SearcharxivSearch

arXiv subjects

Lik-Hang Lee

Publications and source records attributed to Lik-Hang Lee.

At least 19 recordsLinked to original sources

HoloAegis: Frozen Representation, Topological Inference --- Minimally Parametric Safety Manifolds and Their Capability Boundaries for LLM Guardrails

Current LLM safety guardrails face a fundamental tension: fine-tuning distorts pre-trained representations while generative judges incur prohibitive inference costs. We ask a complementary question: how far can safety be achieved through pure geometric reasoning over frozen representations, and where does it fail? We present HoloAegis, a minimally parametric topological inference framework that decouples representation from reasoning: an un-fine-tuned encoder maps text to the unit sphere S^{d-1}, and all decisions reduce to Gibbs-Boltzmann free-energy differences over pre-computed anchor centroids. We contribute a boundary-mapping study rather than a leaderboard claim. On a frozen three-benchmark protocol, HoloAegis (3.2 MB) statistically matches WildGuard-7B (14 GB) on toxicity (0.96 vs. 0.96), exceeds it on harmful behaviors (0.99 vs. 0.79), and cedes oversafety detection (0.62 vs. 0.98) -- while ShieldGemma-2B fails on indirect harms (0.34). These failure modes are complementary and mechanistically traceable: potential-difference scoring senses manifold clustering, whereas policy-conditioned LLM judging requires explicit taxonomy matching. We restate our Topological Boundary Stability conjecture in ratio form and validate it via reference-set bootstrap: anchor banks reduce score variance 4-15x and boundary displacement to approximately 0.44 + 0.23 sqrt(k/K) of the full-space estimator. Per-domain analysis further reveals that geometric separability tracks within-domain semantic homogeneity. Our results chart where geometric guardrails substitute for, and where they must defer to, LLM judges.

cs.AI

DP-LENS: A Density-Aware Polyfocal Lens with Topology-Driven Auto-Routing for Occlusion Management in Immersive 3D Analytics

Immersive environments, e.g., virtual reality (VR), offer a unique approach to exploring complex 3D datasets, where data is often heavily occluded and exploration incurs a high cognitive load. We propose DP-LENS, a density-aware polyfocal fisheye lens equipped with topology-driven auto-routing. While preserving peripheral context through geometric deformation and 3D perspective techniques, it enables users to explore 3D data with a lower cognitive load. To facilitate hands-free macro-navigation, we integrate a Large Language Model (LLM) to serve as a supplementary voice-based target selection tool that initiates the auto-routing algorithm. Two user studies with 34 participants investigate the potential benefits of this system. Our first study (N=18) compared the manual DP-LENS against two industry-standard baselines (i.e., World-in-Miniature and volumetric slicing) in heavily occluded 3D datasets. The results show that DP-LENS significantly reduced cognitive load, decreased completion time, and improved user preference. The second study (N=16) compared the topology-driven auto-routing system (initiated via voice commands) with a fully manual DP-LENS. The results show that the auto-routing system improved task efficiency, further reduced cognitive load, and garnered higher user preference. Furthermore, the auto-routing partially decoupled exploration efficiency from the physical dimensions of the data and mitigated physical fatigue to some extent. Based on the findings, we proposed design implications to inform the development of more spatially scalable and low-fatigue interactions for future 3D visual analytics systems.

cs.HC

DASH-KV: Accelerating Long-Context LLM Inference via Asymmetric KV Cache Hashing

The quadratic computational complexity of the standard attention mechanism constitutes a fundamental bottleneck for large language models in long-context inference. While existing KV cache compression methods alleviate memory pressure, they often sacrifice generation quality and fail to address the high overhead of floating-point arithmetic. This paper introduces DASH-KV, an innovative acceleration framework that reformulates attention as approximate nearest-neighbor search via asymmetric deep hashing. Under this paradigm, we design an asymmetric encoding architecture that differentially maps queries and keys to account for their distinctions in precision and reuse characteristics. To balance efficiency and accuracy, we further introduce a dynamic mixed-precision mechanism that adaptively retains full-precision computation for critical tokens. Extensive experiments on LongBench demonstrate that DASH-KV significantly outperforms state-of-the-art baseline methods while matching the performance of full attention, all while reducing inference complexity from O(N^2) to linear O(N).

