Peter Lehmann

dblp:61/3304 · DBLP profile ↗
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4ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0002-5345-4343ORCID · corroborated

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

Artificial intelligence and machine learning · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2Applied, interdisciplinary, general and emerging computing · 2Systems, architecture and hardware · 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
Motion planning and robot control · 100%

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

TopicWeightPapersLastEvidence papers
Robotics › Motion planning and robot control › trajectory optimization
differential dynamic programming
0.912025
Second-Order Stein Variational Dynamic Optimization · ICRA 2025
Robotics › Motion planning and robot control › robot control
model predictive control
0.912025
Second-Order Stein Variational Dynamic Optimization · ICRA 2025
Robotics › Motion planning and robot control › robot control
optimal control
0.912025
Second-Order Stein Variational Dynamic Optimization · ICRA 2025
Robotics › Motion planning and robot control
trajectory optimization
0.912025
Second-Order Stein Variational Dynamic Optimization · ICRA 2025

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

stein variational newton's method · 0.9sampling-based optimization · 0.9maximum entropy DDP · 0.9kernel methods · 0.9
YearPublicationVenuePosition
2025 Second-Order Stein Variational Dynamic Optimization
abstract
We present a novel second-order trajectory optimization algorithm based on Stein Variational Newton's Method and Maximum Entropy Differential Dynamic Programming. The proposed algorithm, called Stein Variational Differential Dynamic Programming, is a kernel-based extension of Maximum Entropy Differential Dynamic Programming that combines the best of the two worlds of sampling-based and gradient-based optimization. The resulting algorithm avoids known drawbacks of gradient-based dynamic optimization in terms of getting stuck at local minima, while it overcomes limitations of sampling-based stochastic optimization in terms of introducing undesirable stochasticity when applied in online fashion. To test the efficacy of the proposed algorithm, experiments are conducted in Model Predictive Control mode. The experiments include comparisons with unimodal and multimodal Maximum Entropy Differential Dynamic Programming as well as Model Predictive Path Integral Control and its multimodal and Stein Variational extensions. The results demonstrate the superior performance of the proposed algorithms and confirm the hypothesis that there is a middle ground between sampling-and gradient-based optimization that is indeed beneficial for dynamic optimization.
Yuichiro Aoyama, Peter Lehmann, Evangelos A. Theodorou
ICRA2
2022 Emotion Recognition and EEG Analysis Using ADMM-Based Sparse Group Lasso
abstract
This study presents an efficient sparse learning-based pattern recognition framework to recognize the discrete states of three emotions—happy, angry, and neutral emotion—using electroencephalogram (EEG) signals. In affective computing with massive spatiotemporal brainwave signals, a large number of features can be extracted to capture various information from multivariate brain data. However, it is often a challenge to model high-dimensional features efficiently in consideration of the intrinsic structure, such as channel location, feature group, time epoch, etc. In this study, features were extensively extracted from EEG signals and were applied on a structured sparse learning model to perform feature selection and classification simultaneously. An efficient ADMM-based algorithm with a closed-form solution was developed to solve the sparse group model. Experimental results show that the proposed method is capable of selecting a small number of important neural features to discriminate the three emotion states with high classification accuracy. With greatly enhanced interpretability and efficiency to learn neural signatures of brain activity from high-dimensional-feature, low-sample-size brain imaging data, the presented computational framework is promising for handling emotion recognition problems with high-dimensional brain imaging data.
Kin Ming Puk, Jay M. Rosenberger, Kellen C. Gandy, Haley Nicole Harris, Yuan Bo Peng, Anne Nordberg, Peter Lehmann, Jodi Tommerdahl, Jung-Chih Chiao
IEEE Trans. Affect. Comput.8
2015 A Framework for using Business Intelligence for Learning Decision Making with Business Simulation Games
abstract
This position paper will give an overview of the Business Intelligence (BI) learning framework which includes: (1) BI game; (2) data warehouse system; (3) self-service BI tools, and (4) learning assessment. The BI game is used as an educational platform to simulate business scenarios and business processes. The data warehouse system integrates all of the business transactions and results from the BI game and provides a single point of truth for analytical information. During the business processes, self-service BI tools are used to access data marts for business analytics by both students and instructors. The learning assessment component is used to evaluate students’ knowledge and skills in BI and 21st Century skills.
Waranya Poonnawat, Peter Lehmann
CSEDU (2)2
2014 Using Self-service Business Intelligence for Learning Decision Making with Business Simulation Games
abstract
This position paper presents, firstly, the evolution of decision support systems (DSS) and the challenges in teaching in the field of DSS. Secondly, the concepts of management process, decision support technology, self-service business intelligence (SSBI), business simulation games and literature search results on business games associated with DSS are presented. Lastly, we suggest a conceptual framework of using DSS/SSBI on top of business simulation games to support better decision making.
Waranya Poonnawat, Peter Lehmann
CSEDU (2)2