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Qi Sun

Publications and source records attributed to Qi Sun.

At least 145 records · Page 8Linked to original sources

Rotating and twisting charged black holes with cloud of strings and quintessence as a particle accelerator

In this paper, we study the effects of the rotation parameter $a$, the twist parameter $n$, the string cloud parameter $b$, the quintessence state parameter $ω_{q}$ and the charge parameter $q$ on the horizons and ergosphere of rotating and twisting charged black holes with cloud of strings and quintessence, and obtain the equations of motion and effective potential of the particle on the equatorial plane of black hole. We find that a particle with the critical angular momentum $L = L_C$ falling from infinity reaches the event horizon($u^r$=0) and satisfies the circular orbit condition $V_{e f f}={V_{e f f}}'=0$. We derive the expression of the centre-of-mass (CM) energy of two particles with different masses from the equations of particle motion. We show that the CM energy can be arbitrarily large for extremal black holes when the particles reach the event horizon by adjusting the angular momentum of the incident particles. However, for non-extremal black holes, the CM energy of particles that reach the event horizon cannot diverge by adjusting the angular momentum of the incident particles.

gr-qc↗

Toward Optimized VR/AR Ergonomics: Modeling and Predicting User Neck Muscle Contraction

Ergonomic efficiency is essential to the mass and prolonged adoption of VR/AR experiences. While VR/AR head-mounted displays unlock users' natural wide-range head movements during viewing, their neck muscle comfort is inevitably compromised by the added hardware weight. Unfortunately, little quantitative knowledge for understanding and addressing such an issue is available so far. Leveraging electromyography devices, we measure, model, and predict VR users' neck muscle contraction levels (MCL) while they move their heads to interact with the virtual environment. Specifically, by learning from collected physiological data, we develop a bio-physically inspired computational model to predict neck MCL under diverse head kinematic states. Beyond quantifying the cumulative MCL of completed head movements, our model can also predict potential MCL requirements with target head poses only. A series of objective evaluations and user studies demonstrate its prediction accuracy and generality, as well as its ability in reducing users' neck discomfort by optimizing the layout of visual targets. We hope this research will motivate new ergonomic-centered designs for VR/AR and interactive graphics applications. Source code is released at: https://github.com/NYU-ICL/xr-ergonomics-neck-comfort.

cs.HC↗

S3IM: Stochastic Structural SIMilarity and Its Unreasonable Effectiveness for Neural Fields

Recently, Neural Radiance Field (NeRF) has shown great success in rendering novel-view images of a given scene by learning an implicit representation with only posed RGB images. NeRF and relevant neural field methods (e.g., neural surface representation) typically optimize a point-wise loss and make point-wise predictions, where one data point corresponds to one pixel. Unfortunately, this line of research failed to use the collective supervision of distant pixels, although it is known that pixels in an image or scene can provide rich structural information. To the best of our knowledge, we are the first to design a nonlocal multiplex training paradigm for NeRF and relevant neural field methods via a novel Stochastic Structural SIMilarity (S3IM) loss that processes multiple data points as a whole set instead of process multiple inputs independently. Our extensive experiments demonstrate the unreasonable effectiveness of S3IM in improving NeRF and neural surface representation for nearly free. The improvements of quality metrics can be particularly significant for those relatively difficult tasks: e.g., the test MSE loss unexpectedly drops by more than 90% for TensoRF and DVGO over eight novel view synthesis tasks; a 198% F-score gain and a 64% Chamfer $L_{1}$ distance reduction for NeuS over eight surface reconstruction tasks. Moreover, S3IM is consistently robust even with sparse inputs, corrupted images, and dynamic scenes.

