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Chunggi Lee

Publications and source records attributed to Chunggi Lee.

15 recordsLinked to original sources

AVERT: Audio-Verified Adjudication for Spoken Dialogue State Tracking

Spoken dialogue state tracking recovers slot-value pairs from speech, where ASR errors concentrate in entity values and persist across turns, making it both a generation and an editing problem. A strong per-turn text editor corrects much of this but, operating on the transcript alone, leaves three recoverable errors: a value predicted inconsistently across turns, an omitted slot, and a value the audio does not support. We present AVERT, which scores each candidate value by combining cross-turn agreement with a trained audio-conditioned verifier and resolves the three error types with three operators, vote, add, and swap, each restricted to the slots where its error is common. On SpokenWOZ, a base speech-LLM reaches 33.04 JGA, a text editor 38.34, and AVERT 40.13, without retraining either. This is in the range of a 1B end-to-end system that consumes the full spoken history (39.32), though AVERT uses two 1B decoders rather than one. The audio verifier contributes a statistically significant gain, and restricting each operator to a selected slot subset matters: removing it lets unrestricted voting overwrite correct categorical values and fall below the editor.

cs.CL

Who's That Player?: Externalizing Query Interpretation in Spoken XR Sports Interaction

XR sports viewing enables spectators to follow play from immersive, spatially anchored perspectives while accessing contextual analytics directly within the scene. In such settings, speech offers a practical interaction modality because text entry and menu navigation can interrupt attention during fast-paced gameplay. However, spoken queries are often underspecified: viewers may omit which player, time period, field location, or metric they intend. When systems resolve these ambiguities implicitly, their assumptions remain hidden, making misinterpretations difficult to notice and correct (repair). We investigate how externalizing a system's interpretation of spoken queries can support inspection and correction of such misunderstandings in XR sports viewing. Through a formative study, we identified four recurring ambiguity types (referential, spatial, temporal, and metric) that characterize ambiguous spoken queries in this context. We develop a design space that organizes externalization along three dimensions (ambiguity type, interpretation state, externalization strategy) and instantiate it in an interactive XR soccer viewing system that combines situated visual cues with supporting analytic views. A within-subjects user study (N=16) comparing externalized interpretation against a voice-only baseline reveals that externalization is associated with higher inspectability on most measured dimensions and increased explicit repair language overall. However, repair occurred in only 38% of misaligned externalization trials, and this visibility-action gap varied by ambiguity type, indicating that transparency and correction affordance are orthogonal design axes.

cs.HC

DETRAM: End-to-end DEtection, Tracking and Recovery of HumAn Meshes

In the task of human mesh recovery (HMR), multi-person scenes are particularly difficult to handle due to the many entities that appear and occlusions between them over time. In particular for video inputs, there is a need to track each entity reliably and consistently. Existing methods rely on pretrained human detection modules, increasing their runtime and limiting the number of tracked entities. We present DETRAM, a unified framework for multi-person HMR and tracking that simultaneously detects, reconstructs, and tracks humans across time, both automatically and via user prompts. DETRAM uses a single transformer decoder with an identity-consistent set of learnable query embeddings that persist across frames: detection queries discover new people, tracking queries maintain pose and shape for existing individuals, and prompt queries follow user-specified identities. Our approach achieves state-of-the-art tracking results on PoseTrack21, 3DPW, BEDLAM, and MuPoTS-3D, and competitive reconstruction accuracy on BEDLAM and 3DPW, while uniquely supporting prompt-based tracking of individuals in multi-person scenes. To our knowledge, this is the first method to unify promptability and multi-person HMR with tracking in an end-to-end trainable framework, enabling user-directed human analysis in videos.

cs.CV

ViSTAR: Virtual Skill Training with Augmented Reality with 3D Avatars and LLM coaching agent

