Demo Data from SIGIR 2026 / reviewers in the wild / expert
Justin Chiu
dblp:136/5104
· DBLP profile ↗
4ranked-venue papers
0as first author
2since 2021 · last 2024
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1
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 |
Deep learning architectures and training · 32% Efficient and distributed learning · 31% Representation and self-supervised learning · 17% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Cloud and datacenter computing · 77% Distributed systems · 23% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 14 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Representation and self-supervised learning › pre-training › unsupervised pre-training
contrastive pre-training |
0.8 | 1 | 2024 | A Simple Recipe for Contrastively Pre-Training Video-First Encoders Beyond 16 Frames · CVPR 2024 |
Computer vision › Video understanding and tracking
long video understanding |
0.8 | 1 | 2024 | A Simple Recipe for Contrastively Pre-Training Video-First Encoders Beyond 16 Frames · CVPR 2024 |
Machine learning › Efficient and distributed learning
distributed training |
0.6 | 1 | 2022 | MiCS: Near-linear Scaling for Training Gigantic Model on Public Cloud · Proc. VLDB Endow. 2022 |
Machine learning › Efficient and distributed learning › distributed training
large model training |
0.6 | 1 | 2022 | MiCS: Near-linear Scaling for Training Gigantic Model on Public Cloud · Proc. VLDB Endow. 2022 |
Machine learning › Deep learning architectures and training
activation function |
0.3 | 1 | 2017 | Exploring Normalization in Deep Residual Networks with Concatenated Rectified Linear Units · AAAI 2017 |
Machine learning › Deep learning architectures and training › normalization
batch normalization |
0.3 | 1 | 2017 | Exploring Normalization in Deep Residual Networks with Concatenated Rectified Linear Units · AAAI 2017 |
Machine learning › Deep learning architectures and training
convolutional neural network |
0.3 | 1 | 2017 | Exploring Normalization in Deep Residual Networks with Concatenated Rectified Linear Units · AAAI 2017 |
Machine learning › Deep learning architectures and training › normalization
normalization layers |
0.3 | 1 | 2017 | Exploring Normalization in Deep Residual Networks with Concatenated Rectified Linear Units · AAAI 2017 |
Machine learning › Deep learning architectures and training › convolutional neural network
residual network |
0.3 | 1 | 2017 | Exploring Normalization in Deep Residual Networks with Concatenated Rectified Linear Units · AAAI 2017 |
Virtual and augmented reality › virtual environment
immersive simulation |
0.2 | 1 | 2016 | Immersive Scuba Diving Simulator Using Virtual Reality · UIST 2016 |
Machine learning › Efficient and distributed learning
memory-efficient training |
0.2 | 1 | 2024 | A Simple Recipe for Contrastively Pre-Training Video-First Encoders Beyond 16 Frames · CVPR 2024 |
Distributed systems
communication optimization |
0.2 | 1 | 2022 | MiCS: Near-linear Scaling for Training Gigantic Model on Public Cloud · Proc. VLDB Endow. 2022 |
Computer vision › Image recognition and object detection
object recognition |
0.1 | 1 | 2017 | Exploring Normalization in Deep Residual Networks with Concatenated Rectified Linear Units · AAAI 2017 |
Haptics and multimodal interaction
multimodal feedback |
0.1 | 1 | 2016 | Immersive Scuba Diving Simulator Using Virtual Reality · UIST 2016 |
Methods — techniques the papers use, named apart from their topics
heterogeneous network bandwidth utilization · 1.1gradient synchronization · 1.1communication scale minimization · 1.1multi-resolution patchification · 0.8input masking · 0.8factorized attention · 0.8contrastive learning · 0.8user study · 0.5motion platform · 0.5head-mounted display · 0.5normalization propagation · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | A Simple Recipe for Contrastively Pre-Training Video-First Encoders Beyond 16 FramesabstractUnderstanding long, real-world videos requires modeling of long-range visual dependencies. To this end, we explore video-first architectures, building on the common paradigm of transferring large-scale, image–text models to video via shallow temporal fusion. However, we expose two limitations to the approach: (1) decreased spatial capabilities, likely due to poor video–language alignment in standard video datasets, and (2) higher memory consumption, bottlenecking the number of frames that can be processed. To mitigate the memory bottleneck, we systematically analyze the memory/accuracy trade-off of various efficient methods: factorized attention, parameter-efficient image-to-video adaptation, input masking, and multi-resolution patchification. Surprisingly, simply masking large portions of the video (up to 75%) during contrastive pre-training proves to be one of the most robust ways to scale encoders to videos up to 4.3 minutes at 1 FPS. Our simple approach for training long video-to-text models, which scales to 1B parameters, does not add new architectural complexity and is able to outperform the popular paradigm of using much larger LLMs as an information aggregator over segment-based information on benchmarks with long-range temporal dependencies (YouCook2, EgoSchema). Pinelopi Papalampidi, Skanda Koppula, Shreya Pathak, Justin Chiu, Joseph Heyward, Viorica Patraucean, Antoine Miech, Andrew Zisserman, Aida Nematzadeh |
