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Ge Lin Kan

Publications and source records attributed to Ge Lin Kan.

8 recordsLinked to original sources

Sample-Efficient Post-Training for LEGO Spatial-Physics Reasoning

LLM-based LEGO assembly requires both semantic grounding and physical feasibility. In this paper, we identify a data-induced failure mode, physhack, in which generated assemblies satisfy physical-validity constraints while remaining geometrically misaligned, semantically inconsistent, or poorly calibrated. To address this challenge, we propose a model-based data selection approach that uses only 5% of the original training data while improving semantic and structural alignment across multiple independent evaluators. We further introduce PVPO, a reinforcement learning method that couples physical-validity and voxel-space geometric rewards to strengthen the LEGO synthesis capabilities of LLMs. PVPO-trained DeepSeek-Llama-8B outperforms the frontier VLM Kimi-K3 across semantic, structural, and physical evaluation dimensions, even when Kimi-K3 is provided with a ground-truth image as an additional reference.

cs.LG

QA-MoE: Towards a Continuous Reliability Spectrum with Quality-Aware Mixture of Experts for Robust Multimodal Sentiment Analysis

Multimodal Sentiment Analysis (MSA) aims to infer human sentiment from textual, acoustic, and visual signals. In real-world scenarios, however, multimodal inputs are often compromised by dynamic noise or modality missingness. Existing methods typically treat these imperfections as discrete cases or assume fixed corruption ratios, which limits their adaptability to continuously varying reliability conditions. To address this, we first introduce a Continuous Reliability Spectrum to unify missingness and quality degradation into a single framework. Building on this, we propose QA-MoE, a Quality-Aware Mixture-of-Experts framework that quantifies modality reliability via self-supervised aleatoric uncertainty. This mechanism explicitly guides expert routing, enabling the model to suppress error propagation from unreliable signals while preserving task-relevant information. Extensive experiments indicate that QA-MoE achieves competitive or state-of-the-art performance across diverse degradation scenarios and exhibits a promising One-Checkpoint-for-All property in practice.

cs.AI

LocoScooter: Designing a Stationary Scooter-Based Locomotion System for Navigation in Virtual Reality

Virtual locomotion remains a challenge in VR, especially in space-limited environments where room-scale walking is impractical. We present LocoScooter, a low-cost, deployable locomotion interface combining foot-sliding on a compact treadmill with handlebar steering inspired by scooter riding. Built from commodity hardware, it supports embodied navigation through familiar, physically engaging movement. In a within-subject study (N = 14), LocoScooter significantly improved immersion, enjoyment, and bodily involvement over joystick navigation, while maintaining comparable efficiency and usability. Despite higher physical demand, users did not report increased fatigue, suggesting familiar movements can enrich VR navigation.

cs.HC

RemVerse: Supporting Reminiscence Activities for Older Adults through AI-Assisted Virtual Reality

Reminiscence activities, which involve recalling and sharing past experiences, have proven beneficial for improving cognitive function, mood, and overall well-being. However, urbanization has led to the disappearance of familiar environments, removing visual and audio cues for effective reminiscence. While old photos can serve as visual cues to aid reminiscence, it is challenging for people to reconstruct the reminisced content and environment that are not in the photos. Virtual reality (VR) and artificial intelligence (AI) offer the ability to reconstruct an immersive environment with dynamic content and to converse with people to help them gradually reminisce. We designed RemVerse, an AI-empowered VR prototype aimed to support reminiscence activities. Integrating generative models and AI agent into a VR environment, RemVerse helps older adults reminisce with AI-generated visual cues and interactive dialogues. Our user study with 14 older adults showed that RemVerse effectively supported reminiscence activities by triggering, concretizing, and deepening personal memories, while fostering increased engagement and autonomy among older adults. Based on our findings, we proposed design implications to make reminiscence activities in AI-assisted VR more accessible and engaging for older adults.

