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Josh H. McDermott

dblp:59/9876 · DBLP profile ↗
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21ranked-venue papers
0as first author
6since 2021 · last 2022
0000-0002-3965-2503ORCID · corroborated

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

Artificial intelligence and machine learning · 18 · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 6 · 1 since 2021Systems, 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
10 papers
Representation and self-supervised learning · 21% Trustworthy machine learning · 14% Deep learning architectures and training · 14%
Computer graphics and multimedia
5 papers
Multimedia analysis and retrieval · 84% Audio and music processing · 16%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Bioinformatics and computational biology · 100%

Topics — the 20 heaviest of 27, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Robot manipulation › object manipulation
object transport
0.612022
The ThreeDWorld Transport Challenge: A Visually Guided Task-and-Motion Planning Benchmark Towards Physically Realistic Embodied AI · ICRA 2022
Robotics › Motion planning and robot control
task and motion planning
0.612022
The ThreeDWorld Transport Challenge: A Visually Guided Task-and-Motion Planning Benchmark Towards Physically Realistic Embodied AI · ICRA 2022
Multimedia analysis and retrieval › multimodal fusion
audio-visual fusion
0.612022
Finding Fallen Objects Via Asynchronous Audio-Visual Integration · CVPR 2022
Machine learning › Trustworthy machine learning › robustness
adversarial robustness
0.512021
Neural Population Geometry Reveals the Role of Stochasticity in Robust Perception · NeurIPS 2021
Machine learning › Deep learning architectures and training
stochastic neural network
0.512021
Neural Population Geometry Reveals the Role of Stochasticity in Robust Perception · NeurIPS 2021
Bioinformatics and computational biology
computational neuroscience
0.512021
Neural Population Geometry Reveals the Role of Stochasticity in Robust Perception · NeurIPS 2021
Machine learning › Transfer learning and domain adaptation
class separability
0.412019
Untangling in Invariant Speech Recognition · NeurIPS 2019
Machine learning › Trustworthy machine learning
interpretability
0.412019
Metamers of neural networks reveal divergence from human perceptual systems · NeurIPS 2019
Machine learning › Representation and self-supervised learning › representation analysis
neural representation analysis
0.412019
Metamers of neural networks reveal divergence from human perceptual systems · NeurIPS 2019
Machine learning › Representation and self-supervised learning › representation learning
representation geometry
0.412019
Untangling in Invariant Speech Recognition · NeurIPS 2019
Machine learning › Representation and self-supervised learning › representation learning › unsupervised representation learning › self-supervised representation learning › multimodal self-supervised learning
cross-modal self-supervision
0.312018
Learning Sight from Sound: Ambient Sound Provides Supervision for Visual Learning · Int. J. Comput. Vis. 2018
Multimedia analysis and retrieval › audio-visual learning
audio-visual correspondence
0.312018
The Sound of Pixels · ECCV (1) 2018
Multimedia analysis and retrieval
audio-visual learning
0.312017
Generative Modeling of Audible Shapes for Object Perception · ICCV 2017
Machine learning › Representation and self-supervised learning › representation learning › unsupervised representation learning › self-supervised representation learning › multimodal self-supervised learning
audio-visual self-supervised learning
0.212016
Ambient Sound Provides Supervision for Visual Learning · ECCV (1) 2016
Audio and music processing
sound synthesis
0.212016
Visually Indicated Sounds · CVPR 2016
Knowledge, reasoning and agents › Multi-agent systems › autonomous agents
embodied agent
0.212022
Finding Fallen Objects Via Asynchronous Audio-Visual Integration · CVPR 2022
Robotics › Autonomous driving › perception
perception robustness
0.112021
Neural Population Geometry Reveals the Role of Stochasticity in Robust Perception · NeurIPS 2021
Computer vision › Vision and language
audio-visual learning
0.112018
Learning Sight from Sound: Ambient Sound Provides Supervision for Visual Learning · Int. J. Comput. Vis. 2018
Computer vision › 3D vision
3d shape analysis
0.112017
Generative Modeling of Audible Shapes for Object Perception · ICCV 2017
Multimedia analysis and retrieval
audio-visual analysis
0.112016
Ambient Sound Provides Supervision for Visual Learning · ECCV (1) 2016

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

reinforcement learning · 1.7modular planning · 1.1imitation learning · 1.1geometric analysis · 1.0adversarial perturbation analysis · 1.0hierarchical planning · 0.6statistical mechanics of learning · 0.4representation analysis · 0.4metamer synthesis · 0.4gradient descent · 0.4physical simulation · 0.3generative modeling · 0.3self-supervised learning · 0.2recurrent neural network · 0.2multimodal learning · 0.2example-based synthesis · 0.2
YearPublicationVenuePosition
2022 Inferring object interactions from scraping and rolling sounds
Vinayak Agarwal, Josh H. McDermott
CogSci2
2022 Finding Fallen Objects Via Asynchronous Audio-Visual Integration
abstract
The way an object looks and sounds provide complementary reflections of its physical properties. In many settings cues from vision and audition arrive asynchronously but must be integrated, as when we hear an object dropped on the floor and then must find it. In this paper, we introduce a setting in which to study multi-modal object localization in 3D virtual environments. An object is dropped somewhere in a room. An embodied robot agent, equipped with camera and microphone, must determine what object has been dropped - and where - by combining audio and visual signals with knowledge of the underlying physics. To study this problem, we have generated a large-scale dataset - the Fallen Objects dataset - that includes 8000 instances of 30 physical object categories in 64 rooms. The dataset uses the ThreeDWorld Platform that can simulate physics-based impact sounds and complex physical interactions between objects in a photorealistic setting. As a first step toward addressing this challenge, we develop a set of embodied agent baselines, based on imitation learning, reinforcement learning, and modular planning, and perform an in-depth analysis of the challenge of this new task. This dataset is publicly available11Project page: http://fallen-object.csail.mit.edu.
