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Daniel F. B. Haeufle

dblp:50/11082 · also Daniel F. B. Häufle · DBLP profile ↗
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6ranked-venue papers
0as first author
5since 2021 · last 2025
0000-0002-3480-6892ORCID · verified

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

Artificial intelligence and machine learning · 4 · 3 since 2021Systems, architecture and hardware · 2 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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
5 papers
Reinforcement learning · 30% Motion planning and robot control · 26% Representation and self-supervised learning · 19%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 59% Human-robot interaction · 41%

Topics — the 12 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Representation and self-supervised learning › representation learning › unsupervised representation learning
self-supervised representation learning
0.912025
HaHeAE: Learning Generalisable Joint Representations of Human Hand and Head Movements in Extended Reality · IEEE Trans. Vis. Comput. Graph. 2025
Immersive interaction
extended reality
0.912025
HaHeAE: Learning Generalisable Joint Representations of Human Hand and Head Movements in Extended Reality · IEEE Trans. Vis. Comput. Graph. 2025
Machine learning › Reinforcement learning › policy optimization
policy gradient
0.812024
Identifying Policy Gradient Subspaces · ICLR 2024
Human-robot interaction › human behavior modeling
human motion prediction
0.812024
HOIMotion: Forecasting Human Motion During Human-Object Interactions Using Egocentric 3D Object Bounding Boxes · IEEE Trans. Vis. Comput. Graph. 2024
Machine learning › Reinforcement learning › exploration
embodied exploration
0.712023
DEP-RL: Embodied Exploration for Reinforcement Learning in Overactuated and Musculoskeletal Systems · ICLR 2023
Robotics › Motion planning and robot control
musculoskeletal control
0.522023
Learning to Control Redundant Musculoskeletal Systems with Neural Networks and SQP: Exploiting Muscle Properties · ICRA 2018
DEP-RL: Embodied Exploration for Reinforcement Learning in Overactuated and Musculoskeletal Systems · ICLR 2023
Robotics › Motion planning and robot control › robot control › learning control
control policy learning
0.312018
Learning to Control Redundant Musculoskeletal Systems with Neural Networks and SQP: Exploiting Muscle Properties · ICRA 2018
Robotics › Motion planning and robot control
robot control
0.312018
Learning to Control Redundant Musculoskeletal Systems with Neural Networks and SQP: Exploiting Muscle Properties · ICRA 2018
Computer vision › Face, body and person analysis
human pose analysis
0.212024
HOIMotion: Forecasting Human Motion During Human-Object Interactions Using Egocentric 3D Object Bounding Boxes · IEEE Trans. Vis. Comput. Graph. 2024
Immersive interaction
augmented reality
0.212024
HOIMotion: Forecasting Human Motion During Human-Object Interactions Using Egocentric 3D Object Bounding Boxes · IEEE Trans. Vis. Comput. Graph. 2024
Robotics › Robot manipulation
muscle co-contraction control
0.112018
Learning to Control Redundant Musculoskeletal Systems with Neural Networks and SQP: Exploiting Muscle Properties · ICRA 2018
Robotics › Robot manipulation › robot actuation
redundant actuation
0.112018
Learning to Control Redundant Musculoskeletal Systems with Neural Networks and SQP: Exploiting Muscle Properties · ICRA 2018

