Optoacoustic imaging is increasingly attracting the attention of the biomedical research community due to its excellent spatial and temporal resolution, centimeter scale penetration into living tissues, versatile endogenous and exogenous optical absorption contrast. State-of-the-art implementations of multi-spectral optoacoustic tomography (MSOT) are based on multi-wavelength excitation of tissues to visualize specific molecules within opaque tissues. As a result, the technology can noninvasively deliver structural, functional, metabolic, and molecular information from living tissues. The talk covers most recent advances pertaining ultrafast imaging instrumentation, multi-modal combinations with optical and ultrasound methods, intelligent reconstruction algorithms as well as smart optoacoustic contrast and sensing approaches. Our current efforts are also geared toward exploring potential of the technique in studying multi-scale dynamics of the brain and heart, monitoring of therapies, fast tracking of cells and targeted molecular imaging applications. MSOT further allows for a handheld operation thus offers new level of precision for clinical diagnostics of patients in a number of indications, such as breast and skin lesions, inflammatory diseases and cardiovascular diagnostics.
Organizers: Metin Sitti
In this talk I will present an overview of our recent works that learn deep geometric models for the 3D face from large datasets of scans. Priors for the 3D face are crucial for many applications: to constrain ill posed problems such as 3D reconstruction from monocular input, for efficient generation and animation of 3D virtual avatars, or even in medical domains such as recognition of craniofacial disorders. Generative models of the face have been widely used for this task, as well as deep learning approaches that have recently emerged as a robust alternative. Barring a few exceptions, most of these data-driven approaches were built from either a relatively limited number of samples (in the case of linear models of the shape), or by synthetic data augmentation (for deep-learning based approaches), mainly due to the difficulty in obtaining large-scale and accurate 3D scans of the face. Yet, there is a substantial amount of 3D information that can be gathered when considering publicly available datasets that have been captured over the last decade. I will discuss here our works that tackle the challenges of building rich geometric models out of these large and varied datasets, with the goal of modeling the facial shape, expression (i.e. motion) or geometric details. Concretely, I will talk about (1) an efficient and fully automatic approach for registration of large datasets of 3D faces in motion; (2) deep learning methods for modeling the facial geometry that can disentangle the shape and expression aspects of the face; and (3) a multi-modal learning approach for capturing geometric details from images in-the-wild, by simultaneously encoding both facial surface normal and natural image information.
Organizers: Jinlong Yang
Motivated by the low voltage driven actuation of ionic Electroactive Polymers (iEAPs)  , recently we began investigating ionic elastomers. In this talk I will discuss the preparation, physical characterization and electric bending actuation properties of two novel ionic elastomers; ionic polymer electrolyte membranes (iPEM), and ionic liquid crystal elastomers (iLCE). Both materials can be actuated by low frequency AC or DC voltages of less than 1 V. The bending actuation properties of the iPEMs are outperforming most of the well-developed iEAPs, and the not optimized first iLCEs are already comparable to them. Ionic liquid crystal elastomers also exhibit superior features, such as the alignment dependent actuation, which offers the possibility of pre-programed actuation pattern at the level of cross-linking process. Additionally, multiple (thermal, optical and electric) actuations are also possible. I will also discuss issues with compliant electrodes and possible soft robotic applications.  Y. Bar-Cohen, Electroactive Polyer Actuators as Artficial Muscles: Reality, Potential and Challenges, SPIE Press, Bellingham, 2004.  O. Kim, S. J. Kim, M. J. Park, Chem. Commun. 2018, 54, 4895.  C. P. H. Rajapaksha, C. Feng, C. Piedrahita, J. Cao, V. Kaphle, B. Lüssem, T. Kyu, A. Jákli, Macromol. Rapid Commun. 2020, in print.  C. Feng, C. P. H. Rajapaksha, J. M. Cedillo, C. Piedrahita, J. Cao, V. Kaphle, B. Lussem, T. Kyu, A. I. Jákli, Macromol. Rapid Commun. 2019, 1900299.
