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Jiaye Li

Publications and source records attributed to Jiaye Li.

17 recordsLinked to original sources

PuppetAI: A Customizable Platform for Designing Tactile-Rich Affective Robot Interaction

We introduce PuppetAI, a modular soft robot interaction platform. This platform offers a scalable cable-driven actuation system and a customizable, puppet-inspired robot gesture framework, supporting a multitude of interaction gesture robot design formats. The platform comprises a four-layer decoupled software architecture that includes perceptual processing, affective modeling, motion scheduling, and low-level actuation. We also implemented an affective expression loop that connects human input to the robot platform by producing real-time emotional gestural responses to human vocal input. For our own designs, we have worked with nuanced gestures enacted by "soft robots" with enhanced dexterity and "pleasant-to-touch" plush exteriors. By reducing operational complexity and production costs while enhancing customizability, our work creates an adaptable and accessible foundation for future tactile-based expressive robot research. Our goal is to provide a platform that allows researchers to independently construct or refine highly specific gestures and movements performed by social robots.

cs.HC

Hallo-Live: Real-Time Streaming Joint Audio-Video Avatar Generation with Asynchronous Dual-Stream and Human-Centric Preference Distillation

Real-time text-driven joint audio-video avatar generation requires jointly synthesizing portrait video and speech with high fidelity and precise synchronization, yet existing audio-visual diffusion models remain too slow for interactive use and often degrade noticeably after aggressive acceleration. We present Hallo-Live, a streaming framework for joint audio-visual avatar generation that combines asynchronous dual-stream diffusion with human-centric preference-guided distillation. To reduce articulation lag in causal generation, we introduce Future-Expanding Attention, which allows each video block to access synchronous audio together with a short horizon of future phonetic cues. To mitigate the quality loss of few-step distillation, we further propose Human-Centric Preference-Guided DMD (HP-DMD), which reweights training samples using rewards from visual fidelity, speech naturalness, and audio-visual synchronization. On two NVIDIA H200 GPUs, Hallo-Live runs at 20.38 FPS with 0.94 seconds latency, yielding 16.0x higher throughput and 99.3x lower latency than the teacher model Ovi. Despite this speedup, it retains strong generation quality, reaching comparable VideoAlign overall score and Sync Confidence score while outperforming other accelerated baselines in the overall quality-efficiency trade-off. Qualitative results further show robust generalization across photorealistic, multi-speaker, and stylized scenarios. To the best of our knowledge, Hallo-Live is the first framework to combine streaming dual-stream diffusion with preference-guided distillation for real-time, text-driven audio-visual generation.

cs.CV

Pyramidal Patchification Flow for Visual Generation

Diffusion transformers (DiTs) adopt Patchify, mapping patch representations to token representations through linear projections, to adjust the number of tokens input to DiT blocks and thus the computation cost. Instead of a single patch size for all the timesteps, we introduce a Pyramidal Patchification Flow (PPFlow) approach: Large patch sizes are used for high noise timesteps and small patch sizes for low noise timesteps; Linear projections are learned for each patch size; and Unpatchify is accordingly modified. Unlike Pyramidal Flow, our approach operates over full latent representations other than pyramid representations, and adopts the normal denoising process without requiring the renoising trick. We demonstrate the effectiveness of our approach through two training manners. Training from scratch achieves a $1.6\times$ ($2.0\times$) inference speed over SiT-B/2 for 2-level (3-level) pyramid patchification with slightly lower training FLOPs and similar image generation performance. Training from pretrained normal DiTs achieves even better performance with small training time. The code and checkpoint are at https://github.com/fudan-generative-vision/PPFlow.

cs.CV

Head-wise Adaptive Rotary Positional Encoding for Fine-Grained Image Generation

Transformers rely on explicit positional encoding to model structure in data. While Rotary Position Embedding (RoPE) excels in 1D domains, its application to image generation reveals significant limitations such as fine-grained spatial relation modeling, color cues, and object counting. This paper identifies key limitations of standard multi-dimensional RoPE-rigid frequency allocation, axis-wise independence, and uniform head treatment-in capturing the complex structural biases required for fine-grained image generation. We propose HARoPE, a head-wise adaptive extension that inserts a learnable linear transformation parameterized via singular value decomposition (SVD) before the rotary mapping. This lightweight modification enables dynamic frequency reallocation, semantic alignment of rotary planes, and head-specific positional receptive fields while rigorously preserving RoPE's relative-position property. Extensive experiments on class-conditional ImageNet and text-to-image generation (Flux and MMDiT) demonstrate that HARoPE consistently improves performance over strong RoPE baselines and other extensions. The method serves as an effective drop-in replacement, offering a principled and adaptable solution for enhancing positional awareness in transformer-based image generative models.