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

graph convolutional network · 3.3diffusion model · 1.7autoencoder · 1.7multi-layer perceptron · 1.5second-order optimization · 0.8policy gradient · 0.8reinforcement learning · 0.7sequential quadratic programming · 0.3neural network · 0.3
YearPublicationVenuePosition
2025 HaHeAE: Learning Generalisable Joint Representations of Human Hand and Head Movements in Extended Reality
abstract
Human hand and head movements are the most pervasive input modalities in extended reality (XR) and are significant for a wide range of applications. However, prior works on hand and head modelling in XR only explored a single modality or focused on specific applications. We present HaHeAE - a novel self-supervised method for learning generalisable joint representations of hand and head movements in XR. At the core of our method is an autoencoder (AE) that uses a graph convolutional network-based semantic encoder and a diffusion-based stochastic encoder to learn the joint semantic and stochastic representations of hand-head movements. It also features a diffusion-based decoder to reconstruct the original signals. Through extensive evaluations on three public XR datasets, we show that our method 1) significantly outperforms commonly used self-supervised methods by up to 74.1% in terms of reconstruction quality and is generalisable across users, activities, and XR environments, 2) enables new applications, including interpretable hand-head cluster identification and variable hand-head movement generation, and 3) can serve as an effective feature extractor for downstream tasks. Together, these results demonstrate the effectiveness of our method and underline the potential of self-supervised methods for jointly modelling hand-head behaviours in extended reality.
Zhiming Hu 0003, Zheming Yin, Daniel F. B. Haeufle, Syn Schmitt, Andreas Bulling
IEEE Trans. Vis. Comput. Graph.4
2024 Identifying Policy Gradient Subspaces
abstract
Policy gradient methods hold great potential for solving complex continuous control tasks. Still, their training efficiency can be improved by exploiting structure within the optimization problem. Recent work indicates that supervised learning can be accelerated by leveraging the fact that gradients lie in a low-dimensional and slowly-changing subspace. In this paper, we conduct a thorough evaluation of this phenomenon for two popular deep policy gradient methods on various simulated benchmark tasks. Our results demonstrate the existence of such gradient subspaces despite the continuously changing data distribution inherent to reinforcement learning. These findings reveal promising directions for future work on more efficient reinforcement learning, e.g., through improving parameter-space exploration or enabling second-order optimization.
Jan Schneider 0007, Pierre Schumacher, Simon Guist, Daniel F. B. Haeufle, Bernhard Schölkopf, Dieter Büchler
ICLR5
2024 GazeMotion: Gaze-guided Human Motion Forecasting
abstract
We present GazeMotion – a novel method for human motion forecasting that combines information on past human poses with human eye gaze. Inspired by evidence from behavioural sciences showing that human eye and body movements are closely coordinated, GazeMotion first predicts future eye gaze from past gaze, then fuses predicted future gaze and past poses into a gaze-pose graph, and finally uses a residual graph convolutional network to forecast body motion. We extensively evaluate our method on the MoGaze, ADT, and GIMO benchmark datasets and show that it outperforms state-of-the-art methods by up to 7.4% improvement in mean per joint position error. Using head direction as a proxy to gaze, our method still achieves an average improvement of 5.5%. We finally report an online user study showing that our method also outperforms prior methods in terms of perceived realism. These results show the significant information content available in eye gaze for human motion forecasting as well as the effectiveness of our method in exploiting this information.
Zhiming Hu 0003, Syn Schmitt, Daniel F. B. Haeufle, Andreas Bulling
IROS3
2024 HOIMotion: Forecasting Human Motion During Human-Object Interactions Using Egocentric 3D Object Bounding Boxes
abstract
We present HOIMotion - a novel approach for human motion forecasting during human-object interactions that integrates information about past body poses and egocentric 3D object bounding boxes. Human motion forecasting is important in many augmented reality applications but most existing methods have only used past body poses to predict future motion. HOIMotion first uses an encoder-residual graph convolutional network (GCN) and multi-layer perceptrons to extract features from body poses and egocentric 3D object bounding boxes, respectively. Our method then fuses pose and object features into a novel pose-object graph and uses a residual-decoder GCN to forecast future body motion. We extensively evaluate our method on the Aria digital twin (ADT) and MoGaze datasets and show that HOIMotion consistently outperforms state-of-the-art methods by a large margin of up to 8.7% on ADT and 7.2% on MoGaze in terms of mean per joint position error. Complementing these evaluations, we report a human study (N=20) that shows that the improvements achieved by our method result in forecasted poses being perceived as both more precise and more realistic than those of existing methods. Taken together, these results reveal the significant information content available in egocentric 3D object bounding boxes for human motion forecasting and the effectiveness of our method in exploiting this information.
Zhiming Hu 0003, Zheming Yin, Daniel F. B. Haeufle, Syn Schmitt, Andreas Bulling
IEEE Trans. Vis. Comput. Graph.3
2023 DEP-RL: Embodied Exploration for Reinforcement Learning in Overactuated and Musculoskeletal Systems
Pierre Schumacher, Daniel F. B. Haeufle, Dieter Büchler, Syn Schmitt, Georg Martius
ICLR2
2018 Learning to Control Redundant Musculoskeletal Systems with Neural Networks and SQP: Exploiting Muscle Properties
abstract
Modeling biomechanical musculoskeletal systems reveals that the mapping from muscle stimulations to movement dynamics is highly nonlinear and complex, which makes it difficult to control those systems with classical techniques. In this work, we not only investigate whether machine learning approaches are capable of learning a controller for such systems. We are especially interested in the question if the structure of the musculoskeletal apparatus exhibits properties that are favorable for the learning task. In particular, we consider learning a control policy from target positions to muscle stimulations. To account for the high actuator redundancy of biomechanical systems, our approach uses a learned forward model represented by a neural network and sequential quadratic programming to obtain the control policy, which also enables us to alternate the co-contraction level and hence allows to change the stiffness of the system and to include optimality criteria like small muscle stimulations. Experiments on both a simulated musculoskeletal model of a human arm and a real biomimetic muscle-driven robot show that our approach is able to learn an accurate controller despite high redundancy and nonlinearity, while retaining sample efficiency.
Danny Drieß, Heiko Zimmermann, Simon Wolfen, Dan Suissa, Daniel F. B. Haeufle, Daniel Hennes, Marc Toussaint, Syn Schmitt
ICRA5