cs.CL

From Similarity to Structure: Training-free LLM Context Compression with Hybrid Graph Priors

Long-context large language models remain computationally expensive to run and often fail to reliably process very long inputs, which makes context compression an important component of many systems. Existing compression approaches typically rely on trained compressors, dense retrieval-style selection, or heuristic trimming, and they often struggle to jointly preserve task relevance, topic coverage, and cross-sentence coherence under a strict token budget. To address this, we propose a training-free and model-agnostic compression framework that selects a compact set of sentences guided by structural graph priors. Our method constructs a sparse hybrid sentence graph that combines mutual k-NN semantic edges with short-range sequential edges, extracts a topic skeleton via clustering, and ranks sentences using an interpretable score that integrates task relevance, cluster representativeness, bridge centrality, and a cycle coverage cue. A budgeted greedy selection with redundancy suppression then produces a readable compressed context in original order. Experimental results on four datasets show that our approach is competitive with strong extractive and abstractive baselines, demonstrating larger gains on long-document benchmarks.

cs.CL

Experience Transfer for Multimodal LLM Agents in Minecraft Game

Multimodal LLM agents operating in complex game environments must continually reuse past experience to solve new tasks efficiently. In this work, we propose Echo, a transfer-oriented memory framework that enables agents to derive actionable knowledge from prior interactions rather than treating memory as a passive repository of static records. To make transfer explicit, Echo decomposes reusable knowledge into five dimensions: structure, attribute, process, function, and interaction. This formulation allows the agent to identify recurring patterns shared across different tasks and infer what prior experience remains applicable in new situations. Building on this formulation, Echo leverages In-Context Analogy Learning (ICAL) to retrieve relevant experiences and adapt them to unseen tasks through contextual examples. Experiments in Minecraft show that, under a from-scratch learning setting, Echo achieves a 1.3x to 1.7x speed-up on object-unlocking tasks. Moreover, Echo exhibits a burst-like chain-unlocking phenomenon, rapidly unlocking multiple similar items within a short time interval after acquiring transferable experience. These results suggest that experience transfer is a promising direction for improving the efficiency and adaptability of multimodal LLM agents in complex interactive environments.

cs.AI

Conflict Resolution Strategies for Co-manipulation of Virtual Objects Under Non-disjoint Conditions

Virtual Reality (VR) co-manipulation enables multiple users to collaboratively interact with shared virtual objects. However, existing research treats objects as monolithic entities, overlooking scenarios where users need to manipulate different sub-components simultaneously. This work addresses conflict resolution when users select overlapping vertices (non-disjoint sets) during co-manipulation. We present a comprehensive framework comprising preventive strategies (Object-level and Action-level Restrictions) and reactive strategies (computational conflict resolution). Through two user studies with 76 participants (38 pairs), we evaluated these approaches in collaborative wireframe editing tasks. Study 1 identified Averaging as the optimal computational method, balancing task efficiency with user experience. Study 2 highlighted that Action-level Restriction, which permits overlapping selections but restricts concurrent identical operations, achieved better performance compared to exclusive object locking. Reactive strategies using averaging provided smooth collaboration for experienced users, while second-user priority enabled quick corrections. Our findings indicate that optimal strategy selection depends on task requirements, user expertise, and collaboration patterns. Based on the findings, we provide design implications for developing VR collaboration systems that support flexible sub-components manipulation while maintaining collaborative awareness and minimizing conflicts.

cs.HC

Multimodal Cyber-physical Interaction in XR: Hybrid Doctoral Thesis Defense

Academic events, such as a doctoral thesis defense, are typically limited to either physical co-location or flat video conferencing, resulting in rigid participation formats and fragmented presence. We present a multimodal framework that breaks this binary by supporting a spectrum of participation - from in-person attendance to immersive virtual reality (VR) or browser access - and report our findings from using it to organize the first ever hybrid doctoral thesis defense using extended reality (XR). The framework integrates full-body motion tracking to synchronize the user's avatar motions and gestures, enabling natural interaction with onsite participants as well as body language and gestures with remote attendees in the virtual world. It leverages WebXR to provide cross-platform and instant accessibility with easy setup. User feedback analysis reveals positive VR experiences and demonstrates the framework's effectiveness in supporting various hybrid event activities.

