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Jiannan Li

Publications and source records attributed to Jiannan Li.

18 recordsLinked to original sources

ART: Adaptive Relational Transformer for Pedestrian Trajectory Prediction with Temporal-Aware Relations

Accurate prediction of real-world pedestrian trajectories is crucial for a wide range of robot-related applications. Recent approaches typically adopt graph-based or transformer-based frameworks to model interactions. Despite their effectiveness, these methods either introduce unnecessary computational overhead or struggle to represent the diverse and time-varying characteristics of human interactions. In this work, we present an Adaptive Relational Transformer (ART), which introduces a Temporal-Aware Relation Graph (TARG) to explicitly capture the evolution of pairwise interactions and an Adaptive Interaction Pruning (AIP) mechanism to reduce redundant computations efficiently. Extensive evaluations on ETH/UCY and NBA benchmarks show that ART delivers state-of-the-art accuracy with high computational efficiency.

cs.CV

PersonaTrace: Synthesizing Realistic Digital Footprints with LLM Agents

Digital footprints (records of individuals' interactions with digital systems) are essential for studying behavior, developing personalized applications, and training machine learning models. However, research in this area is often hindered by the scarcity of diverse and accessible data. To address this limitation, we propose a novel method for synthesizing realistic digital footprints using large language model (LLM) agents. Starting from a structured user profile, our approach generates diverse and plausible sequences of user events, ultimately producing corresponding digital artifacts such as emails, messages, calendar entries, reminders, etc. Intrinsic evaluation results demonstrate that the generated dataset is more diverse and realistic than existing baselines. Moreover, models fine-tuned on our synthetic data outperform those trained on other synthetic datasets when evaluated on real-world out-of-distribution tasks.

cs.CL

'Show It, Don't Just Say It': The Complementary Effects of Instruction Multimodality for Software Guidance

Designing adaptive tutoring systems for software learning presents challenges in determining appropriate instructional modalities. To inform the design of such systems, we conducted an observational study of ten human teacher-student pairs (N=10), where experienced design software users taught novices two new graphic design software features through multi-step procedures. These lessons were limited to three communication channels (speech, visual annotations, and remote screen control) to mimic possible AI tutor modalities. We found that annotations complement speech with spatial precision and remote control complements it with spatial and temporal precision, but both cause intrusion to learner agency. Teachers adaptively select modalities to balance the need for instruction progress with students' cognitive engagement and sense of digital territory ownership. Our results provide further support to the contiguity principles and the value of agency in learning, while suggesting precision-agency trade-off and digital territoriality as new design constraints for adaptive software guidance.

cs.HC

Compendia: Automated Visual Storytelling Generation from Online Article Collection

In the digital age, readers value quantitative journalism that is clear, concise, analytical, and human-centred. To understand complex topics, they often piece together scattered facts from multiple articles. Visual storytelling can transform fragmented information into clear, engaging narratives, yet its use with unstructured online articles remains largely unexplored. To fill this gap, we present Compendia, an automated system that analyzes online articles in response to a user's query and generates a coherent data story tailored to the user's informational needs. Compendia addresses key challenges of storytelling from unstructured text through two modules covering: Online Article Retrieval, which gathers relevant articles; Data Fact Extraction, which identifies, validates, and refines quantitative facts; Fact Organization, which clusters and merges related facts into coherent thematic groups; and Visual Storytelling, which transforms the organized facts into narratives with visualizations in an interactive scrollytelling interface. We evaluated Compendia through a quantitative analysis, confirming the accuracy in fact extraction and organization, and through two user studies with 16 participants, demonstrating its usability, effectiveness, and ability to produce engaging visual stories for open-ended queries.

cs.HC

Chameleon: Automated Color Palette Adaptation for Dark Mode Data Visualizations

Dark mode has gained widespread adoption across mobile platforms due to its benefits in reducing eye strain and conserving battery life. However, while the mobile system switches to dark mode, most visualizations remain designed for light mode, causing visual disruptions. Existing methods, such as manual adjustment or color inversion, are either time-consuming or fail to preserve the semantic meaning of colors in visualizations, making them less effective in dark mode. To address this challenge, we propose Chameleon, an algorithm that automatically transforms light mode visualizations into dark mode while maintaining visual clarity and color semantics. By optimizing for luminance contrast, color consistency, and adjacent color differences, Chameleon ensures that the transformed visualizations are legible and visually coherent. Our evaluation includes case study, expert interview, system evaluation, and a user study, and these demonstrate that Chameleon is effective at translating visualizations for dark mode.