cs.CV↗

ARGUS: Visualization of AI-Assisted Task Guidance in AR

The concept of augmented reality (AR) assistants has captured the human imagination for decades, becoming a staple of modern science fiction. To pursue this goal, it is necessary to develop artificial intelligence (AI)-based methods that simultaneously perceive the 3D environment, reason about physical tasks, and model the performer, all in real-time. Within this framework, a wide variety of sensors are needed to generate data across different modalities, such as audio, video, depth, speech, and time-of-flight. The required sensors are typically part of the AR headset, providing performer sensing and interaction through visual, audio, and haptic feedback. AI assistants not only record the performer as they perform activities, but also require machine learning (ML) models to understand and assist the performer as they interact with the physical world. Therefore, developing such assistants is a challenging task. We propose ARGUS, a visual analytics system to support the development of intelligent AR assistants. Our system was designed as part of a multi year-long collaboration between visualization researchers and ML and AR experts. This co-design process has led to advances in the visualization of ML in AR. Our system allows for online visualization of object, action, and step detection as well as offline analysis of previously recorded AR sessions. It visualizes not only the multimodal sensor data streams but also the output of the ML models. This allows developers to gain insights into the performer activities as well as the ML models, helping them troubleshoot, improve, and fine tune the components of the AR assistant.

cs.HC↗

Thermal fluctuation, deflection angle and greybody factor of a high-dimensional Schwarzschild black hole in STVG

In this work, we study the thermal fluctuation, deflection angle and greybody factor of the high-dimensional Schwarzschild black hole in scalar-tensor-vector gravity (STVG). Based on the correction of black hole entropy due to thermal fluctuation, we calculate some thermodynamic quantities associated with the correction of black hole entropy. The influence of the first-order and second-order corrections, spacetime dimensionality and STVG parameters on these thermodynamics quantities are discussed in detail. Additionally, by utilizing the Gauss-Bonnet theorem, the deflection angle is obtained in the weak field limit and the effect of two parameters on the results is visualized. Finally, we calculate the bounds on greybody factors of a massless scalar field.

gr-qc↗

Weak gravitational lensing by an ESTGB black hole in the presence of a plasma

This paper is devoted to studying the weak-field gravitational lensing properties of a 4D ESTGB black hole, which is surrounded by the plasma medium. The effects of the magnetic charges and the three plasma distribution models in the deflection of light around a 4D ESTGB black hole are investigated in detail. We find that the uniform plasma leads to a larger deflection of light rays in comparison with the singular isothermal sphere (SIS), the non-singular isothermal sphere (NSIS) models. Moreover, the deflection angle increases slightly as the absolute value of the magnetic charge decreases. Finally, we analyze the total magnification of image due to weak gravitational lensing around the black hole. The result shows that the presence of a uniform plasma medium remarkably enhances the total magnification whereas the non-uniform plasma reduces the total magnification.

gr-qc↗

Uncertainty Guided Label Denoising for Document-level Distant Relation Extraction

Document-level relation extraction (DocRE) aims to infer complex semantic relations among entities in a document. Distant supervision (DS) is able to generate massive auto-labeled data, which can improve DocRE performance. Recent works leverage pseudo labels generated by the pre-denoising model to reduce noise in DS data. However, unreliable pseudo labels bring new noise, e.g., adding false pseudo labels and losing correct DS labels. Therefore, how to select effective pseudo labels to denoise DS data is still a challenge in document-level distant relation extraction. To tackle this issue, we introduce uncertainty estimation technology to determine whether pseudo labels can be trusted. In this work, we propose a Document-level distant Relation Extraction framework with Uncertainty Guided label denoising, UGDRE. Specifically, we propose a novel instance-level uncertainty estimation method, which measures the reliability of the pseudo labels with overlapping relations. By further considering the long-tail problem, we design dynamic uncertainty thresholds for different types of relations to filter high-uncertainty pseudo labels. We conduct experiments on two public datasets. Our framework outperforms strong baselines by 1.91 F1 and 2.28 Ign F1 on the RE-DocRED dataset.