“There’s something about the outside of a horse that is good for the inside of a man”, Churchill allegedly said. The horse’s motion has captured the interest of humans throughout history. Understanding of the mechanics of horse motion has been sought in early work by Aristotle (300 BC), in pioneering photographic studies by Muybridge (1880) as well as in modern day scientific publications.
The horse (Equus callabus ferus) is a remarkable animal athlete with outstanding running capabilities. The efficiency of its locomotion is explained by specialised anatomical features, which limit the degrees of freedom of movement and reduce energy consumption. Theoretical mechanical models are quite well suited to describe the essence of equine gaits and provide us with simple measures for analysing gait asymmetry. Such measures are well needed, since agreement between veterinarians is moderate to poor when it comes to visual assessment of lameness.
The human visual system has indeed clear limitations in perception and interpretation of horse motion. This limits our abilities to understand the horse, not only to detect lameness and to predict performance, but also to interpret its non-verbal communication and to detect signs of illness or discomfort.
This talk will provide a brief overview of existing motion analysis techniques and models in equine biomechanics. We will discuss future possibilities to achieve more accessible, sensitive and complex ways of analysing the motion of the horse.
Traditional voice conversion methods rely on parallel recordings of multiple speakers pronouncing the same sentences. For real-world applications however, parallel data is rarely available. We propose MelGAN-VC, a voice conversion method that relies on non-parallel speech data and is able to convert audio signals of arbitrary length from a source voice to a target voice. We firstly compute spectrograms from waveform data and then perform a domain translation using a Generative Adversarial Network (GAN) architecture. An additional siamese network helps preserving speech information in the translation process, without sacrificing the ability to flexibly model the style of the target speaker. We test our framework with a dataset of clean speech recordings, as well as with a collection of noisy real-world speech examples. Finally, we apply the same method to perform music style transfer, translating arbitrarily long music samples from one genre to another, and showing that our framework is flexible and can be used for audio manipulation applications different from voice conversion.
Functional polymers can be easily tailored for their interaction with living organismes. In our Group, we have worked during the last 15 years in the development of this kind of polymeric materials with different funcionalities, high biocompatibility and in different forms. In this talk, we will describe the synthesis of thermosensitive thin films that can be used to prevent biofilm formation in medical devices, the preparation of biodegradable polymers specially designed for vectors for gene transfection and a new familliy of zwitterionic polymers that are able to cross intestine mucouse for oral delivery applications. The relationship between structure-functionality- applications will be discussed for every example.
Organizers: Metin Sitti
Haptic technologies in both kinesthetic and tactile aspects benefit a brand-new opportunity to recent human-machine interactive applications. In this talk, I, who believe in that one of the essential role of a researcher is pioneering new insights and knowledge, will present my previous research topics about haptic technologies and human-machine interactive applications in two branches: laser-based mid-air haptics and sensorimotor skill learning. For the former branch, I will introduce our approach named indirect laser radiation and its application. Indirect laser radiation utilizes a laser and a light-absorbing elastic medium to evoke a tapping-like tactile sensation. For the latter, I will introduce our data-driven approach for both modeling and learning of sensorimotor skills (especially, driving) with kinesthetic assistance and artificial neural networks; I call it human-like haptic assistance. To unify two different branches of my earlier studies for exploring the feasibility of the sensory channel named "touch", I will present a general research paradigm for human-machine interactive applications to which current haptic technologies can aim in future.
