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Siming Chen

Publications and source records attributed to Siming Chen.

At least 37 records · Page 2Linked to original sources

VidAnimator: User-Guided Stylized 3D Character Animation from Human Videos

With captivating visual effects, stylized 3D character animation has gained widespread use in cinematic production, advertising, social media, and the potential development of virtual reality (VR) non-player characters (NPCs). However, animating stylized 3D characters often requires significant time and effort from animators. We propose a mixed-initiative framework and interactive system to enable stylized 3D characters to mimic motion in human videos. The framework takes a single-view human video and a stylized 3D character (the target character) as input, captures the motion of the video, and then transfers the motion to the target character. In addition, it involves two interaction modules for customizing the result. Accordingly, the system incorporates two authoring tools that empower users with intuitive modification. A questionnaire study offers tangible evidence of the framework's capability of generating natural stylized 3D character animations similar to the motion in the video. Additionally, three case studies demonstrate the utility of our approach in creating diverse results.

cs.HC↗

SceneLoom: Communicating Data with Scene Context

In data-driven storytelling contexts such as data journalism and data videos, data visualizations are often presented alongside real-world imagery to support narrative context. However, these visualizations and contextual images typically remain separated, limiting their combined narrative expressiveness and engagement. Achieving this is challenging due to the need for fine-grained alignment and creative ideation. To address this, we present SceneLoom, a Vision-Language Model (VLM)-powered system that facilitates the coordination of data visualization with real-world imagery based on narrative intents. Through a formative study, we investigated the design space of coordination relationships between data visualization and real-world scenes from the perspectives of visual alignment and semantic coherence. Guided by the derived design considerations, SceneLoom leverages VLMs to extract visual and semantic features from scene images and data visualization, and perform design mapping through a reasoning process that incorporates spatial organization, shape similarity, layout consistency, and semantic binding. The system generates a set of contextually expressive, image-driven design alternatives that achieve coherent alignments across visual, semantic, and data dimensions. Users can explore these alternatives, select preferred mappings, and further refine the design through interactive adjustments and animated transitions to support expressive data communication. A user study and an example gallery validate SceneLoom's effectiveness in inspiring creative design and facilitating design externalization.

cs.HC↗

Beyond the Broadcast: Enhancing VR Tennis Broadcasting through Embedded Visualizations and Camera Techniques

Virtual Reality (VR) broadcasting has emerged as a promising medium for providing immersive viewing experiences of major sports events such as tennis. However, current VR broadcast systems often lack an effective camera language and do not adequately incorporate dynamic, in-game visualizations, limiting viewer engagement and narrative clarity. To address these limitations, we analyze 400 out-of-play segments from eight major tennis broadcasts to develop a tennis-specific design framework that effectively combines cinematic camera movements with embedded visualizations. We further refine our framework by examining 25 cinematic VR animations, comparing their camera techniques with traditional tennis broadcasts to identify key differences and inform adaptations for VR. Based on data extracted from the broadcast videos, we reconstruct a simulated game that captures the players' and ball's motion and trajectories. Leveraging this design framework and processing pipeline, we develope Beyond the Broadcast, a VR tennis viewing system that integrates embedded visualizations with adaptive camera motions to construct a comprehensive and engaging narrative. Our system dynamically overlays tactical information and key match events onto the simulated environment, enhancing viewer comprehension and narrative engagement while ensuring perceptual immersion and viewing comfort. A user study involving tennis viewers demonstrate that our approach outperforms traditional VR broadcasting methods in delivering an immersive, informative viewing experience.

cs.HC↗

KinemaFX: A Kinematic-Driven Interactive System for Particle Effect Exploration and Customization

Particle effects are widely used in games and animation to simulate natural phenomena or stylized visual effects. However, creating effect artworks is challenging for non-expert users due to their lack of specialized skills, particularly in finding particle effects with kinematic behaviors that match their intent. To address these issues, we present KinemaFX, a kinematic-driven interactive system, to assist non-expert users in constructing customized particle effect artworks. We propose a conceptual model of particle effects that captures both semantic features and kinematic behaviors. Based on the model, KinemaFX adopts a workflow powered by Large Language Models (LLMs) that supports intent expression through combined semantic and kinematic inputs, while enabling implicit preference-guided exploration and subsequent creation of customized particle effect artworks based on exploration results. Additionally, we developed a kinematic-driven method to facilitate efficient interactive particle effect search within KinemaFX via structured representation and measurement of particle effects. To evaluate KinemaFX, we illustrate usage scenarios and conduct a user study employing an ablation approach. Evaluation results demonstrate that KinemaFX effectively supports users in efficiently and customarily creating particle effect artworks.