We present ViSTAR, a Virtual Skill Training system in AR that supports self-guided basketball skill practice, with feedback on balance, posture, and timing. From a formative study with basketball players and coaches, the system addresses three challenges: understanding skills, identifying errors, and correcting mistakes. ViSTAR follows the Behavioral Skills Training (BST) framework-instruction, modeling, rehearsal, and feedback. It provides feedback through visual overlays, rhythm and timing cues, and an AI-powered coaching agent using 3D motion reconstruction. We generate verbal feedback by analyzing spatio-temporal joint data and mapping features to natural-language coaching cues via a Large Language Model (LLM). A key novelty is this feedback generation: motion features become concise coaching insights. In two studies (N=16), participants generally preferred our AI-generated feedback to coach feedback and reported that ViSTAR helped them notice posture and balance issues and refine movements beyond self-observation.

cs.HC

BRIDGE: Borderless Reconfiguration for Inclusive and Diverse Gameplay Experience via Embodiment Transformation

Training resources for parasports are limited, reducing opportunities for athletes and coaches to engage with sport-specific movements and tactical coordination. To address this gap, we developed BRIDGE, a system that integrates a reconstruction pipeline, which detects and tracks players from broadcast video to generate 3D play sequences, with an embodiment-aware visualization framework that decomposes head, trunk, and wheelchair base orientations to represent attention, intent, and mobility. We evaluated BRIDGE in two controlled studies with 20 participants (10 national wheelchair basketball team players and 10 amateur players). The results showed that BRIDGE significantly enhanced the perceived naturalness of player postures and made tactical intentions easier to understand. In addition, it supported functional classification by realistically conveying players' capabilities, which in turn improved participants' sense of self-efficacy. This work advances inclusive sports learning and accessible coaching practices, contributing to more equitable access to tactical resources in parasports.

cs.HC

VAIR: Visual Analytics for Injury Risk Exploration in Sports

Injury prevention in sports requires understanding how bio-mechanical risks emerge from movement patterns captured in real-world scenarios. However, identifying and interpreting injury prone events from raw video remains difficult and time-consuming. We present VAIR, a visual analytics system that supports injury risk analysis using 3D human motion reconstructed from sports video. VAIR combines pose estimation, bio-mechanical simulation, and synchronized visualizations to help users explore how joint-level risk indicators evolve over time. Domain experts can inspect movement segments through temporally aligned joint angles, angular velocity, and internal forces to detect patterns associated with known injury mechanisms. Through case studies involving Achilles tendon and Anterior cruciate ligament (ACL) injuries in basketball, we show that VAIR enables more efficient identification and interpretation of risky movements. Expert feedback confirms that VAIR improves diagnostic reasoning and supports both retrospective analysis and proactive intervention planning.

cs.HC

Sportify: Question Answering with Embedded Visualizations and Personified Narratives for Sports Video

As basketball's popularity surges, fans often find themselves confused and overwhelmed by the rapid game pace and complexity. Basketball tactics, involving a complex series of actions, require substantial knowledge to be fully understood. This complexity leads to a need for additional information and explanation, which can distract fans from the game. To tackle these challenges, we present Sportify, a Visual Question Answering system that integrates narratives and embedded visualization for demystifying basketball tactical questions, aiding fans in understanding various game aspects. We propose three novel action visualizations (i.e., Pass, Cut, and Screen) to demonstrate critical action sequences. To explain the reasoning and logic behind players' actions, we leverage a large-language model (LLM) to generate narratives. We adopt a storytelling approach for complex scenarios from both first and third-person perspectives, integrating action visualizations. We evaluated Sportify with basketball fans to investigate its impact on understanding of tactics, and how different personal perspectives of narratives impact the understanding of complex tactic with action visualizations. Our evaluation with basketball fans demonstrates Sportify's capability to deepen tactical insights and amplify the viewing experience. Furthermore, third-person narration assists people in getting in-depth game explanations while first-person narration enhances fans' game engagement