Organizers: Katherine J. Kuchenbecker
Needle insertion is the most essential skill in medical care; training has to be imparted not only for physicians but also for nurses and paramedics. In most needle insertion procedures, haptic feedback from the needle is the main stimulus that novices are to be trained in. For better patient safety, the classical methods of training the haptic skills have to be replaced with simulators based on new robotic and graphics technologies. The main objective of this work is to develop analytical models of needle insertion (a special case of epidural anesthesia) including the biomechanical and psychophysical concepts that simulate the needle-tissue interaction forces in linear heterogeneous tissues and to validate the model with a series of experiments. The biomechanical and perception models were validated with experiments in two stages: with and without the human intervention. The second stage is the validation using the Turing test with two different experiments: 1) to observe the perceptual difference between the simulated and the physical phantom model, and 2) to verify the effectiveness of perceptual filter between the unfiltered and filtered model response. The results showed that the model could replicate the physical phantom tissues with good accuracy. This can be further extended to a non-linear heterogeneous model. The proposed needle/tissue interaction force models can be used more often in improving realism, performance and enabling future applications in needle simulators in heterogeneous tissue. Needle insertion training simulator was developed with the simulated models using Omni Phantom and clinical trials are conducted for the face validity and construct validity. The face validity results showed that the degree of realism of virtual environments and instruments had the overall lowest mean score and ease of usage and training in hand – eye coordination had the highest mean score. The construct validity results showed that the simulator was able to successfully differentiate force and psychomotor signatures of anesthesiologists with experiences less than 5 years and more than 5 years. For the performance index of the trainees, a novel measure, Just Controllable Difference (JCD) was proposed and a preliminary study on JCD measure is explored using two experiments for the novice. A preliminary study on the use of clinical training simulations, especially needle insertion procedure in virtual environments is emphasized on two objectives: Firstly, measures of force JND with the three fingers and secondly, comparison of these measures in Non-Immersive Virtual Reality (NIVR) to that of the Immersive Virtual Reality (IVR) using psychophysical study with the Force Matching task, Constant Stimuli method, and Isometric Force Probing stimuli. The results showed a better force JND in the IVR compared to that of the NIVR. Also, a simple state observer model was proposed to explain the improvement of force JND in the IVR. This study would quantitatively reinforce the use of the IVR for the design of various medical simulators.
Organizers: Katherine J. Kuchenbecker
I will share my vision that microbiological systems should be as programmable, interactive, accessible, constructible, and useful as our personal electronic devices. Natural multi-cellular organisms and symbiotic systems achieve complex tasks through division of labor among cells. Such systems transcend current electronics and robotics in many ways, e.g., they synthesize chemicals, generate active physical forms, and self-replicate. Harnessing these features promises significant impact for manufacturing (bioelectronics / smart materials /swarm robotics), health (tissue engineering), chemistry (pathway modularization), ecology (bioremediation), biodesign (art), and more. My lab takes a synergistic bottom-up / top-down approach to achieve such transformative applications: (1) We utilize synthetic biology and biophysics approaches to engineer and understand multi-cell bacterial assemblies. We developed the first synthetic cell-cell adhesion toolbox  and optogenetic cell-surface adhesion toolbox (‘Biofilm Lithography’) . Integration with standard synthetic biology components (e.g., for signaling, differentiation, logic) now enables a new intelligent materials paradigm that rests on versatile, modular, and composable smart particles (i.e., cells). (2) We pioneered ‘Interactive Biotechnology’ that enables humans to directly interact with living multi-cell assemblies in real-time. I will provide the rational for this interactivity, demonstrate multiple applications using phototactic Euglena cells (e.g., tangible museum exhibits , biology cloud experimentation labs , biotic video games ), and show how this technology aided the discovery of new microswimmer phototaxis control strategies . Finally, I discuss architecture and swarm programming languages for future bio-electronic devices (i.e., ‘Biotic Processing Units’ – BPUs) [7,8]. REFs:  Glass, Cell ’18;  Jin, PNAS ’18;  Lee, CHI ACM ’15;  Hossain, Nature Biotech ‘16;  Cira, PLoS Biology ‘15;  Tsang, Nature Physics ’18;  Lam LOC ‘17;  Washington, PNAS ‘19.
With the advent of technology, tactile stimuli are adopted widely in many human-computer interactions. However, their perceptual and emotional characteristics are not much studied yet. In this talk, to help in understanding these characteristics, I will introduce my perception and emotion studies, as well as my future research plan. For perceptual characteristics, I will introduce an estimation method for perceived intensity of superimposed vibrations, verbal expressions for vibrotactile stimuli, and adjectival magnitude functions. Then, I will present a vibrotactile authoring tool that utilizes the adjectival magnitude functions as an application. For affective characteristics, I will introduce my emotion studies that investigate the effects of physical parameters of vibrotactile and thermal stimuli on the emotional responses using the valence-arousal space (V-A space). Then, as an application, I will present an emotion augmenting method that changes the emotion of visual stimuli in mobile devices using tactile stimuli.
