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Can Liu

Publications and source records attributed to Can Liu.

At least 37 records · Page 2Linked to original sources

Not Only Consistency: Enhance Test-Time Adaptation with Spatio-temporal Inconsistency for Remote Physiological Measurement

Remote physiological measurement (RPM) has emerged as a promising non-invasive method for monitoring physiological signals using the non-contact device. Although various domain adaptation and generalization methods were proposed to promote the adaptability of deep-based RPM models in unseen deployment environments, considerations in aspects such as privacy concerns and real-time adaptation restrict their application in real-world deployment. Thus, we aim to propose a novel fully Test-Time Adaptation (TTA) strategy tailored for RPM tasks in this work. Specifically, based on prior knowledge in physiology and our observations, we noticed not only there is spatio-temporal consistency in the frequency domain of BVP signals, but also that inconsistency in the time domain was significant. Given this, by leveraging both consistency and inconsistency priors, we introduce an innovative expert knowledge-based self-supervised \textbf{C}onsistency-\textbf{i}n\textbf{C}onsistency-\textbf{i}ntegration (\textbf{CiCi}) framework to enhances model adaptation during inference. Besides, our approach further incorporates a gradient dynamic control mechanism to mitigate potential conflicts between priors, ensuring stable adaptation across instances. Through extensive experiments on five diverse datasets under the TTA protocol, our method consistently outperforms existing techniques, presenting state-of-the-art performance in real-time self-supervised adaptation without accessing source data. The code will be released later.

cs.CV↗

Design Exploration of AI-assisted Personal Affective Physicalization

Personal Affective Physicalization is the process by which individuals express emotions through tangible forms to record, reflect on, and communicate. Yet such physical data representations can be challenging to design due to the abstract nature of emotions. Given the shown potential of AI in detecting emotion and assisting design, we explore opportunities in AI-assisted design of personal affective physicalization using a Research-through-Design method. We developed PhEmotion, a tool for embedding LLM-extracted emotion values from human-AI conversations into parametric design of physical artifacts. A lab study was conducted with 14 participants creating these artifacts based on their personal emotions, with and without AI support. We observed nuances and variations in participants' creative strategies, meaning-making processes and their perceptions of AI support in this context. We found key tensions in AI-human co-creation that provide a nuanced agenda for future research in AI-assisted personal affective physicalization.

cs.HC↗

EchoLadder: Progressive AI-Assisted Design of Immersive VR Scenes

Mixed reality platforms allow users to create virtual environments, yet novice users struggle with both ideation and execution in spatial design. While existing AI models can automatically generate scenes based on user prompts, the lack of interactive control limits users' ability to iteratively steer the output. In this paper, we present EchoLadder, a novel human-AI collaboration pipeline that leverages large vision-language model (LVLM) to support interactive scene modification in virtual reality. EchoLadder accepts users' verbal instructions at varied levels of abstraction and spatial specificity, generates concrete design suggestions throughout a progressive design process. The suggestions can be automatically applied, regenerated and retracted by users' toggle control.Our ablation study showed effectiveness of our pipeline components. Our user study found that, compared to baseline without showing suggestions, EchoLadder better supports user creativity in spatial design. It also contributes insights on users' progressive design strategies under AI assistance, providing design implications for future systems.

cs.HC↗

PhysDrive: A Multimodal Remote Physiological Measurement Dataset for In-vehicle Driver Monitoring

Robust and unobtrusive in-vehicle physiological monitoring is crucial for ensuring driving safety and user experience. While remote physiological measurement (RPM) offers a promising non-invasive solution, its translation to real-world driving scenarios is critically constrained by the scarcity of comprehensive datasets. Existing resources are often limited in scale, modality diversity, the breadth of biometric annotations, and the range of captured conditions, thereby omitting inherent real-world challenges in driving. Here, we present PhysDrive, the first large-scale multimodal dataset for contactless in-vehicle physiological sensing with dedicated consideration on various modality settings and driving factors. PhysDrive collects data from 48 drivers, including synchronized RGB, near-infrared camera, and raw mmWave radar data, accompanied with six synchronized ground truths (ECG, BVP, Respiration, HR, RR, and SpO2). It covers a wide spectrum of naturalistic driving conditions, including driver motions, dynamic natural light, vehicle types, and road conditions. We extensively evaluate both signal-processing and deep-learning methods on PhysDrive, establishing a comprehensive benchmark across all modalities, and release full open-source code with compatibility for mainstream public toolboxes. We envision PhysDrive will serve as a foundational resource and accelerate research on multimodal driver monitoring and smart-cockpit systems.

