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Haiwei Dong

Publications and source records attributed to Haiwei Dong.

At least 19 recordsLinked to original sources

The Potential of Haptic Foundation Models

Despite the success of foundation models in language and vision, their expansion into embodied AI is bottlenecked by a lack of generalized touch sensing. This limitation is especially relevant to consumer electronics, where smartphones, wearables, VR controllers, home robots, and health monitoring devices require safe and adaptive physical interaction. Constrained by hardware heterogeneity and the necessity of active physical data collection, current haptic models remain rigidly task-specific. To overcome these limitations, this article explores the transformative potential and developmental trajectory of Haptic Foundation Models (HFMs). We detail the paradigm shift required to transition from passive Large Language Models and Vision Language Models into active HFMs across four core dimensions: action coupling, physical dynamical representation space, continuous time-series data granularity, and action-conditioned future state prediction. Furthermore, we synthesize existing large-scale tactile datasets and benchmark UniTouch, AnyTouch, T3, and Sparsh on TacBench for force estimation, slip detection, and relative pose estimation.

cs.RO

Supporting System Testing with a Multi-Agent LLM-based Framework for Knowledge Graph Extraction: A Case Study with Ethernet Switch Systems

Technical documents contain rich domain knowledge for automating downstream tasks such as system testing. While this paper focuses on Ethernet switch configuration manuals (ESCMs), we propose a general framework that can be adapted to different industrial contexts. ESCMs provide valuable domain knowledge for Ethernet switch testing, but their semi-structured format, implicit step attributes, and complex section dependencies make them difficult to directly leverage for test automation. To address this, we generate knowledge graphs (KGs) that capture configuration knowledge from ESCM in a structured form. We propose a multi-agent LLM-based framework that extracts, evaluates, and improves KGs from ESCMs using a fine-grained KG schema and an iterative Extract-Evaluate-Improve (EEI) loop. Our evaluation on 50 real-world ESCMs shows that our framework achieves high extraction correctness using the original prompts, with average correctness scores ranging from 0.97 to 0.99 across three extraction tasks. For challenging ESCMs, the EEI loop further improves correctness through manual-specific prompt refinement. Moreover, the LLM judgments and human evaluations show substantial agreement, with Cohen's kappa of at least 0.72 across all extraction tasks. Finally, feedback from industry testers indicates that the generated KGs can support the generation of useful and correct test case specifications (TCSs) for downstream testing.

cs.SE

3D Wi-Fi Signal Measurement in Realistic Digital Twin Testbed Environments Using Ray Tracing

Accurate and efficient modeling of indoor wireless signal propagation is crucial for the deployment of next-generation Wi-Fi. This paper presents a digital twin-based measurement system that integrates real-world 3D environment reconstruction with deterministic ray tracing for physically grounded electromagnetic modeling. Building geometry is obtained through LiDAR scanning, followed by object segmentation and assignment of ITU-R standard material parameters. The propagation process is simulated with a GPU-accelerated ray-tracing engine that generates path-level channel attributes, including delay, power, angular dispersion, and Ricean K-factor. Under identical runtime constraints, the proposed system is evaluated against a commercial measurement simulator, demonstrating up to 21 dB higher path gain and consistently improved signal-to-interference-plus-noise ratio in line-of-sight conditions. Additionally, experiments against onsite RSSI measurements confirm a high spatial correlation of 0.98 after calibration, proving the system's fidelity in real-world settings. Furthermore, coverage analysis across 2.4 GHz, 5 GHz, and 6 GHz bands demonstrates the capability of system to model frequency-dependent material attenuation for Wi-Fi 6E/7 networks. Finally, the system offers interactive 3D visualization and on-demand data extraction, highlighting its potential for digital twin-driven wireless system design and optimization.

cs.NI

Adaptive Social Metaverse Streaming based on Federated Multi-Agent Deep Reinforcement Learning

