Demo Data from EDBT 2026 / reviewers in the wild / expert
Lihan Huang
dblp:88/8820
· DBLP profile ↗
4ranked-venue papers
0as first author
1since 2021 · last 2024
0000-0002-9565-4503ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 since 2021Artificial intelligence and machine learning · 3 · 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
3 papers |
Video understanding and tracking · 60% 3D vision · 11% Robot navigation and mapping · 8% |
Topics — the 10 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › Video understanding and tracking › object tracking
hand-held object tracking |
0.8 | 1 | 2024 | HOIST-Former: Hand-Held Objects Identification, Segmentation, and Tracking in the Wild · CVPR 2024 |
Computer vision › Video understanding and tracking
object tracking |
0.8 | 1 | 2024 | HOIST-Former: Hand-Held Objects Identification, Segmentation, and Tracking in the Wild · CVPR 2024 |
Computer vision › Video understanding and tracking
video object segmentation |
0.8 | 1 | 2024 | HOIST-Former: Hand-Held Objects Identification, Segmentation, and Tracking in the Wild · CVPR 2024 |
Computer vision › Video understanding and tracking
action recognition |
0.4 | 1 | 2020 | Active Vision for Early Recognition of Human Actions · CVPR 2020 |
Robotics › Robot navigation and mapping
active perception |
0.4 | 1 | 2020 | Active Vision for Early Recognition of Human Actions · CVPR 2020 |
Computer vision › Video understanding and tracking › action recognition › temporal action recognition
early action recognition |
0.4 | 1 | 2020 | Active Vision for Early Recognition of Human Actions · CVPR 2020 |
Machine learning › Reinforcement learning › imitation learning
inverse reinforcement learning |
0.4 | 1 | 2020 | Predicting Goal-Directed Human Attention Using Inverse Reinforcement Learning · CVPR 2020 |
Computer vision › Image recognition and object detection
saliency prediction |
0.4 | 1 | 2020 | Predicting Goal-Directed Human Attention Using Inverse Reinforcement Learning · CVPR 2020 |
Computer vision › 3D vision › biological vision modeling
scanpath prediction |
0.4 | 1 | 2020 | Predicting Goal-Directed Human Attention Using Inverse Reinforcement Learning · CVPR 2020 |
Computer vision › Face, body and person analysis › hand analysis
hand detection |
0.2 | 1 | 2024 | HOIST-Former: Hand-Held Objects Identification, Segmentation, and Tracking in the Wild · CVPR 2024 |
Methods — techniques the papers use, named apart from their topics
transformer architecture · 0.8iterative feature pooling · 0.8contact loss · 0.8sequential decision process · 0.4reinforcement learning · 0.4recurrent neural network · 0.4inverse reinforcement learning · 0.4dynamic contextual belief maps · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | HOIST-Former: Hand-Held Objects Identification, Segmentation, and Tracking in the WildabstractWe address the challenging task of identifying, segmenting, and tracking hand-held objects, which is crucial for applications such as human action segmentation and per-formance evaluation. This task is particularly challenging due to heavy occlusion, rapid motion, and the transitory nature of objects being hand-held, where an object may be held, released, and subsequently picked up again. To tackle these challenges, we have developed a novel transformer-based architecture called HOIST-Former. HOIST-Former is adept at spatially and temporally segmenting hands and objects by iteratively pooling features from each other, ensuring that the processes of identification, segmentation, and tracking of hand-held objects depend on the hands' positions and their contextual appearance. We further refine HOIST-Former with a contact loss that focuses on areas where hands are in contact with objects. Moreover, we also contribute an in-the-wild video dataset called HOIST, which comprises 4,125 videos complete with bounding boxes, segmentation masks, and tracking IDs for hand-held objects. Through experiments on the HOIST dataset and two ad-ditional public datasets, we demonstrate the efficacy of HOIST-Former in segmenting and tracking hand-held objects. Project page: https://supreethn.github.io/research/hoistformer/index.html Supreeth Narasimhaswamy, Huy Anh Nguyen, Lihan Huang, Minh Hoai |
CVPR | 3 |
| 2020 | Active Vision for Early Recognition of Human ActionsabstractWe propose a method for early recognition of human actions, one that can take advantages of multiple cameras while satisfying the constraints due to limited communication bandwidth and processing power. Our method considers multiple cameras, and at each time step, it will decide the best camera to use so that a confident recognition decision can be reached as soon as possible. We formulate the camera selection problem as a sequential decision process, and learn a view selection policy based on reinforcement learning. We also develop a novel recurrent neural network architecture to account for the unobserved video frames and the irregular intervals between the observed frames. Experiments on three datasets demonstrate the effectiveness of our approach for early recognition of human actions. Boyu Wang 0001, Lihan Huang, Minh Hoai |
CVPR | 2 |
| 2020 | Predicting Goal-Directed Human Attention Using Inverse Reinforcement LearningabstractHuman gaze behavior prediction is important for behavioral vision and for computer vision applications. Most models mainly focus on predicting free-viewing behavior using saliency maps, but do not generalize to goal-directed behavior, such as when a person searches for a visual target object. We propose the first inverse reinforcement learning (IRL) model to learn the internal reward function and policy used by humans during visual search. We modeled the viewer's internal belief states as dynamic contextual belief maps of object locations. These maps were learned and then used to predict behavioral scanpaths for multiple target categories. To train and evaluate our IRL model we created COCO-Search18, which is now the largest dataset of high-quality search fixations in existence. COCO-Search18 has 10 participants searching for each of 18 target-object categories in 6202 images, making about 300,000 goal-directed fixations. When trained and evaluated on COCO-Search18, the IRL model outperformed baseline models in predicting search fixation scanpaths, both in terms of similarity to human search behavior and search efficiency. Finally, reward maps recovered by the IRL model reveal distinctive target-dependent patterns of object prioritization, which we interpret as a learned object context. Zhibo Yang 0002, Lihan Huang, Yupei Chen, Zijun Wei, Seoyoung Ahn, Gregory J. Zelinsky, Dimitris Samaras, Minh Hoai |
CVPR | 2 |
| 2019 | Designing deployable 3D scissor structures with ball-and-socket jointsabstractAbstract Scissor structures, which transform from a compact state to an expanded state, are widely used in various fields, ranging from architectural design to aerospace applications. We focus on a challenging problem that breaks through the restriction of planarity: to design scissor structures that expand from one given 3D shape to another 3D shape. To achieve this purpose, we propose a three‐step algorithm to construct a 3D scissor structure that realizes non‐uniform concentration between two different 3D curves. First, the input shapes are divided into scissor segments, which are composed of a sequence of planar scissor units based on the shape correspondence. Secondly, we compute the scissor unit geometry of each segment in a suggestive manner. Finally, the ball‐and‐socket joints with parameterized guide slits are integrated in order to connect the scissor segments, thereby completing the 3D deployment. Judging from a series of simulation and fabrication results, we demonstrate that our approach generates deployable structures for a wide range of 3D shape pairs. Xuejin Chen, Haoming Jiang, Tingting Xuan, Lihan Huang, Ligang Liu 0001 |
Comput. Animat. Virtual Worlds | 4 |