cs.AI↗

DataWink: Reusing and Adapting SVG-based Visualization Examples with Large Multimodal Models

Creating aesthetically pleasing data visualizations remains challenging for users without design expertise or familiarity with visualization tools. To address this gap, we present DataWink, a system that enables users to create custom visualizations by adapting high-quality examples. Our approach combines large multimodal models (LMMs) to extract data encoding from existing SVG-based visualization examples, featuring an intermediate representation of visualizations that bridges primitive SVG and visualization programs. Users may express adaptation goals to a conversational agent and control the visual appearance through widgets generated on demand. With an interactive interface, users can modify both data mappings and visual design elements while maintaining the original visualization's aesthetic quality. To evaluate DataWink, we conduct a user study (N=12) with replication and free-form exploration tasks. As a result, DataWink is recognized for its learnability and effectiveness in personalized authoring tasks. Our results demonstrate the potential of example-driven approaches for democratizing visualization creation.

cs.HC↗

SimVecVis: A Dataset for Enhancing MLLMs in Visualization Understanding

Current multimodal large language models (MLLMs), while effective in natural image understanding, struggle with visualization understanding due to their inability to decode the data-to-visual mapping and extract structured information. To address these challenges, we propose SimVec, a novel simplified vector format that encodes chart elements such as mark type, position, and size. The effectiveness of SimVec is demonstrated by using MLLMs to reconstruct chart information from SimVec formats. Then, we build a new visualization dataset, SimVecVis, to enhance the performance of MLLMs in visualization understanding, which consists of three key dimensions: bitmap images of charts, their SimVec representations, and corresponding data-centric question-answering (QA) pairs with explanatory chain-of-thought (CoT) descriptions. We finetune state-of-the-art MLLMs (e.g., MiniCPM and Qwen-VL), using SimVecVis with different dataset dimensions. The experimental results show that it leads to substantial performance improvements of MLLMs with good spatial perception capabilities (e.g., MiniCPM) in data-centric QA tasks. Our dataset and source code are available at: https://github.com/VIDA-Lab/SimVecVis.

cs.HC↗

Rambler in the Wild: A Diary Study of LLM-Assisted Writing With Speech

Speech-to-text technologies have been shown to improve text input efficiency and potentially lower the barriers to writing. Recent LLM-assisted dictation tools aim to support writing with speech by bridging the gaps between speaking and traditional writing. This case study reports on the real-world writing experiences of twelve academic or creative writers using one such tool, Rambler, to write various pieces such as blog posts, diaries, screenplays, notes, or fictional stories, etc. Through a ten-day diary study, we identified the participants' in-context writing strategies using Rambler, such as how they expanded from an outline or organized their loose thoughts for different writing goals. The interviews uncovered the psychological and productivity affordances of writing with speech, pointing to future directions of designing for this writing modality and the utilization of AI support.

cs.HC↗

Breaking the Midas Spell:Understanding Progressive Novice-AI Collaboration in Spatial Design

In spatial design, Artificial Intelligence (AI) tools often generate the entire spatial design outcome in a single automated step, rather than engaging users in a deepening and iterative process. This significantly reduces users' involvement, learning, and creative capabilities, leading to a superficial understanding of spatial design. We conducted a Wizard-of-Oz study, where Novices and AI (acted by experimenters) worked together to finish spatial design tasks using various AI models. We identified typical function and workflow patterns adopted by the participants, leading to the understanding of the opportunities and challenges in the human-AI co-creation process. Based on insights gathered from this research, we proposed some design implications of the novice-AI collaboration system that aims to democratize spatial design through a progressive, iterative co-creation process.

cs.HC↗

StoryNavi: On-Demand Narrative-Driven Reconstruction of Video Play With Generative AI

Manually navigating lengthy videos to seek information or answer questions can be a tedious and time-consuming task for users. We introduce StoryNavi, a novel system powered by VLLMs for generating customised video play experiences by retrieving materials from original videos. It directly answers users' query by constructing non-linear sequence with identified relevant clips to form a cohesive narrative. StoryNavi offers two modes of playback of the constructed video plays: 1) video-centric, which plays original audio and skips irrelevant segments, and 2) narrative-centric, narration guides the experience, and the original audio is muted. Our technical evaluation showed adequate retrieval performance compared to human retrieval. Our user evaluation shows that maintaining narrative coherence significantly enhances user engagement when viewing disjointed video segments. However, factors like video genre, content, and the query itself may lead to varying user preferences for the playback mode.