Chuang Gan 0001, Yi Gu 0002, Jeremy Schwartz, Seth Alter, James Traer, Dan Gutfreund, Josh Tenenbaum, Josh H. McDermott, Antonio Torralba 0001
CVPR9
2022 The ThreeDWorld Transport Challenge: A Visually Guided Task-and-Motion Planning Benchmark Towards Physically Realistic Embodied AI
abstract
We introduce a visually-guided task-and-motion planning benchmark, which we call the ThreeDWorld Trans-port Challenge. In this challenge, an embodied agent is spawned randomly in a simulated physical home environment and required to transport a small set of objects scattered around the house with containers. We build this benchmark challenge using the ThreeDWorld simulation: a virtual 3D environment where all objects respond to physics, and a robot agent can be controlled using a fully physics-driven navigation and interaction API. We evaluate several existing agents on this benchmark. Experimental results suggest that: 1) a pure RL model struggles on this challenge; 2) state-of-the-art hierarchical planning-based agents can transport some objects but are still far from solving this task. We anticipate that this benchmark will empower researchers to develop more intelligent physics-aware robot learning algorithms.
Chuang Gan 0001, Jeremy Schwartz, Seth Alter, Abhishek Bhandwaldar, Dan Gutfreund, Dan Yamins, James J. DiCarlo, Josh H. McDermott, Antonio Torralba 0001, Josh Tenenbaum
ICRA9
2021 Object-Based Synthesis of Scraping and Rolling Sounds Based on Non-Linear Physical Constraints
abstract
Sustained contact interactions like scraping and rolling produce a wide variety of sounds. Previous studies have explored ways to synthesize these sounds efficiently and intuitively but could not fully mimic the rich structure of real instances of these sounds. We present a novel source-filter model for realistic synthesis of scraping and rolling sounds with physically and perceptually relevant controllable parameters constrained by principles of mechanics. Key features of our model include non-linearities to constrain the contact force, naturalistic normal force variation for different motions, and a method for morphing impulse responses within a material to achieve location-dependence. Perceptual experiments show that the presented model is able to synthesize realistic scraping and rolling sounds while conveying physical information similar to that in recorded sounds.
Vinayak Agarwal, Maddie Cusimano, James Traer, Josh H. McDermott
DAFx4
2021 Speech Denoising with Auditory Models
abstract
Contemporary speech enhancement predominantly relies on audio transforms that are trained to reconstruct a clean speech waveform. The development of high-performing neural network sound recognition systems has raised the possibility of using deep feature representations as 'perceptual' losses with which to train denoising systems. We explored their utility by first training deep neural networks to classify either spoken words or environmental sounds from audio. We then trained an audio transform to map noisy speech to an audio waveform that minimized the difference in the deep feature representations between the output audio and the corresponding clean audio. The resulting transforms removed noise substantially better than baseline methods trained to reconstruct clean waveforms, and also outperformed previous methods using deep feature losses. However, a similar benefit was obtained simply by using losses derived from the filter bank inputs to the deep networks. The results show that deep features can guide speech enhancement, but suggest that they do not yet outperform simple alternatives that do not involve learned features.