cs.HC↗

ProactiveVA: Proactive Visual Analytics with LLM-Based UI Agent

Visual analytics (VA) is typically applied to complex data, thus requiring complex tools. While visual analytics empowers analysts in data analysis, analysts may get lost in the complexity occasionally. This highlights the need for intelligent assistance mechanisms. However, even the latest LLM-assisted VA systems only provide help when explicitly requested by the user, making them insufficiently intelligent to offer suggestions when analysts need them the most. We propose a ProactiveVA framework in which LLM-powered UI agent monitors user interactions and delivers context-aware assistance proactively. To design effective proactive assistance, we first conducted a formative study analyzing help-seeking behaviors in user interaction logs, identifying when users need proactive help, what assistance they require, and how the agent should intervene. Based on this analysis, we distilled key design requirements in terms of intent recognition, solution generation, interpretability and controllability. Guided by these requirements, we develop a three-stage UI agent pipeline including perception, reasoning, and acting. The agent autonomously perceives users' needs from VA interaction logs, providing tailored suggestions and intuitive guidance through interactive exploration of the system. We implemented the framework in two representative types of VA systems, demonstrating its generalizability, and evaluated the effectiveness through an algorithm evaluation, case and expert study and a user study. We also discuss current design trade-offs of proactive VA and areas for further exploration.

cs.HC↗

SocioVerse: A World Model for Social Simulation Powered by LLM Agents and A Pool of 10 Million Real-World Users

Social simulation is transforming traditional social science research by modeling human behavior through interactions between virtual individuals and their environments. With recent advances in large language models (LLMs), this approach has shown growing potential in capturing individual differences and predicting group behaviors. However, existing methods face alignment challenges related to the environment, target users, interaction mechanisms, and behavioral patterns. To this end, we introduce SocioVerse, an LLM-agent-driven world model for social simulation. Our framework features four powerful alignment components and a user pool of 10 million real individuals. To validate its effectiveness, we conducted large-scale simulation experiments across three distinct domains: politics, news, and economics. Results demonstrate that SocioVerse can reflect large-scale population dynamics while ensuring diversity, credibility, and representativeness through standardized procedures and minimal manual adjustments.

cs.CL↗

LightVA: Lightweight Visual Analytics with LLM Agent-Based Task Planning and Execution

Visual analytics (VA) requires analysts to iteratively propose analysis tasks based on observations and execute tasks by creating visualizations and interactive exploration to gain insights. This process demands skills in programming, data processing, and visualization tools, highlighting the need for a more intelligent, streamlined VA approach. Large language models (LLMs) have recently been developed as agents to handle various tasks with dynamic planning and tool-using capabilities, offering the potential to enhance the efficiency and versatility of VA. We propose LightVA, a lightweight VA framework that supports task decomposition, data analysis, and interactive exploration through human-agent collaboration. Our method is designed to help users progressively translate high-level analytical goals into low-level tasks, producing visualizations and deriving insights. Specifically, we introduce an LLM agent-based task planning and execution strategy, employing a recursive process involving a planner, executor, and controller. The planner is responsible for recommending and decomposing tasks, the executor handles task execution, including data analysis, visualization generation and multi-view composition, and the controller coordinates the interaction between the planner and executor. Building on the framework, we develop a system with a hybrid user interface that includes a task flow diagram for monitoring and managing the task planning process, a visualization panel for interactive data exploration, and a chat view for guiding the model through natural language instructions. We examine the effectiveness of our method through a usage scenario and an expert study.

cs.HC↗

Carbon and Silicon, Coexist or Compete? A Survey on Human-AI Interactions in Agent-based Modeling and Simulation

Recent interest in human-AI interactions in agent-based modeling and simulation (ABMS) has grown rapidly due to the widespread utilization of large language models (LLMs). ABMS is an intelligent approach that simulates autonomous agents' behaviors within a defined environment to research emergent phenomena. Integrating LLMs into ABMS enables natural language interaction between humans and models. Meanwhile, it introduces new challenges that rely on human interaction to address. Human involvement can assist ABMS in adapting to flexible and complex research demands. However, systematic reviews of interactions that examine how humans and AI interact in ABMS are lacking. In this paper, we investigate existing works and propose a novel taxonomy to categorize the interactions derived from them. Specifically, human users refer to researchers who utilize ABMS tools to conduct their studies in our survey. We decompose interactions into five dimensions: the goals that users want to achieve (Why), the phases that users are involved (When), the components of the system (What), the roles of users (Who), and the means of interactions (How). Our analysis summarizes the findings that reveal existing interaction patterns. They provide researchers who develop interactions with comprehensive guidance on how humans and AI interact. We further discuss the unexplored interactions and suggest future research directions.