cs.MM

Non-urgent Messages Do Not Jump into My Headset Suddenly! Adaptive Notification Design in Mixed Reality

Mixed reality (MR) notification systems currently display all messages in fixed central locations regardless of urgency, leading to unnecessary interruptions and cognitive overload. Drawing from previous MR/Virtual Reality (VR) notification design work and calm technology principles, we developed an adaptive notification system that adjusts spatial placement based on urgency levels: non-urgent notifications appear as peripheral icons accessible via head movement, moderately urgent messages anchor to the user's hand, and very urgent notifications transition progressively from peripheral to central view. Through a within-subjects study (N=18), we evaluated our adaptive system against the default centralised approach. Results demonstrate that the adaptive system significantly reduces mental workload (p=0.041), temporal workload (p=0.008), and frustration (p=0.004) while maintaining comparable notification awareness. Logistic regression analysis reveals that users prefer the adaptive system even with classification errors, provided the combined misclassification rate (disruptiveness + omission errors) remains below a determinable threshold. Our findings establish the first empirical evidence that urgency-based spatial notification distribution effectively addresses core MR usability challenges, offering practical design guidelines for immersive notification systems that balance user attention management with information accessibility.

cs.HC

Learning Global Hypothesis Space for Enhancing Synergistic Reasoning Chain

Chain-of-Thought (CoT) has been shown to significantly improve the reasoning accuracy of large language models (LLMs) on complex tasks. However, due to the autoregressive, step-by-step generation paradigm, existing CoT methods suffer from two fundamental limitations. First, the reasoning process is highly sensitive to early decisions: once an initial error is introduced, it tends to propagate and amplify through subsequent steps, while the lack of a global coordination and revision mechanism makes such errors difficult to correct, ultimately leading to distorted reasoning chains. Second, current CoT approaches lack structured analysis techniques for filtering redundant reasoning and extracting key reasoning features, resulting in unstable reasoning processes and limited interpretability. To address these issues, we propose GHS-TDA. GHS-TDA first constructs a semantically enriched global hypothesis graph to aggregate, align, and coordinate multiple candidate reasoning paths, thereby providing alternative global correction routes when local reasoning fails. It then applies topological data analysis based on persistent homology to capture stable multi-scale structures, remove redundancy and inconsistencies, and extract a more reliable reasoning skeleton. By jointly leveraging reasoning diversity and topological stability, GHS-TDA achieves self-adaptive convergence, produces high-confidence and interpretable reasoning paths, and consistently outperforms strong baselines in terms of both accuracy and robustness across multiple reasoning benchmarks.

cs.AI

The Shadow Boss: Identifying Atomized Manipulations in Agentic Employment of XR Users using Scenario Constructions

The emerging paradigm of ``Agentic Employment" is a labor model where autonomous AI agents, acting as economic principals rather than mere management tools, directly hire, instruct, and pay human workers. Facilitated by the launch of platforms like Rentahuman.ai in February 2026, this shift inverts the traditional ``ghost work" dynamic, positioning visible human workers as ``biological actuators" for invisible software entities. With speculative design approach, we analyze how Extended Reality (XR) serves as the critical ``control surface" for this relationship, enabling agents to issue granular, context-free micro-instructions while harvesting real-time environmental data. Through a scenario construction methodology, we identify seven key risk vectors, including the creation of a liability void where humans act as moral crumple zones for algorithmic risk, the acceleration of cognitive deskilling through ``Shadow Boss" micromanagement, and the manipulation of civic and social spheres via Diminished Reality (DR). The findings suggest that without new design frameworks prioritizing agency and legibility, Agentic Employment threatens to reduce human labor to a friction-less hardware layer for digital minds, necessitating urgent user-centric XR and policy interventions.

cs.HC

MetaCLBench: Meta Continual Learning Benchmark on Resource-Constrained Edge Devices