Mark R. Saddler, Andrew Francl, Jenelle Feather, Kaizhi Qian, Yang Zhang 0001, Josh H. McDermott
Interspeech6
2021 Neural Population Geometry Reveals the Role of Stochasticity in Robust Perception
abstract
Adversarial examples are often cited by neuroscientists and machine learning researchers as an example of how computational models diverge from biological sensory systems. Recent work has proposed adding biologically-inspired components to visual neural networks as a way to improve their adversarial robustness. One surprisingly effective component for reducing adversarial vulnerability is response stochasticity, like that exhibited by biological neurons. Here, using recently developed geometrical techniques from computational neuroscience, we investigate how adversarial perturbations influence the internal representations of standard, adversarially trained, and biologically-inspired stochastic networks. We find distinct geometric signatures for each type of network, revealing different mechanisms for achieving robust representations. Next, we generalize these results to the auditory domain, showing that neural stochasticity also makes auditory models more robust to adversarial perturbations. Geometric analysis of the stochastic networks reveals overlap between representations of clean and adversarially perturbed stimuli, and quantitatively demonstrate that competing geometric effects of stochasticity mediate a tradeoff between adversarial and clean performance. Our results shed light on the strategies of robust perception utilized by adversarially trained and stochastic networks, and help explain how stochasticity may be beneficial to machine and biological computation.
Joel Dapello, Jenelle Feather, Hang Le 0002, Tiago Marques, David D. Cox, Josh H. McDermott, James J. DiCarlo, SueYeon Chung
NeurIPS6
2019 Scrape, rub, and roll: causal inference in the perception of sustained contact sounds
Maddie Cusimano, Josh H. McDermott
CogSci2
2019 Separating object resonance and room reverberation in impact sounds
Jennifer Hu 0001, James Traer, Josh H. McDermott
CogSci3
2019 Self-supervised Audio-visual Co-segmentation
abstract
Segmenting objects in images and separating sound sources in audio are challenging tasks, in part because traditional approaches require large amounts of labeled data. In this paper we develop a neural network model for visual object segmentation and sound source separation that learns from natural videos through self-supervision. The model is an extension of recently proposed work that maps image pixels to sounds [1]. Here, we introduce a learning approach to disentangle concepts in the neural networks, and assign semantic categories to network feature channels to enable independent image segmentation and sound source separation after audio-visual training on videos. Our evaluations show that the disentangled model outperforms several baselines in semantic segmentation and sound source separation.
Andrew Rouditchenko, Hang Zhao 0021, Chuang Gan 0001, Josh H. McDermott, Antonio Torralba 0001
ICASSP4
2019 Metamers of neural networks reveal divergence from human perceptual systems
abstract
Deep neural networks have been embraced as models of sensory systems, instantiating representational transformations that appear to resemble those in the visual and auditory systems. To more thoroughly investigate their similarity to biological systems, we synthesized model metamers – stimuli that produce the same responses at some stage of a network’s representation. We generated model metamers for natural stimuli by performing gradient descent on a noise signal, matching the responses of individual layers of image and audio networks to a natural image or speech signal. The resulting signals reflect the invariances instantiated in the network up to the matched layer. We then measured whether model metamers were recognizable to human observers – a necessary condition for the model representations to replicate those of humans. Although model metamers from early network layers were recognizable to humans, those from deeper layers were not. Auditory model metamers became more human-recognizable with architectural modifications that reduced aliasing from pooling operations, but those from the deepest layers remained unrecognizable. We also used the metamer test to compare model representations. Cross-model metamer recognition dropped off for deeper layers, roughly at the same point that human recognition deteriorated, indicating divergence across model representations. The results reveal discrepancies between model and human representations, but also show how metamers can help guide model refinement and elucidate model representations.
Jenelle Feather, Alex Durango, Ray Gonzalez, Josh H. McDermott
NeurIPS4
2019 Untangling in Invariant Speech Recognition
abstract
Encouraged by the success of deep convolutional neural networks on a variety of visual tasks, much theoretical and experimental work has been aimed at understanding and interpreting how vision networks operate. At the same time, deep neural networks have also achieved impressive performance in audio processing applications, both as sub-components of larger systems and as complete end-to-end systems by themselves. Despite their empirical successes, comparatively little is understood about how these audio models accomplish these tasks.In this work, we employ a recently developed statistical mechanical theory that connects geometric properties of network representations and the separability of classes to probe how information is untangled within neural networks trained to recognize speech. We observe that speaker-specific nuisance variations are discarded by the network's hierarchy, whereas task-relevant properties such as words and phonemes are untangled in later layers. Higher level concepts such as parts-of-speech and context dependence also emerge in the later layers of the network. Finally, we find that the deep representations carry out significant temporal untangling by efficiently extracting task-relevant features at each time step of the computation. Taken together, these findings shed light on how deep auditory models process their time dependent input signals to carry out invariant speech recognition, and show how different concepts emerge through the layers of the network.
