SearcharxivSearch

arXiv subjects

Lik-hang Lee

Publications and source records attributed to Lik-hang Lee.

4 recordsLinked to original sources

Perceptions of AI-CBT: Trust and Barriers in Chinese Postgrads

The mental well-being of graduate students is an increasing concern, yet the adoption of scalable support remains uneven. Artificial intelligence-powered cognitive behavioral therapy chatbots (AI-CBT) offer low barrier help, but little is known about how Chinese postgraduates perceive and use them. This qualitative study explored perceptions and experiences of AI-CBT chatbots among ten Chinese graduate students recruited through social media. Semi-structured Zoom interviews were conducted and analyzed using reflexive thematic analysis, with the Health Belief Model (HBM) and the Theory of Planned Behavior (TPB) as sensitizing frameworks. The findings indicate a cautious openness to AI-CBT chatbots: perceived usefulness and 24/7 access supported favorable attitudes, while data privacy, emotional safety, and uncertainty about `fit' for complex problems restricted the intention to use. Social norms (e.g., stigma and peer views) and perceived control (digital literacy, language quality) further shaped adoption. The study offers context-specific information to guide the culturally sensitive design, communication, and deployment of AI mental well-being tools for student populations in China and outlines the design implications around transparency, safeguards, and graduated care pathways.

cs.HC

DreamScene: 3D Gaussian-based Text-to-3D Scene Generation via Formation Pattern Sampling

Text-to-3D scene generation holds immense potential for the gaming, film, and architecture sectors. Despite significant progress, existing methods struggle with maintaining high quality, consistency, and editing flexibility. In this paper, we propose DreamScene, a 3D Gaussian-based novel text-to-3D scene generation framework, to tackle the aforementioned three challenges mainly via two strategies. First, DreamScene employs Formation Pattern Sampling (FPS), a multi-timestep sampling strategy guided by the formation patterns of 3D objects, to form fast, semantically rich, and high-quality representations. FPS uses 3D Gaussian filtering for optimization stability, and leverages reconstruction techniques to generate plausible textures. Second, DreamScene employs a progressive three-stage camera sampling strategy, specifically designed for both indoor and outdoor settings, to effectively ensure object-environment integration and scene-wide 3D consistency. Last, DreamScene enhances scene editing flexibility by integrating objects and environments, enabling targeted adjustments. Extensive experiments validate DreamScene's superiority over current state-of-the-art techniques, heralding its wide-ranging potential for diverse applications. Code and demos will be released at https://dreamscene-project.github.io .

cs.CV

SIDQL: An Efficient Keyframe Extraction and Motion Reconstruction Framework in Motion Capture

Metaverse, which integrates the virtual and physical worlds, has emerged as an innovative paradigm for changing people's lifestyles. Motion capture has become a reliable approach to achieve seamless synchronization of the movements between avatars and human beings, which plays an important role in diverse Metaverse applications. However, due to the continuous growth of data, current communication systems face a significant challenge of meeting the demand of ultra-low latency during application. In addition, current methods also have shortcomings when selecting keyframes, e.g., relying on recognizing motion types and artificially selected keyframes. Therefore, the utilization of keyframe extraction and motion reconstruction techniques could be considered a feasible and promising solution. In this work, a new motion reconstruction algorithm is designed in a spherical coordinate system involving location and velocity information. Then, we formalize the keyframe extraction problem into an optimization problem to reduce the reconstruction error. Using Deep Q-Learning (DQL), the Spherical Interpolation based Deep Q-Learning (SIDQL) framework is proposed to generate proper keyframes for reconstructing the motion sequences. We use the CMU database to train and evaluate the framework. Our scheme can significantly reduce the data volume and transmission latency compared to various baselines while maintaining a reconstruction error of less than 0.09 when extracting five keyframes.

cs.MM

EdgeXAR: A 6-DoF Camera Multi-target Interaction Framework for MAR with User-friendly Latency Compensation

The computational capabilities of recent mobile devices enable the processing of natural features for Augmented Reality (AR), but the scalability is still limited by the devices' computation power and available resources. In this paper, we propose EdgeXAR, a mobile AR framework that utilizes the advantages of edge computing through task offloading to support flexible camera-based AR interaction. We propose a hybrid tracking system for mobile devices that provides lightweight tracking with 6 Degrees of Freedom and hides the offloading latency from users' perception. A practical, reliable and unreliable communication mechanism is used to achieve fast response and consistency of crucial information. We also propose a multi-object image retrieval pipeline that executes fast and accurate image recognition tasks on the cloud and edge servers. Extensive experiments are carried out to evaluate the performance of EdgeXAR by building mobile AR Apps upon it. Regarding the Quality of Experience (QoE), the mobile AR Apps powered by EdgeXAR framework run on average at the speed of 30 frames per second with precise tracking of only 1~2 pixel errors and accurate image recognition of at least 97% accuracy. As compared to Vuforia, one of the leading commercial AR frameworks, EdgeXAR transmits 87% less data while providing a stable 30 FPS performance and reducing the offloading latency by 50 to 70% depending on the transmission medium. Our work facilitates the large-scale deployment of AR as the next generation of ubiquitous interfaces.

cs.HC