cs.HC

Towards Explainable Quantum AI: Informing the Encoder Selection of Quantum Neural Networks via Visualization

Quantum Neural Networks (QNNs) represent a promising fusion of quantum computing and neural network architectures, offering speed-ups and efficient processing of high-dimensional, entangled data. A crucial component of QNNs is the encoder, which maps classical input data into quantum states. However, choosing suitable encoders remains a significant challenge, largely due to the lack of systematic guidance and the trial-and-error nature of current approaches. This process is further impeded by two key challenges: (1) the difficulty in evaluating encoded quantum states prior to training, and (2) the lack of intuitive methods for analyzing an encoder's ability to effectively distinguish data features. To address these issues, we introduce a novel visualization tool, XQAI-Eyes, which enables QNN developers to compare classical data features with their corresponding encoded quantum states and to examine the mixed quantum states across different classes. By bridging classical and quantum perspectives, XQAI-Eyes facilitates a deeper understanding of how encoders influence QNN performance. Evaluations across diverse datasets and encoder designs demonstrate XQAI-Eyes's potential to support the exploration of the relationship between encoder design and QNN effectiveness, offering a holistic and transparent approach to optimizing quantum encoders. Moreover, domain experts used XQAI-Eyes to derive two key practices for quantum encoder selection, grounded in the principles of pattern preservation and feature mapping.

quant-ph

Qualitative Study for LLM-assisted Design Study Process: Strategies, Challenges, and Roles

Design studies aim to create visualization solutions for real-world problems of different application domains. Recently, the emergence of large language models (LLMs) has introduced new opportunities to enhance the design study process, providing capabilities such as creative problem-solving, data handling, and insightful analysis. However, despite their growing popularity, there remains a lack of systematic understanding of how LLMs can effectively assist researchers in visualization-specific design studies. In this paper, we conducted a multi-stage qualitative study to fill this gap, involving 30 design study researchers from diverse backgrounds and expertise levels. Through in-depth interviews and carefully-designed questionnaires, we investigated strategies for utilizing LLMs, the challenges encountered, and the practices used to overcome them. We further compiled and summarized the roles that LLMs can play across different stages of the design study process. Our findings highlight practical implications to inform visualization practitioners, and provide a framework for leveraging LLMs to enhance the design study process in visualization research.

cs.HC

Polymind: Parallel Visual Diagramming with Large Language Models to Support Prewriting Through Microtasks

Prewriting is the process of generating and organising ideas before a first draft. It consists of a combination of informal, iterative, and semi-structured strategies such as visual diagramming, which poses a challenge for collaborating with large language models (LLMs) in a turn-taking conversational manner. We present Polymind, a visual diagramming tool that leverages multiple LLM-powered agents to support prewriting. The system features a parallel collaboration workflow in place of the turn-taking conversational interactions. It defines multiple ``microtasks'' to simulate group collaboration scenarios such as collaborative writing and group brainstorming. Instead of repetitively prompting a chatbot for various purposes, Polymind enables users to orchestrate multiple microtasks simultaneously. Users can configure and delegate customised microtasks, and manage their microtasks by specifying task requirements and toggling visibility and initiative. Our evaluation revealed that, compared to ChatGPT, users had more customizability over collaboration with Polymind, and were thus able to quickly expand personalised writing ideas during prewriting.

cs.HC

Generalized Low-Rank Matrix Contextual Bandits with Graph Information

The matrix contextual bandit (CB), as an extension of the well-known multi-armed bandit, is a powerful framework that has been widely applied in sequential decision-making scenarios involving low-rank structure. In many real-world scenarios, such as online advertising and recommender systems, additional graph information often exists beyond the low-rank structure, that is, the similar relationships among users/items can be naturally captured through the connectivity among nodes in the corresponding graphs. However, existing matrix CB methods fail to explore such graph information, and thereby making them difficult to generate effective decision-making policies. To fill in this void, we propose in this paper a novel matrix CB algorithmic framework that builds upon the classical upper confidence bound (UCB) framework. This new framework can effectively integrate both the low-rank structure and graph information in a unified manner. Specifically, it involves first solving a joint nuclear norm and matrix Laplacian regularization problem, followed by the implementation of a graph-based generalized linear version of the UCB algorithm. Rigorous theoretical analysis demonstrates that our procedure outperforms several popular alternatives in terms of cumulative regret bound, owing to the effective utilization of graph information. A series of synthetic and real-world data experiments are conducted to further illustrate the merits of our procedure.