The social metaverse is a growing digital ecosystem that blends virtual and physical worlds. It allows users to interact socially, work, shop, and enjoy entertainment. However, privacy remains a major challenge, as immersive interactions require continuous collection of biometric and behavioral data. At the same time, ensuring high-quality, low-latency streaming is difficult due to the demands of real-time interaction, immersive rendering, and bandwidth optimization. To address these issues, we propose ASMS (Adaptive Social Metaverse Streaming), a novel streaming system based on Federated Multi-Agent Proximal Policy Optimization (F-MAPPO). ASMS leverages F-MAPPO, which integrates federated learning (FL) and deep reinforcement learning (DRL) to dynamically adjust streaming bit rates while preserving user privacy. Experimental results show that ASMS improves user experience by at least 14% compared to existing streaming methods across various network conditions. Therefore, ASMS enhances the social metaverse experience by providing seamless and immersive streaming, even in dynamic and resource-constrained networks, while ensuring that sensitive user data remains on local devices.

cs.LG

Empirical Studies of Large Scale Environment Scanning by Consumer Electronics

This paper presents an empirical evaluation of the Matterport Pro3, a consumer-grade 3D scanning device, for large-scale environment reconstruction. We conduct detailed scanning (1,099 scanning points) of a six-floor building (17,567 square meters) and assess the device's effectiveness, limitations, and performance enhancements in diverse scenarios. Challenges encountered during the scanning are addressed through proposed solutions, while we also explore advanced methods to overcome them more effectively. Comparative analysis with another consumer-grade device (iPhone) highlights the Pro3's balance between cost-effectiveness and performance. The Matterport Pro3 achieves a denser point cloud with 1,877,324 points compared to the iPhone's 506,961 points and higher alignment accuracy with an RMSE of 0.0118 meters. The cloud-to-cloud (C2C) average distance error between the two point cloud models is 0.0408 meters, with a standard deviation of 0.0715 meters. The study demonstrates the Pro3's ability to generate high-quality 3D models suitable for large-scale applications, leveraging features such as LiDAR and advanced alignment techniques.

eess.IV

Immersive Multimedia Communication: State-of-the-Art on eXtended Reality Streaming

Extended reality (XR) is rapidly advancing, and poised to revolutionize content creation and consumption. In XR, users integrate various sensory inputs to form a cohesive perception of the virtual environment. This survey reviews the state-of-the-art in XR streaming, focusing on multiple paradigms. To begin, we define XR and introduce various XR headsets along with their multimodal interaction methods to provide a foundational understanding. We then analyze XR traffic characteristics to highlight the unique data transmission requirements. We also explore factors that influence the quality of experience in XR systems, aiming to identify key elements for enhancing user satisfaction. Following this, we present visual attention-based optimization methods for XR streaming to improve efficiency and performance. Finally, we examine current applications and highlight challenges to provide insights into ongoing and future developments of XR.

cs.MM

MetaDecorator: Generating Immersive Virtual Tours through Multimodality

MetaDecorator, is a framework that empowers users to personalize virtual spaces. By leveraging text-driven prompts and image synthesis techniques, MetaDecorator adorns static panoramas captured by 360° imaging devices, transforming them into uniquely styled and visually appealing environments. This significantly enhances the realism and engagement of virtual tours compared to traditional offerings. Beyond the core framework, we also discuss the integration of Large Language Models (LLMs) and haptics in the VR application to provide a more immersive experience.

cs.HC

Leveraging LLMs to Create a Haptic Devices' Recommendation System

Haptic technology has seen significant growth, yet a lack of awareness of existing haptic device design knowledge hinders development. This paper addresses these limitations by leveraging advancements in Large Language Models (LLMs) to develop a haptic agent, focusing specifically on Grounded Force Feedback (GFF) devices recommendation. Our approach involves automating the creation of a structured haptic device database using information from research papers and product specifications. This database enables the recommendation of relevant GFF devices based on user queries. To ensure precise and contextually relevant recommendations, the system employs a dynamic retrieval method that combines both conditional and semantic searches. Benchmarking against the established UEQ and existing haptic device searching tools, the proposed haptic recommendation agent ranks in the top 10\% across all UEQ categories with mean differences favoring the agent in nearly all subscales, and maintains no significant performance bias across different user groups, showcasing superior usability and user satisfaction.

cs.MM

Large Language Models (LLMs): Deployment, Tokenomics and Sustainability

The rapid advancement of Large Language Models (LLMs) has significantly impacted human-computer interaction, epitomized by the release of GPT-4o, which introduced comprehensive multi-modality capabilities. In this paper, we first explored the deployment strategies, economic considerations, and sustainability challenges associated with the state-of-the-art LLMs. More specifically, we discussed the deployment debate between Retrieval-Augmented Generation (RAG) and fine-tuning, highlighting their respective advantages and limitations. After that, we quantitatively analyzed the requirement of xPUs in training and inference. Additionally, for the tokenomics of LLM services, we examined the balance between performance and cost from the quality of experience (QoE)'s perspective of end users. Lastly, we envisioned the future hybrid architecture of LLM processing and its corresponding sustainability concerns, particularly in the environmental carbon footprint impact. Through these discussions, we provided a comprehensive overview of the operational and strategic considerations essential for the responsible development and deployment of LLMs.