cs.CL↗

Domain Decomposition Learning Methods for Solving Elliptic Problems

With recent advancements in computer hardware and software platforms, there has been a surge of interest in solving partial differential equations with deep learning-based methods, and the integration with domain decomposition strategies has attracted considerable attention owing to its enhanced representation and parallelization capacities of the network solution. While there are already several works that substitute the subproblem solver with neural networks for overlapping Schwarz methods, the non-overlapping counterpart has not been extensively explored because of the inaccurate flux estimation at interface that would propagate errors to neighbouring subdomains and eventually hinder the convergence of outer iterations. In this study, a novel learning approach for solving elliptic boundary value problems, i.e., the compensated deep Ritz method using neural network extension operators, is proposed to enable reliable flux transmission across subdomain interfaces, thereby allowing us to construct effective learning algorithms for realizing non-overlapping domain decomposition methods (DDMs) in the presence of erroneous interface conditions. Numerical experiments on a variety of elliptic problems, including regular and irregular interfaces, low and high dimensions, two and four subdomains, and smooth and high-contrast coefficients are carried out to validate the effectiveness of our proposed algorithms.

math.NA↗

Dirichlet-Neumann learning algorithm for solving elliptic interface problems

Non-overlapping domain decomposition methods are natural for solving interface problems arising from various disciplines, however, the numerical simulation requires technical analysis and is often available only with the use of high-quality grids, thereby impeding their use in more complicated situations. To remove the burden of mesh generation and to effectively tackle with the interface jump conditions, a novel mesh-free scheme, i.e., Dirichlet-Neumann learning algorithm, is proposed in this work to solve the benchmark elliptic interface problem with high-contrast coefficients as well as irregular interfaces. By resorting to the variational principle, we carry out a rigorous error analysis to evaluate the discrepancy caused by the boundary penalty treatment for each decomposed subproblem, which paves the way for realizing the Dirichlet-Neumann algorithm using neural network extension operators. The effectiveness and robustness of our proposed methods are demonstrated experimentally through a series of elliptic interface problems, achieving better performance over other alternatives especially in the presence of erroneous flux prediction at interface.

math.NA↗

Rotating Bardeen black hole surrounded by perfect fluid dark matter as a particle accelerator

We study the event horizon of a rotating Bardeen black hole surrounded by perfect fluid dark matter and the black hole as a particle accelerator. The black hole is represented by four parameters: mass $M$, rotation parameter $a$, dark matter parameter $α$ and magnetic charge $g$. It is interesting that when we determine the values of magnetic charge $g$ and dark matter parameters $α$ we can get a critical rotation parameter $a_E$ and then we get a contour plane with $Δ$= 0 taking three parameters as coordinates. We also derive the effective potential of the particle and the centre-of-mass (CM) energy of the two particles outside the black hole by using the motion equation of the particle in the equatorial plane of the black hole. We find that the CM energy depends not only on the rotation parameter $a$, but also on the parameters $g$ and $α$. We discuss the CM energy for two particles colliding at the black hole horizon in the extreme and non-extreme cases, respectively. It is found that the CM energy can be arbitrarily high when the angular momentum of one of the two particles is the critical angular momentum under the background of extreme black holes and there is no such result for non-extreme black holes, because the particles do not reach the black hole horizon when the angular momentum of the particles is critical angular momentum. Therefore, we prove that the rotating Bardeen black hole surrounded by perfect fluid dark matter can be used as a particle accelerator.

gr-qc↗

A High-Performance Accelerator for Super-Resolution Processing on Embedded GPU

Recent years have witnessed impressive progress in super-resolution (SR) processing. However, its real-time inference requirement sets a challenge not only for the model design but also for the on-chip implementation. In this paper, we implement a full-stack SR acceleration framework on embedded GPU devices. The special dictionary learning algorithm used in SR models was analyzed in detail and accelerated via a novel dictionary selective strategy. Besides, the hardware programming architecture together with the model structure is analyzed to guide the optimal design of computation kernels to minimize the inference latency under the resource constraints. With these novel techniques, the communication and computation bottlenecks in the deep dictionary learning-based SR models are tackled perfectly. The experiments on the edge embedded NVIDIA NX and 2080Ti show that our method outperforms the state-of-the-art NVIDIA TensorRT significantly, and can achieve real-time performance.