cs.LG

Intuit: Explain Quantum Computing Concepts via AR-based Analogy

Quantum computing has shown great potential to revolutionize traditional computing and can provide an exponential speedup for a wide range of possible applications, attracting various stakeholders. However, understanding fundamental quantum computing concepts remains a significant challenge for novices because of their abstract and counterintuitive nature. Thus, we propose an analogy-based characterization framework to construct the mental mapping between quantum computing concepts and daily objects, informed by in-depth expert interviews and a literature review, covering key quantum concepts and characteristics like number of qubits, output state duality, quantum concept type, and probability quantification. Then, we developed an AR-based prototype system, Intuit, using situated analytics to explain quantum concepts through daily objects and phenomena (e.g., rotating coins, paper cutters). We thoroughly evaluated our approach through in-depth user and expert interviews. The Results demonstrate the effectiveness and usability of Intuit in helping learners understand abstract concepts in an intuitive and engaging manner.

cs.HC

A Unified Regularization Approach to High-Dimensional Generalized Tensor Bandits

Modern decision-making scenarios often involve data that is both high-dimensional and rich in higher-order contextual information, where existing bandits algorithms fail to generate effective policies. In response, we propose in this paper a generalized linear tensor bandits algorithm designed to tackle these challenges by incorporating low-dimensional tensor structures, and further derive a unified analytical framework of the proposed algorithm. Specifically, our framework introduces a convex optimization approach with the weakly decomposable regularizers, enabling it to not only achieve better results based on the tensor low-rankness structure assumption but also extend to cases involving other low-dimensional structures such as slice sparsity and low-rankness. The theoretical analysis shows that, compared to existing low-rankness tensor result, our framework not only provides better bounds but also has a broader applicability. Notably, in the special case of degenerating to low-rank matrices, our bounds still offer advantages in certain scenarios.

cs.LG

ImageInThat: Manipulating Images to Convey User Instructions to Robots

Foundation models are rapidly improving the capability of robots in performing everyday tasks autonomously such as meal preparation, yet robots will still need to be instructed by humans due to model performance, the difficulty of capturing user preferences, and the need for user agency. Robots can be instructed using various methods-natural language conveys immediate instructions but can be abstract or ambiguous, whereas end-user programming supports longer horizon tasks but interfaces face difficulties in capturing user intent. In this work, we propose using direct manipulation of images as an alternative paradigm to instruct robots, and introduce a specific instantiation called ImageInThat which allows users to perform direct manipulation on images in a timeline-style interface to generate robot instructions. Through a user study, we demonstrate the efficacy of ImageInThat to instruct robots in kitchen manipulation tasks, comparing it to a text-based natural language instruction method. The results show that participants were faster with ImageInThat and preferred to use it over the text-based method. Supplementary material including code can be found at: https://image-in-that.github.io/.

cs.HC

Desk2Desk: Optimization-based Mixed Reality Workspace Integration for Remote Side-by-side Collaboration

Mixed Reality enables hybrid workspaces where physical and virtual monitors are adaptively created and moved to suit the current environment and needs. However, in shared settings, individual users' workspaces are rarely aligned and can vary significantly in the number of monitors, available physical space, and workspace layout, creating inconsistencies between workspaces which may cause confusion and reduce collaboration. We present Desk2Desk, an optimization-based approach for remote collaboration in which the hybrid workspaces of two collaborators are fully integrated to enable immersive side-by-side collaboration. The optimization adjusts each user's workspace in layout and number of shared monitors and creates a mapping between workspaces to handle inconsistencies between workspaces due to physical constraints (e.g. physical monitors). We show in a user study how our system adaptively merges dissimilar physical workspaces to enable immersive side-by-side collaboration, and demonstrate how an optimization-based approach can effectively address dissimilar physical layouts.

