이용하 교수
Yong-Ha Lee
이화여자대학교 수학교육과 · 컴퓨터과학
연구실 소개
이용하 교수의 연구실은 컴퓨터 비전과 기계학습 기반의 지능형 시스템 설계에 초점을 맞추고 있습니다. 특히 인스턴스 인식 세그멘테이션, 비전-언어 모델의 해석 가능성 향상, 다중 에이전트 실시간 운동 계획 등에서 혁신적인 딥러닝 아키텍처를 개발하고 있습니다. 또한 교육 분야에서는 수학 교육에서의 오개념 분석과 Pedagogical Content Knowledge(PCK) 기반의 수업 설계 방법론을 탐색하며 교육 기술 융합 연구도 진행하고 있습니다. 특히 고성능·고속 객체 검출 모델 및 실시간 다중 에이전트 협동 계획 기술에 대한 응용 연구가 두드러집니다.
연구 현황
연구 성과 추이
표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.
주요 논문
15We present the first fully convolutional end-to-end solution for instance-aware semantic segmentation task. It inherits all the merits of FCNs for semantic segmentation [29] and instance mask proposal [5]. It performs instance mask prediction and classification jointly. The underlying convolutional representation is fully shared between the two sub-tasks, as well as between all regions of interest. The network architecture is highly integrated and efficient. It achieves state-of-the-art performa
Contrastive language-image pre-training (CLIP) is a powerful vision-language model that has shown great benefits for various tasks. However, we have identified some issues with its explainability, which undermine its credibility and limit the capacity for related tasks. Specifically, we find that CLIP tends to focus on background regions rather than foregrounds, with noisy activations at irrelevant positions on the visualization results. These phenomena conflict with conventional explainability
Motion planning of multiple mobile agents in virtual environments is a very challenging problem, especially if one wants to plan the motions of these agents in real-time. We propose a two layered approach to plan motions of multiple mobile agents in real-time. The mobile agents are moving in a 2-dimensional static environment with open spaces connected to each other by narrow corridors. The global path of each agent is computed by a decoupled planner during the preprocessing process with minimum
We proposed in a previous paper (2006) a hybrid two-layered approach for motion planning of multiple agents in static virtual environments, consisting of open spaces connected by multiple narrow passages. The discrete generalized Voronoi diagram (GVD) of the environment is used to identify narrow passages, and plan the global path of each agent independently of other agents' global paths. As each agent moves along its global path, the agent's path is locally modified using the hybrid technique o
Recently, teaching-learning procedures focused on student understanding has changed the didactic transposition of teachers' knowledge in the educational world. Accordingly, Pedagogical Content Knowledge, is believed to be the most important aspect of teacher knowledge in teaching-learning procedure. This study organized the misconceptions and error analyses focused on the function field which is the basis of secondary mathematics education and one subject hard to teach and analyze with respect t
Deep learning-based object detection methods address the problem of how to trade off the object detection accuracy and detection speed of the model. This paper proposes the PBA-YOLOv7 network algorithm, which is based on the YOLOv7 network, and first introduces the PConv, which lightens the ELAN module in the backbone network structure and reduces the number of parameters to improve the detection speed of the network and then designs and introduces the BiFusionNet network, which better aggregate
Do video-text transformers learn to model temporal relationships across frames? Despite their immense capacity and the abundance of multimodal training data, recent work has revealed the strong tendency of video-text models towards frame-based spatial representations, while temporal reasoning remains largely unsolved. In this work, we identify several key challenges in temporal learning of video-text transformers: the spatiotemporal trade-off from limited network size; the curse of dimensionalit
The crux of homography estimation is that the homography is characterized by the geometric correspondences between two related images rather than appearance features, which differs from typical image recognition tasks. Existing methods either decompose the task of homography estimation into several individual sub-problems and optimize them sequentially, or attempt to tackle it in an end-to-end manner by delegating the whole task to deep convolutional networks (CNNs). However, it is quite arduous
We present six-degree-of-freedom (6DoF) haptic rendering algorithms using translational (<TEX>$PD_t$</TEX>) and generalized penetration depth (<TEX>$PD_g$</TEX>). Our rendering algorithm can handle any type of object/object haptic interaction using penalty-based response and makes no assumption about the underlying geometry and topology. Moreover, our rendering algorithm can effectively deal with multiple contacts. Our penetration depth algorithms for <TEX>$PD_t$</TEX> and <TEX>$PD_g$</TEX> are
Weakly-Supervised Semantic Segmentation (WSSS) segments objects without a\nheavy burden of dense annotation. While as a price, generated pseudo-masks\nexist obvious noisy pixels, which result in sub-optimal segmentation models\ntrained over these pseudo-masks. But rare studies notice or work on this\nproblem, even these noisy pixels are inevitable after their improvements on\npseudo-mask. So we try to improve WSSS in the aspect of noise mitigation. And\nwe observe that many noisy pixels are of h
We consider the problem of creating tighter-fitting bounding volumes (more specifically rectangular swept spheres) when constructing bounding volume hierarchies (BVHs) for complex 3D geometries given in the form of unstructured triangle meshes/soups with the aim of speeding up our IPS Path Planner for rigid bodies, where the triangles often have very different sizes. Currently, the underlying collision and distance computation module (IPS CDC) does not take into account the sizes of the triangle
We proposed in a previous paper a hybrid technique, combining local steering behaviors and coordination graphs (CG), that allows real-time motion planning of multiple agents in a narrow passage. This hybrid technique not only avoids deadlocks, but also exhibits other interesting behaviors such as leader following, even though they are not explicitly coded in the algorithm. In this paper, we build upon the earlier result, and propose a two-layered approach to motion planning of multiple agents in
We present a novel approach for real-time motion planning of multiple formations in virtual environments with dynamic obstacles. Our algorithm is based on the continuum model for crowd simulation and our flexible virtual structure approach for formation control in virtual environments. Simulations created with our algorithm run at interactive rates in quite complex environments. In addition, each formation can be deformed in real-time and the deformation is triggered either automatically (e.g.,
Do video-text transformers learn to model temporal relationships across frames? Despite their immense capacity and the abundance of multimodal training data, recent work has revealed the strong tendency of video-text models towards frame-based spatial representations, while temporal reasoning remains largely unsolved. In this work, we identify several key challenges in temporal learning of video-text transformers: the spatiotemporal trade-off from limited network size; the curse of dimensionalit
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