cs.HC

TILDE-Q: A Transformation Invariant Loss Function for Time-Series Forecasting

Time-series forecasting has gained increasing attention in the field of artificial intelligence due to its potential to address real-world problems across various domains, including energy, weather, traffic, and economy. While time-series forecasting is a well-researched field, predicting complex temporal patterns such as sudden changes in sequential data still poses a challenge with current models. This difficulty stems from minimizing Lp norm distances as loss functions, such as mean absolute error (MAE) or mean square error (MSE), which are susceptible to both intricate temporal dynamics modeling and signal shape capturing. Furthermore, these functions often cause models to behave aberrantly and generate uncorrelated results with the original time-series. Consequently, developing a shape-aware loss function that goes beyond mere point-wise comparison is essential. In this paper, we examine the definition of shape and distortions, which are crucial for shape-awareness in time-series forecasting, and provide a design rationale for the shape-aware loss function. Based on our design rationale, we propose a novel, compact loss function called TILDEQ (Transformation Invariant Loss function with Distance EQuilibrium) that considers not only amplitude and phase distortions but also allows models to capture the shape of time-series sequences. Furthermore, TILDE-Q supports the simultaneous modeling of periodic and nonperiodic temporal dynamics. We evaluate the efficacy of TILDE-Q by conducting extensive experiments under both periodic and nonperiodic conditions with various models ranging from naive to state-of-the-art. The experimental results show that the models trained with TILDE-Q surpass those trained with other metrics, such as MSE and DILATE, in various real-world applications, including electricity, traffic, illness, economics, weather, and electricity transformer temperature (ETT).

cs.LG

DreamStyler: Paint by Style Inversion with Text-to-Image Diffusion Models

Recent progresses in large-scale text-to-image models have yielded remarkable accomplishments, finding various applications in art domain. However, expressing unique characteristics of an artwork (e.g. brushwork, colortone, or composition) with text prompts alone may encounter limitations due to the inherent constraints of verbal description. To this end, we introduce DreamStyler, a novel framework designed for artistic image synthesis, proficient in both text-to-image synthesis and style transfer. DreamStyler optimizes a multi-stage textual embedding with a context-aware text prompt, resulting in prominent image quality. In addition, with content and style guidance, DreamStyler exhibits flexibility to accommodate a range of style references. Experimental results demonstrate its superior performance across multiple scenarios, suggesting its promising potential in artistic product creation.

cs.CV

Variability Matters : Evaluating inter-rater variability in histopathology for robust cell detection

Large annotated datasets have been a key component in the success of deep learning. However, annotating medical images is challenging as it requires expertise and a large budget. In particular, annotating different types of cells in histopathology suffer from high inter- and intra-rater variability due to the ambiguity of the task. Under this setting, the relation between annotators' variability and model performance has received little attention. We present a large-scale study on the variability of cell annotations among 120 board-certified pathologists and how it affects the performance of a deep learning model. We propose a method to measure such variability, and by excluding those annotators with low variability, we verify the trade-off between the amount of data and its quality. We found that naively increasing the data size at the expense of inter-rater variability does not necessarily lead to better-performing models in cell detection. Instead, decreasing the inter-rater variability with the expense of decreasing dataset size increased the model performance. Furthermore, models trained from data annotated with lower inter-labeler variability outperform those from higher inter-labeler variability. These findings suggest that the evaluation of the annotators may help tackle the fundamental budget issues in the histopathology domain

cs.CV

A Graphical Workflow Exploration Environment For Visual Analytics

Graphical history mechanisms have been widely utilized in many domains to support humans' limited working memory, error recovery, collaboration, and presentation in visual analysis. Yet, there are aspects that remain under-explored in designing graphical history systems for visual analytics systems to help analysts who have complicated workflows. In this paper we report on our design study performed with domain experts, where we characterize domain tasks and designed a visual graphical workflow management environment. Our environment allows analysts to efficiently review, edit, navigate, and explore their complex workflows with their colleagues. In order to evaluate the environment, we present a case study and user study. In the case study, we explore how two domain experts perform collaborative review, communication, and training with our environment; while in the user study with the car data, we reveal that how our environment helps users and how the history mechanism affects users' visual problem-solving behaviors.