cs.CV

An Embedding-based Approach to Inconsistency-tolerant Reasoning with Inconsistent Ontologies

Inconsistency handling is an important issue in knowledge management. Especially in ontology engineering, logical inconsistencies may occur during ontology construction. A natural way to reason with an inconsistent ontology is to utilize the maximal consistent subsets of the ontology. However, previous studies on selecting maximum consistent subsets have rarely considered the semantics of the axioms, which may result in irrational inference. In this paper, we propose a novel approach to reasoning with inconsistent ontologies in description logics based on the embeddings of axioms. We first give a method for turning axioms into distributed semantic vectors to compute the semantic connections between the axioms. We then define an embedding-based method for selecting the maximum consistent subsets and use it to define an inconsistency-tolerant inference relation. We show the rationality of our inference relation by considering some logical properties. Finally, we conduct experiments on several ontologies to evaluate the reasoning power of our inference relation. The experimental results show that our embedding-based method can outperform existing inconsistency-tolerant reasoning methods based on maximal consistent subsets.

cs.AI

Adaptive $k$NN graph model

The $k$-nearest neighbors ($k$NN) algorithm is a cornerstone of non-parametric classification in artificial intelligence, yet its deployment in large-scale applications is persistently constrained by the computational trade-off between inference speed and accuracy. Existing approximate nearest neighbor solutions accelerate retrieval but often degrade classification precision and lack adaptability in selecting the optimal neighborhood size ($k$). Here, we present an adaptive graph model that decouples inference latency from computational complexity. By integrating a Hierarchical Navigable Small World (HNSW) graph with a pre-computed voting mechanism, our framework completely transfers the computational burden of neighbor selection and weighting to the training phase. Within this topological structure, higher graph layers enable rapid navigation, while lower layers encode precise, node-specific decision boundaries with adaptive neighbor counts. Benchmarking against eight state-of-the-art baselines across six diverse datasets, we demonstrate that this architecture significantly accelerates inference speeds, achieving real-time performance, without compromising classification accuracy. These findings offer a scalable, robust solution to the inherent inference bottleneck of $k$NN, laying an adaptive structural foundation for graph-based nonparametric learning.

cs.LG

VulStamp: Vulnerability Assessment using Large Language Model

Although modern vulnerability detection tools enable developers to efficiently identify numerous security flaws, indiscriminate remediation efforts often lead to superfluous development expenses. This is particularly true given that a substantial portion of detected vulnerabilities either possess low exploitability or would incur negligible impact in practical operational environments. Consequently, vulnerability severity assessment has emerged as a critical component in optimizing software development efficiency. Existing vulnerability assessment methods typically rely on manually crafted descriptions associated with source code artifacts. However, due to variability in description quality and subjectivity in intention interpretation, the performance of these methods is seriously limited. To address this issue, this paper introduces VulStamp, a novel intention-guided framework, to facilitate description-free vulnerability assessment. Specifically, VulStamp adopts static analysis together with Large Language Model (LLM) to extract the intention information of vulnerable code. Based on the intention information, VulStamp uses a prompt-tuned model for vulnerability assessment. Furthermore, to mitigate the problem of imbalanced data associated with vulnerability types, VulStamp integrates a Reinforcement Learning (RL)-based prompt-tuning method to train the assessment model.

cs.SE

Efficient Adaptive Label Refinement for Label Noise Learning

Deep neural networks are highly susceptible to overfitting noisy labels, which leads to degraded performance. Existing methods address this issue by employing manually defined criteria, aiming to achieve optimal partitioning in each iteration to avoid fitting noisy labels while thoroughly learning clean samples. However, this often results in overly complex and difficult-to-train models. To address this issue, we decouple the tasks of avoiding fitting incorrect labels and thoroughly learning clean samples and propose a simple yet highly applicable method called Adaptive Label Refinement (ALR). First, inspired by label refurbishment techniques, we update the original hard labels to soft labels using the model's predictions to reduce the risk of fitting incorrect labels. Then, by introducing the entropy loss, we gradually `harden' the high-confidence soft labels, guiding the model to better learn from clean samples. This approach is simple and efficient, requiring no prior knowledge of noise or auxiliary datasets, making it more accessible compared to existing methods. We validate ALR's effectiveness through experiments on benchmark datasets with artificial label noise (CIFAR-10/100) and real-world datasets with inherent noise (ANIMAL-10N, Clothing1M, WebVision). The results show that ALR outperforms state-of-the-art methods.