cs.HC

How People Prompt to Create Interactive VR Scenes

Generative AI tools can provide people with the ability to create virtual environments and scenes with natural language prompts. Yet, how people will formulate such prompts is unclear -- particularly when they inhabit the environment that they are designing. For instance, it is likely that a person might say, "Put a chair here", while pointing at a location. If such linguistic features are common to people's prompts, we need to tune models to accommodate them. In this work, we present a wizard-of-oz elicitation study with 22 participants, where we studied people's implicit expectations when verbally prompting such programming agents to create interactive VR scenes. Our findings show that people prompt with several implicit expectations: (1) that agents have an embodied knowledge of the environment; (2) that agents understand embodied prompts by users; (3) that the agents can recall previous states of the scene and the conversation, and that (4) agents have a commonsense understanding of objects in the scene. Further, we found that participants prompt differently when they are prompting in situ (i.e. within the VR environment) versus ex situ (i.e. viewing the VR environment from the outside). To explore how our could be applied, we designed and built Oastaad, a conversational programming agent that allows non-programmers to design interactive VR experiences that they inhabit. Based on these explorations, we outline new opportunities and challenges for conversational programming agents that create VR environments.

cs.HC

Stargazer: An Interactive Camera Robot for Capturing How-To Videos Based on Subtle Instructor Cues

Live and pre-recorded video tutorials are an effective means for teaching physical skills such as cooking or prototyping electronics. A dedicated cameraperson following an instructor's activities can improve production quality. However, instructors who do not have access to a cameraperson's help often have to work within the constraints of static cameras. We present Stargazer, a novel approach for assisting with tutorial content creation with a camera robot that autonomously tracks regions of interest based on instructor actions to capture dynamic shots. Instructors can adjust the camera behaviors of Stargazer with subtle cues, including gestures and speech, allowing them to fluidly integrate camera control commands into instructional activities. Our user study with six instructors, each teaching a distinct skill, showed that participants could create dynamic tutorial videos with a diverse range of subjects, camera framing, and camera angle combinations using Stargazer.

cs.HC

AIive: Interactive Visualization and Sonification of Neural Networks in Virtual Reality

Artificial Intelligence (AI), especially Neural Networks (NNs), has become increasingly popular. However, people usually treat AI as a tool, focusing on improving outcome, accuracy, and performance while paying less attention to the representation of AI itself. We present AIive, an interactive visualization of AI in Virtual Reality (VR) that brings AI "alive". AIive enables users to manipulate the parameters of NNs with virtual hands and provides auditory feedback for the real-time values of loss, accuracy, and hyperparameters. Thus, AIive contributes an artistic and intuitive way to represent AI by integrating visualization, sonification, and direct manipulation in VR, potentially targeting a wide range of audiences.

cs.HC

HoloBoard: a Large-format Immersive Teaching Board based on pseudo HoloGraphics

In this paper, we present HoloBoard, an interactive large-format pseudo-holographic display system for lecture-based classes. With its unique properties of immersive visual display and transparent screen, we designed and implemented a rich set of novel interaction techniques like immersive presentation, role-play, and lecturing behind the scene that is potentially valuable for lecturing in class. We conducted a controlled experimental study to compare a HoloBoard class with a normal class by measuring students' learning outcomes and three dimensions of engagement (i.e., behavioral, emotional, and cognitive engagement). We used pre-/post- knowledge tests and multimodal learning analytics to measure students' learning outcomes and learning experiences. Results indicated that the lecture-based class utilizing HoloBoard lead to slightly better learning outcomes and a significantly higher level of student engagement. Given the results, we discussed the impact of HoloBoard as an immersive media in the classroom setting and suggest several design implications for deploying HoloBoard in immersive teaching practices.

cs.HC

Thinking Outside the Lab: VR Size & Depth Perception in the Wild

Size and distance perception in Virtual Reality (VR) have been widely studied, albeit in a controlled laboratory setting with a small number of participants. We describe a fully remote perceptual study with a gamified protocol to encourage participant engagement, which allowed us to quickly collect high-quality data from a large, diverse participant pool (N=60). Our study aims to understand medium-field size and egocentric distance perception in real-world usage of consumer VR devices. We utilized two perceptual matching tasks -- distance bisection and size matching -- at the same target distances of 1--9 metres. While the bisection protocol indicated a near-universal trend of nonlinear distance compression, the size matching estimates were more equivocal. Varying eye-height from the floor plane showed no significant effect on the judgements. We also discuss the pros and cons of a fully remote perceptual study in VR, the impact of hardware variation, and measures needed to ensure high-quality data.

cs.HC