Meta-Continual Learning (Meta-CL) enables models to learn new classes from limited labelled samples, making it promising for IoT applications where manual labelling is costly. However, existing studies focus on accuracy while ignoring deployment viability on resource-constrained hardware. Thus, we present MetaCLBench, a benchmark framework that evaluates Meta-CL methods for both accuracy and deployment-critical metrics (memory footprint, latency, and energy consumption) on real IoT devices with RAM sizes ranging from 512 MB to 4 GB. We evaluate six Meta-CL methods across three architectures (CNN, YAMNet, ViT) and five datasets spanning image and audio modalities. Our evaluation reveals that, depending on the dataset, up to three of six methods cause out-of-memory failures on sub-1 GB devices, significantly narrowing viable deployment options. LifeLearner achieves near-oracle accuracy while consuming 2.54-7.43x less energy than the Oracle method. Notably, larger or more sophisticated architectures such as ViT and YAMNet do not necessarily yield better Meta-CL performance, with results varying across datasets and modalities, challenging conventional assumptions about model complexity. Finally, we provide practical deployment guidelines and will release our framework upon publication to enable fair evaluation across both accuracy and system-level metrics.

cs.LG

Sora as a World Model? A Complete Survey on Text-to-Video Generation

The evolution of video generation from text, from animating MNIST to simulating the world with Sora, has progressed at a breakneck speed. Here, we systematically discuss how far text-to-video generation technology supports essential requirements in world modeling. We curate 250+ studies on text-based video synthesis and world modeling. We then observe that recent models increasingly support spatial, action, and strategic intelligences in world modeling through adherence to completeness, consistency, invention, as well as human interaction and control. We conclude that text-to-video generation is adept at world modeling, although homework in several aspects, such as the diversity-consistency trade-offs, remains to be addressed.

cs.AI

When Generative Artificial Intelligence meets Extended Reality: A Systematic Review

With the continuous advancement of technology, the application of generative artificial intelligence (AI) in various fields is gradually demonstrating great potential, particularly when combined with Extended Reality (XR), creating unprecedented possibilities. This survey article systematically reviews the applications of generative AI in XR, covering as much relevant literature as possible from 2023 to 2025. The application areas of generative AI in XR and its key technology implementations are summarised through PRISMA screening and analysis of the final 26 articles. The survey highlights existing articles from the last three years related to how XR utilises generative AI, providing insights into current trends and research gaps. We also explore potential opportunities for future research to further empower XR through generative AI, providing guidance and information for future generative XR research.

cs.HC

Exploring Gaze Dynamics in VR Film Education: Gender, Avatar, and the Shift Between Male and Female Perspectives

In virtual reality (VR) education, especially in creative fields like film production, avatar design and narrative style extend beyond appearance and aesthetics. This study explores how the interaction between avatar gender, the dominant narrative actor's gender, and the learner's gender influences film production learning in VR, focusing on gaze dynamics and gender perspectives. Using a 2*2*2 experimental design, 48 participants operated avatars of different genders and interacted with male or female-dominant narratives. The results show that the consistency between the avatar and gender affects presence, and learners' control over the avatar is also influenced by gender matching. Learners using avatars of the opposite gender reported stronger control, suggesting gender incongruity prompted more focus on the avatar. Additionally, female participants with female avatars were more likely to adopt a "female gaze," favoring soft lighting and emotional shots, while male participants with male avatars were more likely to adopt a "male gaze," choosing dynamic shots and high contrast. When male participants used female avatars, they favored "female gaze," while female participants with male avatars focused on "male gaze". These findings advance our understanding of how avatar design and narrative style in VR-based education influence creativity and the cultivation of gender perspectives, and they offer insights for developing more inclusive and diverse VR teaching tools going forward.

cs.HC

MIRAGE: Multimodal Intention Recognition and Admittance-Guided Enhancement in VR-based Multi-object Teleoperation

