Demo Data from EDBT 2026 / reviewers in the wild / expert
Botond Szatmáry
dblp:90/4780
· DBLP profile ↗
5ranked-venue papers
3as first author
0since 2021 · last 2010
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 2 first-authorSystems, architecture and hardware · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorApplied, interdisciplinary, general and emerging 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 |
Legged, aerial and field robots · 50% Language models and text generation · 50% | |
| Human-computer interaction and pervasive computing
1 paper |
Human-robot interaction · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Robotics › Legged, aerial and field robots › bio-inspired robot
bio-inspired robot control |
0.1 | 1 | 2006 | A Neurally Controlled Robot Competes and Cooperates with Humans in Segway Soccer · ICRA 2006 |
Natural language and speech › Language models and text generation
neural simulation |
0.1 | 1 | 2006 | A Neurally Controlled Robot Competes and Cooperates with Humans in Segway Soccer · ICRA 2006 |
Human-robot interaction
human-robot collaboration |
0.1 | 1 | 2006 | A Neurally Controlled Robot Competes and Cooperates with Humans in Segway Soccer · ICRA 2006 |
Methods — techniques the papers use, named apart from their topics
visual object recognition · 0.1neural simulation · 0.1laser range finder · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2010 | Spike-Timing Theory of Working MemoryabstractWorking memory (WM) is the part of the brain's memory system that provides temporary storage and manipulation of information necessary for cognition. Although WM has limited capacity at any given time, it has vast memory content in the sense that it acts on the brain's nearly infinite repertoire of lifetime long-term memories. Using simulations, we show that large memory content and WM functionality emerge spontaneously if we take the spike-timing nature of neuronal processing into account. Here, memories are represented by extensively overlapping groups of neurons that exhibit stereotypical time-locked spatiotemporal spike-timing patterns, called polychronous patterns; and synapses forming such polychronous neuronal groups (PNGs) are subject to associative synaptic plasticity in the form of both long-term and short-term spike-timing dependent plasticity. While long-term potentiation is essential in PNG formation, we show how short-term plasticity can temporarily strengthen the synapses of selected PNGs and lead to an increase in the spontaneous reactivation rate of these PNGs. This increased reactivation rate, consistent with in vivo recordings during WM tasks, results in high interspike interval variability and irregular, yet systematically changing, elevated firing rate profiles within the neurons of the selected PNGs. Additionally, our theory explains the relationship between such slowly changing firing rates and precisely timed spikes, and it reveals a novel relationship between WM and the perception of time on the order of seconds. Botond Szatmáry, Eugene M. Izhikevich |
PLoS Comput. Biol. | 1 |
| 2006 | A Neurally Controlled Robot Competes and Cooperates with Humans in Segway SoccerabstractA new RoboCup soccer league is being developed, focusing on human-robot interaction. In this league each team consists of both a human player, mounted on a Segway HT scooter, and a robotic version of the Segway; both human and robot players must cooperate to score goals. This paper details the design of our robotic Segway soccer brain-based device (SS-BBD). The SS-BBD control system is based on a large scale neural simulation, whose design is dictated by details from the published literature on vertebrate neuroanatomy, neurophysiology, and psychophysics. The physical device is completely autonomous, and possesses special manipulators for kicking and capturing a full-sized soccer ball. The SS-BBD uses visual and laser rangefinder information to recognize a variety of game related objects, which enables it to perform actions such as capturing the ball, kicking the ball to another player, shooting a goal, and maneuvering safely across the field. The SS-BBD can act autonomously or obey voice commands from the human player. This is an unprecedented level of human-robot teamwork on a soccer field, in that our players are not merely acting autonomously, but also communicate with each other and support each other on the field Jason Fleischer, Botond Szatmáry, Donald Hutson, Douglas Moore, James A. Snook, Gerald M. Edelman, Jeffrey L. Krichmar |
ICRA | 2 |
| 2003 | Robust hierarchical image representation using non-negative matrix factorisation with sparse code shrinkage preprocessing
Botond Szatmáry, Gábor Szirtes, András Lörincz |
Pattern Anal. Appl. | 1 |
| 2002 | Non-negative matrix factorization extended by sparse code shrinkage and weight sparsification non-negative matrix factorization algorithms
Botond Szatmáry, Barnabás Póczos, Julian Eggert, Edgar Körner, András Lörincz |
ECAI | 1 |
| 2001 | Sign-changing filters similar to cells in primary visual cortex emerge by independent component analysis of temporally convolved natural image sequences
András Lörincz, Botond Szatmáry, Ata Kabán |
Neurocomputing | 2 |