebral palsy patients (18 in total) and 7 therapists in 4 different therapy centers. We present the initial quantitative results, which support several aspects of our design rationales and conclude with our future study plans.
Arzu Güneysu, Maximilian Jonas Wessel, Wafa Johal, Kshitij Sharma, Ayberk Ozgur, Philippe Vuadens, Francesco Mondada, Friedhelm Hummel, Pierre Dillenbourg
HRI8