cs.HC↗

Steering LLM Summarization with Visual Workspaces for Sensemaking

Large Language Models (LLMs) have been widely applied in summarization due to their speedy and high-quality text generation. Summarization for sensemaking involves information compression and insight extraction. Human guidance in sensemaking tasks can prioritize and cluster relevant information for LLMs. However, users must translate their cognitive thinking into natural language to communicate with LLMs. Can we use more readable and operable visual representations to guide the summarization process for sensemaking? Therefore, we propose introducing an intermediate step--a schematic visual workspace for human sensemaking--before the LLM generation to steer and refine the summarization process. We conduct a series of proof-of-concept experiments to investigate the potential for enhancing the summarization by GPT-4 through visual workspaces. Leveraging a textual sensemaking dataset with a ground truth summary, we evaluate the impact of a human-generated visual workspace on LLM-generated summarization of the dataset and assess the effectiveness of space-steered summarization. We categorize several types of extractable information from typical human workspaces that can be injected into engineered prompts to steer the LLM summarization. The results demonstrate how such workspaces can help align an LLM with the ground truth, leading to more accurate summarization results than without the workspaces.

cs.HC↗

AFGI: Towards Accurate and Fast-convergent Gradient Inversion Attack in Federated Learning

Federated learning (FL) empowers privacypreservation in model training by only exposing users' model gradients. Yet, FL users are susceptible to gradient inversion attacks (GIAs) which can reconstruct ground-truth training data such as images based on model gradients. However, reconstructing high-resolution images by existing GIAs faces two challenges: inferior accuracy and slow-convergence, especially when duplicating labels exist in the training batch. To address these challenges, we present an Accurate and Fast-convergent Gradient Inversion attack algorithm, called AFGI, with two components: Label Recovery Block (LRB) which can accurately restore duplicating labels of private images based on exposed gradients; VME Regularization Term, which includes the total variance of reconstructed images, the discrepancy between three-channel means and edges, between values from exposed gradients and reconstructed images, respectively. The AFGI can be regarded as a white-box attack strategy to reconstruct images by leveraging labels recovered by LRB. In particular, AFGI is efficient that accurately reconstruct ground-truth images when users' training batch size is up to 48. Our experimental results manifest that AFGI can diminish 85% time costs while achieving superb inversion quality in the ImageNet dataset. At last, our study unveils the shortcomings of FL in privacy-preservation, prompting the development of more advanced countermeasure strategies.

cs.CV↗

SelfIE: Self-Initiated Explorable Instructions Towards Enhanced User Experience

Given the widespread use of procedural instructions with non-linear access (situational information retrieval), there has been a proposal to accommodate both linear and non-linear usage in instructional design. However, it has received inadequate scholarly attention, leading to limited exploration. This paper introduces Self-Initiated Explorable (SelfIE) instructions, a new design concept aiming at enabling users to navigate instructions flexibly by blending linear and non-linear access according to individual needs and situations during tasks. Using a Wizard-of-Oz protocol, we initially embodied SelfIE instructions within a toy-block assembly context and compared it with baseline instructions offering linear-only access (N=21). Results show a 71% increase in user preferences due to its ease of reflecting individual differences, empirically supporting the prior proposal. Besides, our observations identify three strategies for flexible access and suggest the potential of enhancing the user experience by considering cognitive processes and implementing flexible access in a wearable configuration. Following the design phase, we translated the WoZ-based design embodiment as working prototypes on the tablet and OHMD to assess usability and compare user experience between the two configurations (N=8). Our data yields valuable insights into managing the trade-offs between the two configurations, thereby facilitating more effective flexible access development.

cs.HC↗

AutoLegend: A User Feedback-Driven Adaptive Legend Generator for Visualizations

We propose AutoLegend to generate interactive visualization legends using online learning with user feedback. AutoLegend accurately extracts symbols and channels from visualizations and then generates quality legends. AutoLegend enables a two-way interaction between legends and interactions, including highlighting, filtering, data retrieval, and retargeting. After analyzing visualization legends from IEEE VIS papers over the past 20 years, we summarized the design space and evaluation metrics for legend design in visualizations, particularly charts. The generation process consists of three interrelated components: a legend search agent, a feedback model, and an adversarial loss model. The search agent determines suitable legend solutions by exploring the design space and receives guidance from the feedback model through scalar scores. The feedback model is continuously updated by the adversarial loss model based on user input. The user study revealed that AutoLegend can learn users' preferences through legend editing.