Cory Stephenson, Jenelle Feather, Suchismita Padhy, Oguz H. Elibol, Josh H. McDermott, SueYeon Chung
NeurIPS6
2018 Auditory scene analysis as Bayesian inference in sound source models
Maddie Cusimano, Luke B. Hewitt, Josh Tenenbaum, Josh H. McDermott
CogSci4
2018 Percepts and Concepts Across Cultures
Asifa Majid, Edward Gibson, Tanya M. Luhrmann, Josh H. McDermott, Artin Arshamian
CogSci4
2018 Physical Inference for Object Perception in Complex Auditory Scenes
Max H. Siegel, Josh Tenenbaum, Josh H. McDermott
CogSci3
2018 The Sound of Pixels
Hang Zhao 0021, Chuang Gan 0001, Andrew Rouditchenko, Carl Vondrick, Josh H. McDermott, Antonio Torralba 0001
ECCV (1)5
2018 Learning Sight from Sound: Ambient Sound Provides Supervision for Visual Learning
Andrew Owens, Jiajun Wu 0001, Josh H. McDermott, William T. Freeman, Antonio Torralba 0001
Int. J. Comput. Vis.3
2018 Learning Midlevel Auditory Codes from Natural Sound Statistics
abstract
Interaction with the world requires an organism to transform sensory signals into representations in which behaviorally meaningful properties of the environment are made explicit. These representations are derived through cascades of neuronal processing stages in which neurons at each stage recode the output of preceding stages. Explanations of sensory coding may thus involve understanding how low-level patterns are combined into more complex structures. To gain insight into such midlevel representations for sound, we designed a hierarchical generative model of natural sounds that learns combinations of spectrotemporal features from natural stimulus statistics. In the first layer, the model forms a sparse convolutional code of spectrograms using a dictionary of learned spectrotemporal kernels. To generalize from specific kernel activation patterns, the second layer encodes patterns of time-varying magnitude of multiple first-layer coefficients. When trained on corpora of speech and environmental sounds, some second-layer units learned to group similar spectrotemporal features. Others instantiate opponency between distinct sets of features. Such groupings might be instantiated by neurons in the auditory cortex, providing a hypothesis for midlevel neuronal computation.
Wiktor Mlynarski, Josh H. McDermott
Neural Comput.2
2017 Generative Modeling of Audible Shapes for Object Perception
abstract
Humans infer rich knowledge of objects from both auditory and visual cues. Building a machine of such competency, however, is very challenging, due to the great difficulty in capturing large-scale, clean data of objects with both their appearance and the sound they make. In this paper, we present a novel, open-source pipeline that generates audiovisual data, purely from 3D object shapes and their physical properties. Through comparison with audio recordings and human behavioral studies, we validate the accuracy of the sounds it generates. Using this generative model, we are able to construct a synthetic audio-visual dataset, namely Sound-20K, for object perception tasks. We demonstrate that auditory and visual information play complementary roles in object perception, and further, that the representation learned on synthetic audio-visual data can transfer to real-world scenarios.
Zhoutong Zhang, Jiajun Wu 0001, Qiujia Li, Zhengjia Huang, James Traer, Josh H. McDermott, Josh Tenenbaum, William T. Freeman
ICCV6
2016 Visually Indicated Sounds
abstract
Objects make distinctive sounds when they are hit or scratched. These sounds reveal aspects of an object's material properties, as well as the actions that produced them. In this paper, we propose the task of predicting what sound an object makes when struck as a way of studying physical interactions within a visual scene. We present an algorithm that synthesizes sound from silent videos of people hitting and scratching objects with a drumstick. This algorithm uses a recurrent neural network to predict sound features from videos and then produces a waveform from these features with an example-based synthesis procedure. We show that the sounds predicted by our model are realistic enough to fool participants in a "real or fake" psychophysical experiment, and that they convey significant information about material properties and physical interactions.
Andrew Owens, Phillip Isola, Josh H. McDermott, Antonio Torralba 0001, Edward H. Adelson, William T. Freeman
CVPR3
2016 Ambient Sound Provides Supervision for Visual Learning
Andrew Owens, Jiajun Wu 0001, Josh H. McDermott, William T. Freeman, Antonio Torralba 0001
ECCV (1)3
2011 Classifying soundtracks with audio texture features
abstract
Sound textures may be defined as sounds whose character depends on statistical properties as much as the specific details of each individually-perceived event. Recent work has devised a set of statistics that, when synthetically imposed, allow listeners to identify a wide range of environmental sound textures. In this work, we investigate using these statistics for automatic classification of a set of environmental sound classes defined over a set of web videos depicting "multimedia events". We show that the texture statistics perform as well as our best conventional statistics (based on MFCC covariance). We further examine the relative contributions of the different statistics, showing the importance of modulation spectra and cross-band envelope correlations.
Daniel P. W. Ellis, Xiaohong Zeng, Josh H. McDermott
ICASSP3