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Kazuki Fujii

dblp:47/10514 · DBLP profile ↗
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6ranked-venue papers
3as first author
3since 2021 · last 2025
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 first-authorArtificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author

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
Deep learning architectures and training · 50% Efficient and distributed learning · 50%

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

TopicWeightPapersLastEvidence papers
Machine learning › Deep learning architectures and training
mixture of experts
0.912025
Drop-Upcycling: Training Sparse Mixture of Experts with Partial Re-initialization · ICLR 2025
Machine learning › Efficient and distributed learning
model initialization
0.912025
Drop-Upcycling: Training Sparse Mixture of Experts with Partial Re-initialization · ICLR 2025
Machine learning › Efficient and distributed learning › model reuse
model upcycling
0.912025
Drop-Upcycling: Training Sparse Mixture of Experts with Partial Re-initialization · ICLR 2025
Machine learning › Deep learning architectures and training › mixture of experts
sparse mixture-of-experts
0.912025
Drop-Upcycling: Training Sparse Mixture of Experts with Partial Re-initialization · ICLR 2025

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

partial re-initialization · 0.9expert specialization · 0.9
YearPublicationVenuePosition
2025 Drop-Upcycling: Training Sparse Mixture of Experts with Partial Re-initialization
abstract
The Mixture of Experts (MoE) architecture reduces the training and inference cost significantly compared to a dense model of equivalent capacity. Upcycling is an approach that initializes and trains an MoE model using a pre-trained dense model. While upcycling leads to initial performance gains, the training progresses slower than when trained from scratch, leading to suboptimal performance in the long term. We propose Drop-Upcycling - a method that effectively addresses this problem. Drop-Upcycling combines two seemingly contradictory approaches: utilizing the knowledge of pre-trained dense models while statistically re-initializing some parts of the weights. This approach strategically promotes expert specialization, significantly enhancing the MoE model's efficiency in knowledge acquisition. Extensive large-scale experiments demonstrate that Drop-Upcycling significantly outperforms previous MoE construction methods in the long term, specifically when training on hundreds of billions of tokens or more. As a result, our MoE model with 5.9B active parameters achieves comparable performance to a 13B dense model in the same model family, while requiring approximately 1/4 of the training FLOPs. All experimental resources, including source code, training data, model checkpoints and logs, are publicly available to promote reproducibility and future research on MoE.
Taishi Nakamura, Takuya Akiba, Kazuki Fujii, Yusuke Oda, Rio Yokota, Jun Suzuki 0001
ICLR3
2023 Visual Onoma-to-Wave: Environmental Sound Synthesis from Visual Onomatopoeias and Sound-Source Images
abstract
We propose a method for synthesizing environmental sounds from visually represented onomatopoeias and sound sources. An onomatopoeia is a word that imitates a sound structure, i.e., the text representation of sound. From this perspective, onoma-to-wave has been proposed to synthesize environmental sounds from the desired onomatopoeia texts. Onomatopoeias have another representation: visual-text representations of sounds in comics, advertisements, and virtual reality. A visual onomatopoeia (visual text of onomatopoeia) contains rich information that is not present in the text, such as a long-short duration of the image, so the use of this representation is expected to synthesize diverse sounds. Therefore, we propose visual onoma-to-wave for environmental sound synthesis from visual onomatopoeia. The method can transfer visual concepts of the visual text and sound-source image to the synthesized sound. We also propose a data augmentation method focusing on the repetition of onomatopoeias to enhance the performance of our method. An experimental evaluation shows that the methods can synthesize diverse environmental sounds from visual text and sound-source images.
Hien Ohnaka, Shinnosuke Takamichi, Keisuke Imoto, Yuki Okamoto, Kazuki Fujii, Hiroshi Saruwatari
ICASSP5
2021 Humanacgan: Conditional Generative Adversarial Network with Human-Based Auxiliary Classifier and its Evaluation in Phoneme Perception
abstract
We propose a conditional generative adversarial network (GAN) incorporating humans’ perceptual evaluations. A deep neural network (DNN)-based generator of a GAN can represent a real-data distribution accurately but can never represent a human-acceptable distribution, which are ranges of data in which humans accept the naturalness regardless of whether the data are real or not. A Human-GAN was proposed to model the human-acceptable distribution. A DNN-based generator is trained using a human-based discriminator, i.e., humans’ perceptual evaluations, instead of the GAN’s DNN-based discriminator. However, the HumanGAN cannot represent conditional distributions. This paper proposes the HumanACGAN, a theoretical extension of the HumanGAN, to deal with conditional human-acceptable distributions. Our HumanACGAN trains a DNN-based conditional generator by regarding humans as not only a discriminator but also an auxiliary classifier. The generator is trained by deceiving the human-based discriminator that scores the unconditioned naturalness and the human-based classifier that scores the class-conditioned perceptual acceptability. The training can be executed using the backpropagation algorithm involving humans’ perceptual evaluations. Our experimental results in phoneme perception demonstrate that our HumanACGAN can successfully train this conditional generator.
Yota Ueda, Kazuki Fujii, Yuki Saito 0001, Shinnosuke Takamichi, Yukino Baba, Hiroshi Saruwatari
ICASSP2
2020 Humangan: Generative Adversarial Network With Human-Based Discriminator And Its Evaluation In Speech Perception Modeling
abstract
We propose the HumanGAN, a generative adversarial network (GAN) incorporating human perception as a discriminator. A basic GAN trains a generator to represent a real-data distribution by fooling the discriminator that distinguishes real and generated data. Therefore, the basic GAN cannot represent the outside of a real-data distribution. In the case of speech perception, humans can recognize not only human voices but also processed (i.e., a non-existent human) voices as human voice. Such a human-acceptable distribution is typically wider than a real-data one and cannot be modeled by the basic GAN. To model the human-acceptable distribution, we formulate a backpropagation-based generator training algorithm by regarding human perception as a black-boxed discriminator. The training efficiently iterates generator training by using a computer and discrimination by human. We evaluate our HumanGAN in speech naturalness modeling and demonstrate that it can represent a human-acceptable distribution that is wider than a real-data distribution.
Kazuki Fujii, Yuki Saito 0001, Shinnosuke Takamichi, Yukino Baba, Hiroshi Saruwatari
ICASSP1
2016 Enriching Travel Guidebooks with Travel Blog Entries and Archives of Answered Questions
Kazuki Fujii, Hidetsugu Nanba, Toshiyuki Takezawa, Aya Ishino
ENTER1
2011 Automatic composition system using genetic algorithm and N-gram model - influence of N in N-gram model
abstract
In this paper, we propose an automatic composition system using genetic algorithm and N-gram model. In the proposed system, the tone and the length of sounds are expressed in a form of gene, and some melodies are generated by genetic algorithm. In this system, the fitness of the gene is calculated based on (a) transition of rhythm, (b) transition of tone, (c) transition of tone and length, (d) transition of the number of sounds per bar, (e) transition of chord progression, (f) similarity of rhythms between bars, (g) rate of unique sounds of scales, (h) difference between two sounds and (i) length of rests. We carried out a series of computer experiments and confirmed the effectiveness of the proposed system.
Kazuki Fujii, Mitsuhiro Takeshita, Yuko Osana
SMC1