cs.AR↗

Underwater target detection based on improved YOLOv7

Underwater target detection is a crucial aspect of ocean exploration. However, conventional underwater target detection methods face several challenges such as inaccurate feature extraction, slow detection speed and lack of robustness in complex underwater environments. To address these limitations, this study proposes an improved YOLOv7 network (YOLOv7-AC) for underwater target detection. The proposed network utilizes an ACmixBlock module to replace the 3x3 convolution block in the E-ELAN structure, and incorporates jump connections and 1x1 convolution architecture between ACmixBlock modules to improve feature extraction and network reasoning speed. Additionally, a ResNet-ACmix module is designed to avoid feature information loss and reduce computation, while a Global Attention Mechanism (GAM) is inserted in the backbone and head parts of the model to improve feature extraction. Furthermore, the K-means++ algorithm is used instead of K-means to obtain anchor boxes and enhance model accuracy. Experimental results show that the improved YOLOv7 network outperforms the original YOLOv7 model and other popular underwater target detection methods. The proposed network achieved a mean average precision (mAP) value of 89.6% and 97.4% on the URPC dataset and Brackish dataset, respectively, and demonstrated a higher frame per second (FPS) compared to the original YOLOv7 model. The source code for this study is publicly available at https://github.com/NZWANG/YOLOV7-AC. In conclusion, the improved YOLOv7 network proposed in this study represents a promising solution for underwater target detection and holds great potential for practical applications in various underwater tasks.

cs.CV↗

Force-Aware Interface via Electromyography for Natural VR/AR Interaction

While tremendous advances in visual and auditory realism have been made for virtual and augmented reality (VR/AR), introducing a plausible sense of physicality into the virtual world remains challenging. Closing the gap between real-world physicality and immersive virtual experience requires a closed interaction loop: applying user-exerted physical forces to the virtual environment and generating haptic sensations back to the users. However, existing VR/AR solutions either completely ignore the force inputs from the users or rely on obtrusive sensing devices that compromise user experience. By identifying users' muscle activation patterns while engaging in VR/AR, we design a learning-based neural interface for natural and intuitive force inputs. Specifically, we show that lightweight electromyography sensors, resting non-invasively on users' forearm skin, inform and establish a robust understanding of their complex hand activities. Fuelled by a neural-network-based model, our interface can decode finger-wise forces in real-time with 3.3% mean error, and generalize to new users with little calibration. Through an interactive psychophysical study, we show that human perception of virtual objects' physical properties, such as stiffness, can be significantly enhanced by our interface. We further demonstrate that our interface enables ubiquitous control via finger tapping. Ultimately, we envision our findings to push forward research towards more realistic physicality in future VR/AR.

cs.HC↗

Color-Perception-Guided Display Power Reduction for Virtual Reality

Battery life is an increasingly urgent challenge for today's untethered VR and AR devices. However, the power efficiency of head-mounted displays is naturally at odds with growing computational requirements driven by better resolution, refresh rate, and dynamic ranges, all of which reduce the sustained usage time of untethered AR/VR devices. For instance, the Oculus Quest 2, under a fully-charged battery, can sustain only 2 to 3 hours of operation time. Prior display power reduction techniques mostly target smartphone displays. Directly applying smartphone display power reduction techniques, however, degrades the visual perception in AR/VR with noticeable artifacts. For instance, the "power-saving mode" on smartphones uniformly lowers the pixel luminance across the display and, as a result, presents an overall darkened visual perception to users if directly applied to VR content. Our key insight is that VR display power reduction must be cognizant of the gaze-contingent nature of high field-of-view VR displays. To that end, we present a gaze-contingent system that, without degrading luminance, minimizes the display power consumption while preserving high visual fidelity when users actively view immersive video sequences. This is enabled by constructing a gaze-contingent color discrimination model through psychophysical studies, and a display power model (with respect to pixel color) through real-device measurements. Critically, due to the careful design decisions made in constructing the two models, our algorithm is cast as a constrained optimization problem with a closed-form solution, which can be implemented as a real-time, image-space shader. We evaluate our system using a series of psychophysical studies and large-scale analyses on natural images. Experiment results show that our system reduces the display power by as much as 24% with little to no perceptual fidelity degradation.