cs.HC

The Framework of NAVIS: Navigating Virtual Spaces with Immersive Scooters

Virtual reality (VR) environments have greatly expanded opportunities for immersive exploration, yet physically navigating these digital spaces remains a significant challenge. In this paper, we present the conceptual framework of NAVIS (Navigating Virtual Spaces with Immersive Scooters), a novel system that utilizes a scooter-based interface to enhance both navigation and interaction within virtual environments. NAVIS combines real-time physical mobility, haptic feedback, and CAVE-like (Cave Automatic Virtual Environment) technology to create a realistic sense of travel and movement, improving both spatial awareness and the overall immersive experience. By offering a more natural and physically engaging method of exploration, NAVIS addresses key limitations found in traditional VR locomotion techniques, such as teleportation or joystick control, which can detract from immersion and realism. This approach highlights the potential of combining physical movement with virtual environments to provide a more intuitive and enjoyable experience for users, opening up new possibilities for applications in gaming, education, and beyond.

cs.HC

Systematic Literature Review of Using Virtual Reality as a Social Platform in HCI Community

Virtual reality (VR) is increasingly used as a social platform for users to interact and build connections with one another in an immersive virtual environment. Reflecting on the empirical progress in this area of study, a comprehensive review of how VR could be used to support social interaction is required to consolidate existing practices and identify research gaps to inspire future studies. In this work, we conducted a systematic review of 94 publications in the HCI field to examine how VR is designed and evaluated for social purposes. We found that VR influences social interaction through self-representation, interpersonal interactions, and interaction environments. We summarized four positive effects of using VR for socializing, which are relaxation, engagement, intimacy, and accessibility, and showed that it could also negatively affect user social experiences by intensifying harassment experiences and amplifying privacy concerns. We introduce an evaluation framework that outlines the key aspects of social experience: intrapersonal, interpersonal, and interaction experiences. According to the results, we uncover several research gaps and propose future directions for designing and developing VR to enhance social experience.

cs.HC

MetaDragonBoat: Exploring Paddling Techniques of Virtual Dragon Boating in a Metaverse Campus

The preservation of cultural heritage, as mandated by the United Nations Sustainable Development Goals (SDGs), is integral to sustainable urban development. This paper focuses on the Dragon Boat Festival, a prominent event in Chinese cultural heritage, and proposes leveraging Virtual Reality (VR), to enhance its preservation and accessibility. Traditionally, participation in the festival's dragon boat races was limited to elite athletes, excluding broader demographics. Our proposed solution, named MetaDragonBoat, enables virtual participation in dragon boat racing, offering immersive experiences that replicate physical exertion through a cultural journey. Thus, we build a digital twin of a university campus located in a region with a rich dragon boat racing tradition. Coupled with three paddling techniques that are enabled by either commercial controllers or physical paddle controllers with haptic feedback, diversified users can engage in realistic rowing experiences. Our results demonstrate that by integrating resistance into the paddle controls, users could simulate the physical effort of dragon boat racing, promoting a deeper understanding and appreciation of this cultural heritage.

cs.MM

SilverCycling: Exploring the Impact of Bike-Based Locomotion on Spatial Orientation for Older Adults in VR

Spatial orientation is essential for people to effectively navigate and interact with the environment in everyday life. With age-related cognitive decline, providing VR locomotion techniques with better spatial orientation performance for older adults becomes important. Such advancements not only make VR more accessible to older adults but also enable them to reap the potential health benefits of VR technology. Natural motion-based locomotion has been shown to be effective in enhancing younger users' performance in VR navigation tasks that require spatial orientation. However, there is a lack of understanding regarding the impact of natural motion-based locomotion on spatial orientation for older adults in VR. To address this gap, we selected the SilverCycling system, a VR bike-based locomotion technique that we developed, as a representative of natural motion-based locomotion, guided by findings from our pilot study. We conducted a user study with 16 older adults to compare SilverCycling with the joystick-based controller. The findings suggest SilverCycling's potential to significantly enhance spatial orientation in the open-road urban environment for older adults, offering a better user experience. Based on our findings, we identify key factors influencing spatial orientation and propose design recommendations to make VR locomotion more accessible and user-friendly for older adults.

cs.HC