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Alexander Krapukhin

dblp:368/5901 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2024
0009-0009-7533-5909ORCID · reported

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

Artificial intelligence and machine learning · 2 · 2 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
2 papers
Segmentation and scene understanding · 75% Trustworthy machine learning · 25%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 77% Ubiquitous computing and smart environments · 23%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Segmentation and scene understanding
interactive segmentation
1.522024
RClicks: Realistic Click Simulation for Benchmarking Interactive Segmentation · NeurIPS 2024
TETRIS: Towards Exploring the Robustness of Interactive Segmentation · AAAI 2024
Computer vision › Segmentation and scene understanding › interactive segmentation
click-based interactive segmentation
0.812024
RClicks: Realistic Click Simulation for Benchmarking Interactive Segmentation · NeurIPS 2024
Machine learning › Trustworthy machine learning
robustness
0.812024
TETRIS: Towards Exploring the Robustness of Interactive Segmentation · AAAI 2024
Ubiquitous computing and smart environments
user behavior modeling
0.212024
RClicks: Realistic Click Simulation for Benchmarking Interactive Segmentation · NeurIPS 2024

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

saliency modeling · 1.5crowdsourcing study · 1.5clickability model · 1.5white-box adversarial attack · 0.8user study · 0.8direct optimization · 0.8
YearPublicationVenuePosition
2024 TETRIS: Towards Exploring the Robustness of Interactive Segmentation
abstract
Interactive segmentation methods rely on user inputs to iteratively update the selection mask. A click specifying the object of interest is arguably the most simple and intuitive interaction type, and thereby the most common choice for interactive segmentation. However, user clicking patterns in the interactive segmentation context remain unexplored. Accordingly, interactive segmentation evaluation strategies rely more on intuition and common sense rather than empirical studies (e.g., assuming that users tend to click in the center of the area with the largest error). In this work, we conduct a real-user study to investigate real user clicking patterns. This study reveals that the intuitive assumption made in the common evaluation strategy may not hold. As a result, interactive segmentation models may show high scores in the standard benchmarks, but it does not imply that they would perform well in a real world scenario. To assess the applicability of interactive segmentation methods, we propose a novel evaluation strategy providing a more comprehensive analysis of a model's performance. To this end, we propose a methodology for finding extreme user inputs by a direct optimization in a white-box adversarial attack on the interactive segmentation model. Based on the performance with such adversarial user inputs, we assess the robustness of interactive segmentation models w.r.t click positions. Besides, we introduce a novel benchmark for measuring the robustness of interactive segmentation, and report the results of an extensive evaluation of dozens of models.
Andrey Moskalenko, Vlad Shakhuro, Anna Vorontsova, Anton Konushin, Anton Antonov, Alexander Krapukhin, Denis Shepelev, Konstantin Soshin
AAAI6
2024 RClicks: Realistic Click Simulation for Benchmarking Interactive Segmentation
abstract
The emergence of Segment Anything (SAM) sparked research interest in the field of interactive segmentation, especially in the context of image editing tasks and speeding up data annotation. Unlike common semantic segmentation, interactive segmentation methods allow users to directly influence their output through prompts (e.g. clicks). However, click patterns in real-world interactive segmentation scenarios remain largely unexplored. Most methods rely on the assumption that users would click in the center of the largest erroneous area. Nevertheless, recent studies show that this is not always the case. Thus, methods may have poor performance in real-world deployment despite high metrics in a baseline benchmark. To accurately simulate real-user clicks, we conducted a large crowdsourcing study of click patterns in an interactive segmentation scenario and collected 475K real-user clicks. Drawing on ideas from saliency tasks, we develop a clickability model that enables sampling clicks, which closely resemble actual user inputs. Using our model and dataset, we propose RClicks benchmark for a comprehensive comparison of existing interactive segmentation methods on realistic clicks. Specifically, we evaluate not only the average quality of methods, but also the robustness w.r.t. click patterns. According to our benchmark, in real-world usage interactive segmentation models may perform worse than it has been reported in the baseline benchmark, and most of the methods are not robust. We believe that RClicks is a significant step towards creating interactive segmentation methods that provide the best user experience in real-world cases.
Anton Antonov, Andrey Moskalenko, Denis Shepelev, Alexander Krapukhin, Konstantin Soshin, Anton Konushin, Vlad Shakhuro
NeurIPS4