Effective human-robot interaction (HRI) in multi-object teleoperation tasks faces significant challenges due to perceptual ambiguities in virtual reality (VR) environments and the limitations of single-modality intention recognition. This paper proposes a shared control framework that combines a virtual admittance (VA) model with a Multimodal-CNN-based Human Intention Perception Network (MMIPN) to enhance teleoperation performance and user experience. The VA model employs artificial potential fields to guide operators toward target objects by adjusting admittance force and optimizing motion trajectories. MMIPN processes multimodal inputs, including gaze movement, robot motions, and environmental context, to estimate human grasping intentions, helping to overcome depth perception challenges in VR. Our user study evaluated four conditions across two factors, and the results showed that MMIPN significantly improved grasp success rates, while the VA model enhanced movement efficiency by reducing path lengths. Gaze data emerged as the most crucial input modality. These findings demonstrate the effectiveness of combining multimodal cues with implicit guidance in VR-based teleoperation, providing a robust solution for multi-object grasping tasks and enabling more natural interactions across various applications in the future.

cs.RO

MetaRoundWorm: A Virtual Reality Escape Room Game for Learning the Lifecycle and Immune Response to Parasitic Infections

Promoting public health is challenging owing to its abstract nature, and individuals may be apprehensive about confronting it. Recently, there has been an increasing interest in using the metaverse and gamification as novel educational techniques to improve learning experiences related to the immune system. Thus, we present MetaRoundWorm, an immersive virtual reality (VR) escape room game designed to enhance the understanding of parasitic infections and host immune responses through interactive, gamified learning. The application simulates the lifecycle of Ascaris lumbricoides and corresponding immunological mechanisms across anatomically accurate environments within the human body. Integrating serious game mechanics with embodied learning principles, MetaRoundWorm offers players a task-driven experience combining exploration, puzzle-solving, and immune system simulation. To evaluate the educational efficacy and user engagement, we conducted a controlled study comparing MetaRoundWorm against a traditional approach, i.e., interactive slides. Results indicate that MetaRoundWorm significantly improves immediate learning outcomes, cognitive engagement, and emotional experience, while maintaining knowledge retention over time. Our findings suggest that immersive VR gamification holds promise as an effective pedagogical tool for communicating complex biomedical concepts and advancing digital health education.

cs.HC

PersoNo: Personalised Notification Urgency Classifier in Mixed Reality

Mixed Reality (MR) is increasingly integrated into daily life, providing enhanced capabilities across various domains. However, users face growing notification streams that disrupt their immersive experience. We present PersoNo, a personalised notification urgency classifier for MR that intelligently classifies notifications based on individual user preferences. Through a user study (N=18), we created the first MR notification dataset containing both self-labelled and interaction-based data across activities with varying cognitive demands. Our thematic analysis revealed that, unlike in mobiles, the activity context is equally important as the content and the sender in determining notification urgency in MR. Leveraging these insights, we developed PersoNo using large language models that analyse users replying behaviour patterns. Our multi-agent approach achieved 81.5% accuracy and significantly reduced false negative rates (0.381) compared to baseline models. PersoNo has the potential not only to reduce unnecessary interruptions but also to offer users understanding and control of the system, adhering to Human-Centered Artificial Intelligence design principles.

cs.HC

Metabook: A Mobile-to-Headset Pipeline for 3D Story Book Creation in Augmented Reality

The AR 3D book has shown significant potential in enhancing students' learning outcomes. However, the creation process of 3D books requires a significant investment of time, effort, and specialized skills. Thus, in this paper, we first conduct a three-day workshop investigating how AI can support the automated creation of 3D books. Informed by the design insights derived from the workshop, we developed Metabook, a system that enables even novice users to create 3D books from text automatically. To our knowledge, Metabook is the first system to offer end-to-end 3D book generation. A follow-up study with adult users indicates that Metabook enables inexperienced users to create 3D books, achieving reduced efforts and shortened preparation time. We subsequently recruited 22 children to examine the effects of AR 3D books on children's learning compared with paper-based books. The findings indicate that 3D books significantly enhance children's interest, improve memory retention, and reduce cognitive load, though no significant improvement was observed in comprehension. We conclude by discussing strategies for more effectively leveraging 3D books to support children's learning and offer practical recommendations for educators.

cs.HC