cs.CV

OpenHumanVid: A Large-Scale High-Quality Dataset for Enhancing Human-Centric Video Generation

Recent advancements in visual generation technologies have markedly increased the scale and availability of video datasets, which are crucial for training effective video generation models. However, a significant lack of high-quality, human-centric video datasets presents a challenge to progress in this field. To bridge this gap, we introduce OpenHumanVid, a large-scale and high-quality human-centric video dataset characterized by precise and detailed captions that encompass both human appearance and motion states, along with supplementary human motion conditions, including skeleton sequences and speech audio. To validate the efficacy of this dataset and the associated training strategies, we propose an extension of existing classical diffusion transformer architectures and conduct further pretraining of our models on the proposed dataset. Our findings yield two critical insights: First, the incorporation of a large-scale, high-quality dataset substantially enhances evaluation metrics for generated human videos while preserving performance in general video generation tasks. Second, the effective alignment of text with human appearance, human motion, and facial motion is essential for producing high-quality video outputs. Based on these insights and corresponding methodologies, the straightforward extended network trained on the proposed dataset demonstrates an obvious improvement in the generation of human-centric videos. Project page https://fudan-generative-vision.github.io/OpenHumanVid

cs.CV

Ontology Revision based on Pre-trained Language Models

Ontology revision aims to seamlessly incorporate a new ontology into an existing ontology and plays a crucial role in tasks such as ontology evolution, ontology maintenance, and ontology alignment. Similar to repair single ontologies, resolving logical incoherence in the task of ontology revision is also important and meaningful, because incoherence is a main potential factor to cause inconsistency and reasoning with an inconsistent ontology will obtain meaningless answers.To deal with this problem, various ontology revision approaches have been proposed to define revision operators and design ranking strategies for axioms in an ontology. However, they rarely consider axiom semantics which provides important information to differentiate axioms. In addition, pre-trained models can be utilized to encode axiom semantics, and have been widely applied in many natural language processing tasks and ontology-related ones in recent years.Therefore, in this paper, we study how to apply pre-trained models to revise ontologies. We first define four scoring functions to rank axioms based on a pre-trained model by considering various information from an ontology. Based on the functions, an ontology revision algorithm is then proposed to deal with unsatisfiable concepts at once. To improve efficiency, an adapted revision algorithm is designed to deal with unsatisfiable concepts group by group. We conduct experiments over 19 ontology pairs and compare our algorithms and scoring functions with existing ones. According to the experiments, our algorithms could achieve promising performance.

cs.AI

MetaCast: A Self-Driven Metaverse Announcer Architecture Based on Quality of Experience Evaluation Model

Metaverse provides users with a novel experience through immersive multimedia technologies. Along with the rapid user growth, numerous events bursting in the metaverse necessitate an announcer to help catch and monitor ongoing events. However, systems on the market primarily serve for esports competitions and rely on human directors, making it challenging to provide 24-hour delivery in the metaverse persistent world. To fill the blank, we proposed a three-stage architecture for metaverse announcers, which is designed to identify events, position cameras, and blend between shots. Based on the architecture, we introduced a Metaverse Announcer User Experience (MAUE) model to identify the factors affecting the users' Quality of Experience (QoE) from a human-centered perspective. In addition, we implemented \textit{MetaCast}, a practical self-driven metaverse announcer in a university campus metaverse prototype, to conduct user studies for MAUE model. The experimental results have effectively achieved satisfactory announcer settings that align with the preferences of most users, encompassing parameters such as video transition rate, repetition rate, importance threshold value, and image composition.

cs.MM

Understanding the Challenges of Team-Based Live Streaming for First-person Shooter Games

First-person shooter (FPS) game tournaments take place across the globe. A growing number of people choose to watch FPS games online instead of attending the game events in person. However, live streaming might miss critical highlight moments in the game, including kills and tactics. We identify how and why the live streaming team fails to capture highlight moments to reduce such live streaming mistakes. We named such mistakes jarring observations. We conducted a field study of live streaming competitions of Game For Peace, a popular FPS mobile game, to summarize five typical jarring observations and identify three primary reasons that caused the issues. We further studied how to improve the live streaming system to prevent jarring observations from happening by doing semi-structured interviews with two professional streaming teams for Game For Peace. The study showed that a better system should (1) add a new sub-team role to share the director's responsibility of managing observers; (2) provide interfaces customized for three roles of live streamers in the team; (3) abstract more geographical info; (4) predict the priority of observation targets; and (5) provide non-verbal interfaces for sync-up between sub-teams. Our work provides insights for esports streaming system researchers and developers to improve the system for a smoother audience experience.