cs.HC↗

FoV-NeRF: Foveated Neural Radiance Fields for Virtual Reality

Virtual Reality (VR) is becoming ubiquitous with the rise of consumer displays and commercial VR platforms. Such displays require low latency and high quality rendering of synthetic imagery with reduced compute overheads. Recent advances in neural rendering showed promise of unlocking new possibilities in 3D computer graphics via image-based representations of virtual or physical environments. Specifically, the neural radiance fields (NeRF) demonstrated that photo-realistic quality and continuous view changes of 3D scenes can be achieved without loss of view-dependent effects. While NeRF can significantly benefit rendering for VR applications, it faces unique challenges posed by high field-of-view, high resolution, and stereoscopic/egocentric viewing, typically causing low quality and high latency of the rendered images. In VR, this not only harms the interaction experience but may also cause sickness. To tackle these problems toward six-degrees-of-freedom, egocentric, and stereo NeRF in VR, we present the first gaze-contingent 3D neural representation and view synthesis method. We incorporate the human psychophysics of visual- and stereo-acuity into an egocentric neural representation of 3D scenery. We then jointly optimize the latency/performance and visual quality while mutually bridging human perception and neural scene synthesis to achieve perceptually high-quality immersive interaction. We conducted both objective analysis and subjective studies to evaluate the effectiveness of our approach. We find that our method significantly reduces latency (up to 99% time reduction compared with NeRF) without loss of high-fidelity rendering (perceptually identical to full-resolution ground truth). The presented approach may serve as the first step toward future VR/AR systems that capture, teleport, and visualize remote environments in real-time.

cs.GR↗

A Chit-Chats Enhanced Task-Oriented Dialogue Corpora for Fuse-Motive Conversation Systems

The goal of building intelligent dialogue systems has largely been separately pursued under two motives: task-oriented dialogue (TOD) systems, and open-domain systems for chit-chat (CC). Although previous TOD dialogue systems work well in the testing sets of benchmarks, they would lead to undesirable failure when being exposed to natural scenarios in practice, where user utterances can be of high motive-diversity that fusing both TOD and CC in multi-turn interaction. Since an industrial TOD system should be able to converse with the user between TOD and CC motives, constructing a fuse-motive dialogue dataset that contains both TOD or CC is important. Most prior work relies on crowd workers to collect and annotate large scale dataset and is restricted to English language setting. Our work, on the contrary, addresses this problem in a more effective way and releases a multi-turn dialogues dataset called CCET (Chinese Chat-Enhanced-Task). Meanwhile, we also propose a line of fuse-motive dialogues formalization approach, along with several evaluation metrics for TOD sessions that are integrated by CC utterances.

cs.CL↗

Image Features Influence Reaction Time: A Learned Probabilistic Perceptual Model for Saccade Latency

We aim to ask and answer an essential question "how quickly do we react after observing a displayed visual target?" To this end, we present psychophysical studies that characterize the remarkable disconnect between human saccadic behaviors and spatial visual acuity. Building on the results of our studies, we develop a perceptual model to predict temporal gaze behavior, particularly saccadic latency, as a function of the statistics of a displayed image. Specifically, we implement a neurologically-inspired probabilistic model that mimics the accumulation of confidence that leads to a perceptual decision. We validate our model with a series of objective measurements and user studies using an eye-tracked VR display. The results demonstrate that our model prediction is in statistical alignment with real-world human behavior. Further, we establish that many sub-threshold image modifications commonly introduced in graphics pipelines may significantly alter human reaction timing, even if the differences are visually undetectable. Finally, we show that our model can serve as a metric to predict and alter reaction latency of users in interactive computer graphics applications, thus may improve gaze-contingent rendering, design of virtual experiences, and player performance in e-sports. We illustrate this with two examples: estimating competition fairness in a video game with two different team colors, and tuning display viewing distance to minimize player reaction time.

cs.HC↗

Characterizations of variable fractional Hajłasz-Sobolev spaces

Let (X, \r{ho},μ) be a space of homogeneous type, a variable exponent satisfying the globally log-Holder continuous condition. In this article, the author introduce the variable fractional Sobolev spaces on X via Hajłasz gradient. Using various maximal functions, several characterizations of this space are established.

math.FA↗