# Finding Fallen Objects Via Asynchronous Audio-Visual Integration

arXiv: https://arxiv.org/abs/2207.03483 · HTML: https://mlsanity.com/paper/2207.03483/

## Key facts

- Cited by 14 papers in the map (data through 14 Oct 2026).
- Builds on 53 of its 62 references that are in the map.
- First posted on arXiv 7 Jul 2022.

## Builds on (most cited first, 30 of 53)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Mask R-CNN](https://mlsanity.com/paper/1703.06870/) (2017)
- [Decision Transformer: Reinforcement Learning via Sequence Modeling](https://mlsanity.com/paper/2106.01345/) (2021)
- [Habitat: A Platform for Embodied AI Research](https://mlsanity.com/paper/1904.01201/) (2019)
- [AI2-THOR: An Interactive 3D Environment for Visual AI](https://mlsanity.com/paper/1712.05474/) (2017)
- [ALFRED: A Benchmark for Interpreting Grounded Instructions for Everyday Tasks](https://mlsanity.com/paper/1912.01734/) (2019)
- [SAPIEN: A SimulAted Part-based Interactive ENvironment](https://mlsanity.com/paper/2003.08515/) (2020)
- [On Evaluation of Embodied Navigation Agents](https://mlsanity.com/paper/1807.06757/) (2018)
- [Gibson Env: Real-World Perception for Embodied Agents](https://mlsanity.com/paper/1808.10654/) (2018)
- [Look, Listen and Learn](https://mlsanity.com/paper/1705.08168/) (2017)
- [Object Goal Navigation using Goal-Oriented Semantic Exploration](https://mlsanity.com/paper/2007.00643/) (2020)
- [VirtualHome: Simulating Household Activities via Programs](https://mlsanity.com/paper/1806.07011/) (2018)
- [Target-driven Visual Navigation in Indoor Scenes using Deep Reinforcement Learning](https://mlsanity.com/paper/1609.05143/) (2016)
- [DD-PPO: Learning Near-Perfect PointGoal Navigators from 2.5 Billion Frames](https://mlsanity.com/paper/1911.00357/) (2019)
- [Audio-Visual Scene Analysis with Self-Supervised Multisensory Features](https://mlsanity.com/paper/1804.03641/) (2018)
- [Learning to Explore using Active Neural SLAM](https://mlsanity.com/paper/2004.05155/) (2020)
- [The Sound of Pixels](https://mlsanity.com/paper/1804.03160/) (2018)
- [Objects that Sound](https://mlsanity.com/paper/1712.06651/) (2017)
- [ThreeDWorld: A Platform for Interactive Multi-Modal Physical Simulation](https://mlsanity.com/paper/2007.04954/) (2020)
- [Cognitive Mapping and Planning for Visual Navigation](https://mlsanity.com/paper/1702.03920/) (2017)
- [iGibson 2.0: Object-Centric Simulation for Robot Learning of Everyday Household Tasks](https://mlsanity.com/paper/2108.03272/) (2021)
- [Self-Supervised Learning of Audio-Visual Objects from Video](https://mlsanity.com/paper/2008.04237/) (2020)
- [BEHAVIOR: Benchmark for Everyday Household Activities in Virtual, Interactive, and Ecological Environments](https://mlsanity.com/paper/2108.03332/) (2021)
- [Looking to Listen at the Cocktail Party: A Speaker-Independent Audio-Visual Model for Speech Separation](https://mlsanity.com/paper/1804.03619/) (2018)
- [Rearrangement: A Challenge for Embodied AI](https://mlsanity.com/paper/2011.01975/) (2020)
- [Unified Multisensory Perception: Weakly-Supervised Audio-Visual Video Parsing](https://mlsanity.com/paper/2007.10558/) (2020)
- [Visually Indicated Sounds](https://mlsanity.com/paper/1512.08512/) (2015)
- [FILM: Following Instructions in Language with Modular Methods](https://mlsanity.com/paper/2110.07342/) (2021)

## Built on by (most cited first, 14 of 14)

- [Weakly-Supervised Multi-Granularity Map Learning for Vision-and-Language Navigation](https://mlsanity.com/paper/2210.07506/) (2022)
- [Retrospectives on the Embodied AI Workshop](https://mlsanity.com/paper/2210.06849/) (2022)
- [MultiPLY: A Multisensory Object-Centric Embodied Large Language Model in 3D World](https://mlsanity.com/paper/2401.08577/) (2024)
- [A survey of synthetic data augmentation methods in computer vision](https://mlsanity.com/paper/2403.10075/) (2024)
- [Prioritized Semantic Learning for Zero-shot Instance Navigation](https://mlsanity.com/paper/2403.11650/) (2024)
- [Audio Visual Language Maps for Robot Navigation](https://mlsanity.com/paper/2303.07522/) (2023)
- [Measuring Acoustics with Collaborative Multiple Agents](https://mlsanity.com/paper/2310.05368/) (2023)
- [Learning Active Camera for Multi-Object Navigation](https://mlsanity.com/paper/2210.07505/) (2022)
- [Pay Self-Attention to Audio-Visual Navigation](https://mlsanity.com/paper/2210.01353/) (2022)
- [Disentangled Counterfactual Learning for Physical Audiovisual Commonsense Reasoning](https://mlsanity.com/paper/2310.19559/) (2023)
- [Multi-goal Audio-visual Navigation using Sound Direction Map](https://mlsanity.com/paper/2308.00219/) (2023)
- [Multimodal Spatial Language Maps for Robot Navigation and Manipulation](https://mlsanity.com/paper/2506.06862/) (2025)
- [HomeEmergency -- Using Audio to Find and Respond to Emergencies in the Home](https://mlsanity.com/paper/2504.01089/) (2025)
- [SlotAVS: Object-Centric Audio-Visual Segmentation via Bi-Modal Slot Attention](https://mlsanity.com/paper/2610.15764/) (2026)

## Abstract (arXiv)

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 a 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 which 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.