cs.HC

An Empirical Study on the Relationship Between the Number of Coordinated Views and Visual Analysis

Coordinated Multiple views (CMVs) are a visualization technique that simultaneously presents multiple visualizations in separate but linked views. There are many studies that report the advantages (e.g., usefulness for finding hidden relationships) and disadvantages (e.g., cognitive load) of CMVs. But little empirical work exists on the impact of the number of views on visual anlaysis results and processes, which results in uncertainty in the relationship between the view number and visual anlaysis. In this work, we aim at investigating the relationship between the number of coordinated views and users analytic processes and results. To achieve the goal, we implemented a CMV tool for visual anlaysis. We also provided visualization duplication in the tool to help users easily create a desired number of visualization views on-the-fly. We conducted a between-subject study with 44 participants, where we asked participants to solve five analytic problems using the visual tool. Through quantitative and qualitative analysis, we discovered the positive correlation between the number of views and analytic results. We also found that visualization duplication encourages users to create more views and to take various analysis strategies. Based on the results, we provide implications and limitations of our study.

cs.HC

Interactive Multi-Class Tiny-Object Detection

Annotating tens or hundreds of tiny objects in a given image is laborious yet crucial for a multitude of Computer Vision tasks. Such imagery typically contains objects from various categories, yet the multi-class interactive annotation setting for the detection task has thus far been unexplored. To address these needs, we propose a novel interactive annotation method for multiple instances of tiny objects from multiple classes, based on a few point-based user inputs. Our approach, C3Det, relates the full image context with annotator inputs in a local and global manner via late-fusion and feature-correlation, respectively. We perform experiments on the Tiny-DOTA and LCell datasets using both two-stage and one-stage object detection architectures to verify the efficacy of our approach. Our approach outperforms existing approaches in interactive annotation, achieving higher mAP with fewer clicks. Furthermore, we validate the annotation efficiency of our approach in a user study where it is shown to be 2.85x faster and yield only 0.36x task load (NASA-TLX, lower is better) compared to manual annotation. The code is available at https://github.com/ChungYi347/Interactive-Multi-Class-Tiny-Object-Detection.

cs.CV

ST-GRAT: A Novel Spatio-temporal Graph Attention Network for Accurately Forecasting Dynamically Changing Road Speed

Predicting road traffic speed is a challenging task due to different types of roads, abrupt speed change and spatial dependencies between roads; it requires the modeling of dynamically changing spatial dependencies among roads and temporal patterns over long input sequences. This paper proposes a novel spatio-temporal graph attention (ST-GRAT) that effectively captures the spatio-temporal dynamics in road networks. The novel aspects of our approach mainly include spatial attention, temporal attention, and spatial sentinel vectors. The spatial attention takes the graph structure information (e.g., distance between roads) and dynamically adjusts spatial correlation based on road states. The temporal attention is responsible for capturing traffic speed changes, and the sentinel vectors allow the model to retrieve new features from spatially correlated nodes or preserve existing features. The experimental results show that ST-GRAT outperforms existing models, especially in difficult conditions where traffic speeds rapidly change (e.g., rush hours). We additionally provide a qualitative study to analyze when and where ST-GRAT tended to make accurate predictions during rush-hour times.

cs.LG

GUIComp: A GUI Design Assistant with Real-Time, Multi-Faceted Feedback

Users may face challenges while designing graphical user interfaces, due to a lack of relevant experience and guidance. This paper aims to investigate the issues that users with no experience face during the design process, and how to resolve them. To this end, we conducted semi-structured interviews, based on which we built a GUI prototyping assistance tool called GUIComp. This tool can be connected to GUI design software as an extension, and it provides real-time, multi-faceted feedback on a user's current design. Additionally, we conducted two user studies, in which we asked participants to create mobile GUIs with or without GUIComp, and requested online workers to assess the created GUIs. The experimental results show that GUIComp facilitated iterative design and the participants with GUIComp had better a user experience and produced more acceptable designs than those who did not.

cs.HC