cs.HC

Hyper-Class Representation of Data

Data representation is usually a natural form with their attribute values. On this basis, data processing is an attribute-centered calculation. However, there are three limitations in the attribute-centered calculation, saying, inflexible calculation, preference computation, and unsatisfactory output. To attempt the issues, a new data representation, named as hyper-classes representation, is proposed for improving recommendation. First, the cross entropy, KL divergence and JS divergence of features in data are defined. And then, the hyper-classes in data can be discovered with these three parameters. Finally, a kind of recommendation algorithm is used to evaluate the proposed hyper-class representation of data, and shows that the hyper-class representation is able to provide truly useful reference information for recommendation systems and makes recommendations much better than existing algorithms, i.e., this approach is efficient and promising.

cs.IR

Reachable Distance Function for KNN Classification

Distance function is a main metrics of measuring the affinity between two data points in machine learning. Extant distance functions often provide unreachable distance values in real applications. This can lead to incorrect measure of the affinity between data points. This paper proposes a reachable distance function for KNN classification. The reachable distance function is not a geometric direct-line distance between two data points. It gives a consideration to the class attribute of a training dataset when measuring the affinity between data points. Concretely speaking, the reachable distance between data points includes their class center distance and real distance. Its shape looks like "Z", and we also call it a Z distance function. In this way, the affinity between data points in the same class is always stronger than that in different classes. Or, the intraclass data points are always closer than those interclass data points. We evaluated the reachable distance with experiments, and demonstrated that the proposed distance function achieved better performance in KNN classification.

cs.LG

Hashing Learning with Hyper-Class Representation

Existing unsupervised hash learning is a kind of attribute-centered calculation. It may not accurately preserve the similarity between data. This leads to low down the performance of hash function learning. In this paper, a hash algorithm is proposed with a hyper-class representation. It is a two-steps approach. The first step finds potential decision features and establish hyper-class. The second step constructs hash learning based on the hyper-class information in the first step, so that the hash codes of the data within the hyper-class are as similar as possible, as well as the hash codes of the data between the hyper-classes are as different as possible. To evaluate the efficiency, a series of experiments are conducted on four public datasets. The experimental results show that the proposed hash algorithm is more efficient than the compared algorithms, in terms of mean average precision (MAP), average precision (AP) and Hamming radius 2 (HAM2)

cs.LG

KNN Classification with One-step Computation

KNN classification is an improvisational learning mode, in which they are carried out only when a test data is predicted that set a suitable K value and search the K nearest neighbors from the whole training sample space, referred them to the lazy part of KNN classification. This lazy part has been the bottleneck problem of applying KNN classification due to the complete search of K nearest neighbors. In this paper, a one-step computation is proposed to replace the lazy part of KNN classification. The one-step computation actually transforms the lazy part to a matrix computation as follows. Given a test data, training samples are first applied to fit the test data with the least squares loss function. And then, a relationship matrix is generated by weighting all training samples according to their influence on the test data. Finally, a group lasso is employed to perform sparse learning of the relationship matrix. In this way, setting K value and searching K nearest neighbors are both integrated to a unified computation. In addition, a new classification rule is proposed for improving the performance of one-step KNN classification. The proposed approach is experimentally evaluated, and demonstrated that the one-step KNN classification is efficient and promising

cs.LG

Metaverse for Social Good: A University Campus Prototype

In recent years, the metaverse has attracted enormous attention from around the world with the development of related technologies. The expected metaverse should be a realistic society with more direct and physical interactions, while the concepts of race, gender, and even physical disability would be weakened, which would be highly beneficial for society. However, the development of metaverse is still in its infancy, with great potential for improvement. Regarding metaverse's huge potential, industry has already come forward with advance preparation, accompanied by feverish investment, but there are few discussions about metaverse in academia to scientifically guide its development. In this paper, we highlight the representative applications for social good. Then we propose a three-layer metaverse architecture from a macro perspective, containing infrastructure, interaction, and ecosystem. Moreover, we journey toward both a historical and novel metaverse with a detailed timeline and table of specific attributes. Lastly, we illustrate our implemented blockchain-driven metaverse prototype of a university campus and discuss the prototype design and insights.

cs.MM