cs.MM

MADRL-Based Rate Adaptation for 360° Video Streaming with Multi-Viewpoint Prediction

Over the last few years, 360° video traffic on the network has grown significantly. A key challenge of 360° video playback is ensuring a high quality of experience (QoE) with limited network bandwidth. Currently, most studies focus on tile-based adaptive bitrate (ABR) streaming based on single viewport prediction to reduce bandwidth consumption. However, the performance of models for single-viewpoint prediction is severely limited by the inherent uncertainty in head movement, which can not cope with the sudden movement of users very well. This paper first presents a multimodal spatial-temporal attention transformer to generate multiple viewpoint trajectories with their probabilities given a historical trajectory. The proposed method models viewpoint prediction as a classification problem and uses attention mechanisms to capture the spatial and temporal characteristics of input video frames and viewpoint trajectories for multi-viewpoint prediction. After that, a multi-agent deep reinforcement learning (MADRL)-based ABR algorithm utilizing multi-viewpoint prediction for 360° video streaming is proposed for maximizing different QoE objectives under various network conditions. We formulate the ABR problem as a decentralized partially observable Markov decision process (Dec-POMDP) problem and present a MAPPO algorithm based on centralized training and decentralized execution (CTDE) framework to solve the problem. The experimental results show that our proposed method improves the defined QoE metric by up to 85.5% compared to existing ABR methods.

cs.MM

Tile-Weighted Rate-Distortion Optimized Packet Scheduling for 360$^\circ$ VR Video Streaming

A key challenge of 360$^\circ$ VR video streaming is ensuring high quality with limited network bandwidth. Currently, most studies focus on tile-based adaptive bitrate streaming to reduce bandwidth consumption, where resources in network nodes are not fully utilized. This article proposes a tile-weighted rate-distortion (TWRD) packet scheduling optimization system to reduce data volume and improve video quality. A multimodal spatial-temporal attention transformer is proposed to predict viewpoint with probability that is used to dynamically weight tiles and corresponding packets. The packet scheduling problem of determining which packets should be dropped is formulated as an optimization problem solved by a dynamic programming solution. Experiment results demonstrate the proposed method outperforms the existing methods under various conditions.

cs.MM

How to Cache Important Contents for Multi-modal Service in Dynamic Networks: A DRL-based Caching Scheme

With the continuous evolution of networking technologies, multi-modal services that involve video, audio, and haptic contents are expected to become the dominant multimedia service in the near future. Edge caching is a key technology that can significantly reduce network load and content transmission latency, which is critical for the delivery of multi-modal contents. However, existing caching approaches only rely on a limited number of factors, e.g., popularity, to evaluate their importance for caching, which is inefficient for caching multi-modal contents, especially in dynamic network environments. To overcome this issue, we propose a content importance-based caching scheme which consists of a content importance evaluation model and a caching model. By leveraging dueling double deep Q networks (D3QN) model, the content importance evaluation model can adaptively evaluate contents' importance in dynamic networks. Based on the evaluated contents' importance, the caching model can easily cache and evict proper contents to improve caching efficiency. The simulation results show that the proposed content importance-based caching scheme outperforms existing caching schemes in terms of caching hit ratio (at least 15% higher), reduced network load (up to 22% reduction), average number of hops (up to 27% lower), and unsatisfied requests ratio (more than 47% reduction).

cs.NI

Experimental Studies of Metaverse Streaming

Metaverse aims to construct a large, unified, immersive, and shared digital realm by combining various technologies, namely XR (extended reality), blockchain, and digital twin, among others. This article explores the Metaverse from the perspective of multimedia communication by conducting and analyzing real-world experiments on four different Metaverse platforms: VR (virtual reality) Vircadia, VR Mozilla Hubs, VRChat, and MR (mixed reality) Virtual City. We first investigate the traffic patterns and network performance in the three VR platforms. After raising the challenges of the Metaverse streaming and investigating the potential methods to enhance Metaverse performance, we propose a remote rendering architecture and verify its advantages through a prototype involving the campus network and MR multimodal interaction by comparison with local rendering.