cs.HC↗

Datasets of Visualization for Machine Learning

Datasets of visualization play a crucial role in automating data-driven visualization pipelines, serving as the foundation for supervised model training and algorithm benchmarking. In this paper, we survey the literature on visualization datasets and provide a comprehensive overview of existing visualization datasets, including their data types, formats, supported tasks, and openness. We propose a what-why-how model for visualization datasets, considering the content of the dataset (what), the supported tasks (why), and the dataset construction process (how). This model provides a clear understanding of the diversity and complexity of visualization datasets. Additionally, we highlight the challenges faced by existing visualization datasets, including the lack of standardization in data types and formats and the limited availability of large-scale datasets. To address these challenges, we suggest future research directions.

cs.HC↗

StoryDiffusion: How to Support UX Storyboarding With Generative-AI

Storyboarding is an established method for designing user experiences. Generative AI can support this process by helping designers quickly create visual narratives. However, existing tools only focus on accurate text-to-image generation. Currently, it is not clear how to effectively support the entire creative process of storyboarding and how to develop AI-powered tools to support designers' individual workflows. In this work, we iteratively developed and implemented StoryDiffusion, a system that integrates text-to-text and text-to-image models, to support the generation of narratives and images in a single pipeline. With a user study, we observed 12 UX designers using the system for both concept ideation and illustration tasks. Our findings identified AI-directed vs. user-directed creative strategies in both tasks and revealed the importance of supporting the interchange between narrative iteration and image generation. We also found effects of the design tasks on their strategies and preferences, providing insights for future development.

cs.HC↗

Breathing New Life into Existing Visualizations: A Natural Language-Driven Manipulation Framework

We propose an approach to manipulate existing interactive visualizations to answer users' natural language queries. We analyze the natural language tasks and propose a design space of a hierarchical task structure, which allows for a systematic decomposition of complex queries. We introduce a four-level visualization manipulation space to facilitate in-situ manipulations for visualizations, enabling a fine-grained control over the visualization elements. Our methods comprise two essential components: the natural language-to-task translator and the visualization manipulation parser. The natural language-to-task translator employs advanced NLP techniques to extract structured, hierarchical tasks from natural language queries, even those with varying degrees of ambiguity. The visualization manipulation parser leverages the hierarchical task structure to streamline these tasks into a sequence of atomic visualization manipulations. To illustrate the effectiveness of our approach, we provide real-world examples and experimental results. The evaluation highlights the precision of our natural language parsing capabilities and underscores the smooth transformation of visualization manipulations.

cs.HC↗

TeleAware Robot: Designing Awareness-augmented Telepresence Robot for Remote Collaborative Locomotion

Telepresence robots can be used to support users to navigate an environment remotely and share the visiting experience with their social partners. Although such systems allow users to see and hear the remote environment and communicate with their partners via live video feed, this does not provide enough awareness of the environment and their remote partner's activities. In this paper, we introduce an awareness framework for collaborative locomotion in scenarios of onsite and remote users visiting a place together. From an observational study of small groups of people visiting exhibitions, we derived four design goals for enhancing the environmental and social awareness between social partners, and developed a set of awareness-enhancing techniques to add to a standard telepresence robot - named TeleAware robot. Through a controlled experiment simulating a guided exhibition visiting task, TeleAware robot showed the ability to lower the workload, facilitate closer social proximity, and improve mutual awareness and social presence compared with the standard one. We discuss the impact of mobility and roles of local and remote users, and provide insights for the future design of awareness-enhancing telepresence robot systems that facilitate collaborative locomotion.

cs.HC↗

Virbo: Multimodal Multilingual Avatar Video Generation in Digital Marketing

With the widespread popularity of internet celebrity marketing all over the world, short video production has gradually become a popular way of presenting products information. However, the traditional video production industry usually includes series of procedures as script writing, video filming in a professional studio, video clipping, special effects rendering, customized post-processing, and so forth. Not to mention that multilingual videos is not accessible for those who could not speak multilingual languages. These complicated procedures usually needs a professional team to complete, and this made short video production costly in both time and money. This paper presents an intelligent system that supports the automatic generation of talking avatar videos, namely Virbo. With simply a user-specified script, Virbo could use a deep generative model to generate a target talking videos. Meanwhile, the system also supports multimodal inputs to customize the video with specified face, specified voice and special effects. This system also integrated a multilingual customization module that supports generate multilingual talking avatar videos in a batch with hundreds of delicate templates and creative special effects. Through a series of user studies and demo tests, we found that Virbo can generate talking avatar videos that maintained a high quality of videos as those from a professional team while reducing the entire production costs significantly. This intelligent system will effectively promote the video production industry and facilitate the internet marketing neglecting of language barriers and cost challenges.

cs.MM↗