Organizers: Katherine J. Kuchenbecker
Machine learning with artificial neural networks is revolutionizing science. The most advanced challenges require discovering answers autonomously. In the domain of reinforcement learning, control strategies are improved according to a reward function. The power of neural-network-based reinforcement learning has been highlighted by spectacular recent successes such as playing Go, but its benefits for physics are yet to be demonstrated. Here, we show how a network-based "agent" can discover complete quantum-error-correction strategies, protecting a collection of qubits against noise. These strategies require feedback adapted to measurement outcomes. Finding them from scratch without human guidance and tailored to different hardware resources is a formidable challenge due to the combinatorially large search space. To solve this challenge, we develop two ideas: two-stage learning with teacher and student networks and a reward quantifying the capability to recover the quantum information stored in a multiqubit system. Beyond its immediate impact on quantum computation, our work more generally demonstrates the promise of neural-network-based reinforcement learning in physics.
Organizers: Matthias Bauer
Multi-person articulated pose tracking is an important while challenging problem in human behavior understanding. In this talk, going along the road of top-down approaches, I will introduce a decent and efficient pose tracker based on pose flows. This approach can achieve real-time pose tracking without loss of accuracy. Besides, to better understand human activities in visual contents, clothes texture and geometric details also play indispensable roles. However, extrapolating them from a single image is much more difficult than rigid objects due to its large variations in pose, shape, and cloth. I will present a two-stage pipeline to predict human bodies and synthesize human novel views from one single-view image.
Organizers: Siyu Tang
Much existing work in reinforcement learning involves environments that are either intentionally neutral, lacking a role for cooperation and competition, or intentionally simple, when agents need imagine nothing more than that they are playing versions of themselves. Richer game theoretic notions become important as these constraints are relaxed. For humans, this encompasses issues that concern utility, such as envy and guilt, and that concern inference, such as recursive modeling of other players, I will discuss studies treating a paradigmatic game of trust as an interactive partially-observable Markov decision process, and will illustrate the solution concepts with evidence from interactions between various groups of subjects, including those diagnosed with borderline and anti-social personality disorders.
In this talk, I will present my understanding on 3D face reconstruction, modelling and applications from a deep learning perspective. In the first part of my talk, I will discuss the relationship between representations (point clouds, meshes, etc) and network layers (CNN, GCN, etc) on face reconstruction task, then present my ECCV work PRN which proposed a new representation to help achieve state-of-the-art performance on face reconstruction and dense alignment tasks. I will also introduce my open source project face3d that provides examples for generating different 3D face representations. In the second part of the talk, I will talk some publications in integrating 3D techniques into deep networks, then introduce my upcoming work which implements this. In the third part, I will present how related tasks could promote each other in deep learning, including face recognition for face reconstruction task and face reconstruction for face anti-spoofing task. Finally, with such understanding of these three parts, I will present my plans on 3D face modelling and applications.
Organizers: Timo Bolkart
The past few years with the advent of Deep Convolutional Neural Networks (DCNNs), as well as the availability of visual data it was shown that it is possible to produce excellent results in very challenging tasks, such as visual object recognition, detection, tracking etc. Nevertheless, in certain tasks such as fine-grain object recognition (e.g., face recognition) it is very difficult to collect the amount of data that are needed. In this talk, I will show how, using DCNNs, we can generate highly realistic faces and heads and use them for training algorithms such as face and facial expression recognition. Next, I will reverse the problem and demonstrate how by having trained a very powerful face recognition network it can be used to perform very accurate 3D shape and texture reconstruction of faces from a single image. Finally, I will demonstrate how to create very lightweight networks for representing 3D face texture and shape structure by capitalising upon intrinsic mesh convolutions.
Organizers: Dimitrios Tzionas