cs.MM

Bringing Robots Home: The Rise of AI Robots in Consumer Electronics

On March 18, 2024, NVIDIA unveiled Project GR00T, a general-purpose multimodal generative AI model designed specifically for training humanoid robots. Preceding this event, Tesla's unveiling of the Optimus Gen 2 humanoid robot on December 12, 2023, underscored the profound impact robotics is poised to have on reshaping various facets of our daily lives. While robots have long dominated industrial settings, their presence within our homes is a burgeoning phenomenon. This can be attributed, in part, to the complexities of domestic environments and the challenges of creating robots that can seamlessly integrate into our daily routines.

cs.RO

Human-Centric Resource Allocation for the Metaverse With Multiaccess Edge Computing

Multi-access edge computing (MEC) is a promising solution to the computation-intensive, low-latency rendering tasks of the metaverse. However, how to optimally allocate limited communication and computation resources at the edge to a large number of users in the metaverse is quite challenging. In this paper, we propose an adaptive edge resource allocation method based on multi-agent soft actor-critic with graph convolutional networks (SAC-GCN). Specifically, SAC-GCN models the multi-user metaverse environment as a graph where each agent is denoted by a node. Each agent learns the interplay between agents by graph convolutional networks with self-attention mechanism to further determine the resource usage for one user in the metaverse. The effectiveness of SAC-GCN is demonstrated through the analysis of user experience, balance of resource allocation, and resource utilization rate by taking a virtual city park metaverse as an example. Experimental results indicate that SAC-GCN outperforms other resource allocation methods in improving overall user experience, balancing resource allocation, and increasing resource utilization rate by at least 27%, 11%, and 8%, respectively.

cs.MM

A Deep Reinforcement Learning Framework for Optimizing Congestion Control in Data Centers

Various congestion control protocols have been designed to achieve high performance in different network environments. Modern online learning solutions that delegate the congestion control actions to a machine cannot properly converge in the stringent time scales of data centers. We leverage multiagent reinforcement learning to design a system for dynamic tuning of congestion control parameters at end-hosts in a data center. The system includes agents at the end-hosts to monitor and report the network and traffic states, and agents to run the reinforcement learning algorithm given the states. Based on the state of the environment, the system generates congestion control parameters that optimize network performance metrics such as throughput and latency. As a case study, we examine BBR, an example of a prominent recently-developed congestion control protocol. Our experiments demonstrate that the proposed system has the potential to mitigate the problems of static parameters.

cs.NI

The Metaverse from a Multimedia Communications Perspective

eXtended reality (XR) technologies such as virtual reality and 360° stereoscopic streaming enable the concept of the Metaverse, an immersive virtual space for collaboration and interaction. To ensure high fidelity display of immersive media, the bandwidth, latency and network traffic patterns will need to be considered to ensure a user's Quality of Experience (QoE). In this article, examples and calculations are explored to demonstrate the requirements of the abovementioned parameters. Additionally, future methods such as network-awareness using reinforcement learning (RL) and XR content awareness using spatial or temporal difference in the frames could be explored from a multimedia communications perspective.

cs.MM

Development of an automatic 3D human head scanning-printing system

Three-dimensional (3D) technologies have been developing rapidly recent years, and have influenced industrial, medical, cultural, and many other fields. In this paper, we introduce an automatic 3D human head scanning-printing system, which provides a complete pipeline to scan, reconstruct, select, and finally print out physical 3D human heads. To enhance the accuracy of our system, we developed a consumer-grade composite sensor (including a gyroscope, an accelerometer, a digital compass, and a Kinect v2 depth sensor) as our sensing device. This sensing device is then mounted on a robot, which automatically rotates around the human subject with approximate 1-meter radius, to capture the full-view information. The data streams are further processed and fused into a 3D model of the subject using a tablet located on the robot. In addition, an automatic selection method, based on our specific system configurations, is proposed to select the head portion. We evaluated the accuracy of the proposed system by comparing our generated 3D head models, from both standard human head model and real human subjects, with the ones reconstructed from FastSCAN and Cyberware commercial laser scanning systems through computing and visualizing Hausdorff distances. Computational cost is also provided to further assess our proposed system.

cs.RO