CVPR | 4 |
| 2022 | MiCS: Near-linear Scaling for Training Gigantic Model on Public CloudabstractExisting general purpose frameworks for gigantic model training, i.e., dense models with billions of parameters, cannot scale efficiently on cloud environment with various networking conditions due to large communication overheads. In this paper, we propose MiCS, which Minimizes the Communication Scale to bring down communication overhead. Specifically, by decreasing the number of participants in a communication collective, MiCS can utilize heterogeneous network bandwidth, reduce network traffic over slower links, reduce the latency of communications for maintaining high network bandwidth utilization, and amortize expensive global gradient synchronization overhead. Our evaluation on AWS shows that the system throughput of MiCS is up to 2.89× that of the state-of-the-art large model training systems. MiCS achieves near-linear scaling efficiency, which is up to 1.27× that of DeepSpeed. MiCS allows us to train a proprietary model with 100 billion parameters on 512 GPUs with 99.4% weak-scaling efficiency, and it is able to saturate over 54.5% theoretical computation power of each GPU on a public cloud with less GPU memory and more restricted networks than DGX-A100 clusters. Zhen Zhang 0063, Shuai Zheng 0004, Yida Wang 0003, Justin Chiu, George Karypis, Trishul Chilimbi, Mu Li 0003, Xin Jin 0008 |
Proc. VLDB Endow. | 4 |
| 2017 | Exploring Normalization in Deep Residual Networks with Concatenated Rectified Linear UnitsabstractDeep Residual Networks (ResNets) have recently achieved state-of-the-art results on many challenging computer vision tasks. In this work we analyze the role of Batch Normalization (BatchNorm) layers on ResNets in the hope of improving the current architecture and better incorporating other normalization techniques, such as Normalization Propagation (NormProp), into ResNets. Firstly, we verify that BatchNorm helps distribute representation learning to residual blocks at all layers, as opposed to a plain ResNet without BatchNorm where learning happens mostly in the latter part of the network. We also observe that BatchNorm well regularizes Concatenated ReLU (CReLU) activation scheme on ResNets, whose magnitude of activation grows by preserving both positive and negative responses when going deeper into the network. Secondly, we investigate the use of NormProp as a replacement for BatchNorm in ResNets. Though NormProp theoretically attains the same effect as BatchNorm on generic convolutional neural networks, the identity mapping of ResNets invalidates its theoretical promise and NormProp exhibits a significant performance drop when naively applied. To bridge the gap between BatchNorm and NormProp in ResNets, we propose a simple modification to NormProp and employ the CReLU activation scheme. We experiment on visual object recognition benchmark datasets such as CIFAR-10/100 and ImageNet and demonstrate that 1) the modified NormProp performs better than the original NormProp but is still not comparable to BatchNorm and 2) CReLU improves the performance of ResNets with or without normalizations. Wenling Shang, Justin Chiu, Kihyuk Sohn |
AAAI | 2 |
| 2016 | Immersive Scuba Diving Simulator Using Virtual RealityabstractWe present Amphibian, a simulator to experience scuba diving virtually in a terrestrial setting. While existing diving simulators mostly focus on visual and aural displays, Amphibian simulates a wider variety of sensations experienced underwater. Users rest their torso on a motion platform to feel buoyancy. Their outstretched arms and legs are placed in a suspended harness to simulate drag as they swim. An Oculus Rift head-mounted display (HMD) and a pair of headphones delineate the visual and auditory ocean scene. Additional senses simulated in Amphibian are breath motion, temperature changes, and tactile feedback through various sensors. Twelve experienced divers compared Amphibian to real-life scuba diving. We analyzed the system factors that influenced the users' sense of being there while using our simulator. We present future UI improvements for enhancing immersion in VR diving simulators. Dhruv Jain, Misha Sra, Jingru Guo, Rodrigo Marques, Raymond Wu, Justin Chiu, Chris Schmandt |
UIST | 6 |