cs.HC↗

SimSpark: Interactive Simulation of Social Media Behaviors

Understanding user behaviors on social media has garnered significant scholarly attention, enhancing our comprehension of how virtual platforms impact society and empowering decision-makers. Simulating social media behaviors provides a robust tool for capturing the patterns of social media behaviors, testing hypotheses, and predicting the effects of various interventions, ultimately contributing to a deeper understanding of social media environments. Moreover, it can overcome difficulties associated with utilizing real data for analysis, such as data accessibility issues, ethical concerns, and the complexity of processing large and heterogeneous datasets. However, researchers and stakeholders need more flexible platforms to investigate different user behaviors by simulating different scenarios and characters, which is not possible yet. Therefore, this paper introduces SimSpark, an interactive system including simulation algorithms and interactive visual interfaces which is capable of creating small simulated social media platforms with customizable characters and social environments. We address three key challenges: generating believable behaviors, validating simulation results, and supporting interactive control for generation and results analysis. A simulation workflow is introduced to generate believable behaviors of agents by utilizing large language models. A visual interface enables real-time parameter adjustment and process monitoring for customizing generation settings. A set of visualizations and interactions are also designed to display the models' outputs for further analysis. Effectiveness is evaluated through case studies, quantitative simulation model assessments, and expert interviews.

cs.HC↗

Highly reliable, ultra-wideband, isolator-free quantum-dot mode-locked frequency combs for optical interconnects beyond 3.2Tb/s

Quantum dot mode-locked laser-based optical frequency combs are emerging as a critical solution for achieving low-cost, high-efficiency, and large-capacity optical interconnects. The practical implementation of wavelength division multiplexing interconnects necessitates a temperature-stable OFC source with a minimum 100 GHz channel spacing to enable high-bandwidth modulation while mitigating the complexity of optical filtering and detection. By leveraging the advanced co-doping technique and a colliding pulse mode-locking scheme, here, we report a compact, ultra-wideband, highly reliable, isolator-free 100 GHz-spacing InAs/GaAs QD OFC source operating up to a record temperature of 140 °C. The comb source delivers a record 3 dB optical bandwidth of 14.312 nm, containing flat-top comb lines, each supporting 128 Gb/s PAM-4 modulation, which results in a total throughput of 3.328 Tb/s with an extremely low power consumption of 0.394 pJ/bit at 25°C. Performance remains stable at 85 °C, with negligible degradation of device critical metrics. Remarkably, accelerated aging tests under harsh conditions (85 °C with 8x threshold current injection) revealed a mean time to failure of approximately 207 years. The QD OFC source demonstrated in this work, for the first time, establishes a concrete link between fundamental research on comb sources and their practical deployment in next-generation, high-density optical interconnect systems.

cond-mat.mes-hall↗

MMSciBench: Benchmarking Language Models on Chinese Multimodal Scientific Problems

Recent advances in large language models (LLMs) and vision-language models (LVLMs) have shown promise across many tasks, yet their scientific reasoning capabilities remain untested, particularly in multimodal settings. We present MMSciBench, a benchmark for evaluating mathematical and physical reasoning through text-only and text-image formats, with human-annotated difficulty levels, solutions with detailed explanations, and taxonomic mappings. Evaluation of state-of-the-art models reveals significant limitations, with even the best model achieving only \textbf{63.77\%} accuracy and particularly struggling with visual reasoning tasks. Our analysis exposes critical gaps in complex reasoning and visual-textual integration, establishing MMSciBench as a rigorous standard for measuring progress in multimodal scientific understanding. The code for MMSciBench is open-sourced at GitHub, and the dataset is available at Hugging Face.

cs.LG↗

DTBIA: An Immersive Visual Analytics System for Brain-Inspired Research

The Digital Twin Brain (DTB) is an advanced artificial intelligence framework that integrates spiking neurons to simulate complex cognitive functions and collaborative behaviors. For domain experts, visualizing the DTB's simulation outcomes is essential to understanding complex cognitive activities. However, this task poses significant challenges due to DTB data's inherent characteristics, including its high-dimensionality, temporal dynamics, and spatial complexity. To address these challenges, we developed DTBIA, an Immersive Visual Analytics System for Brain-Inspired Research. In collaboration with domain experts, we identified key requirements for effectively visualizing spatiotemporal and topological patterns at multiple levels of detail. DTBIA incorporates a hierarchical workflow - ranging from brain regions to voxels and slice sections - along with immersive navigation and a 3D edge bundling algorithm to enhance clarity and provide deeper insights into both functional (BOLD) and structural (DTI) brain data. The utility and effectiveness of DTBIA are validated through two case studies involving with brain research experts. The results underscore the system's role in enhancing the comprehension of complex neural behaviors and interactions.

cs.HC↗

Do Language Model Agents Align with Humans in Rating Visualizations? An Empirical Study

Large language models encode knowledge in various domains and demonstrate the ability to understand visualizations. They may also capture visualization design knowledge and potentially help reduce the cost of formative studies. However, it remains a question whether large language models are capable of predicting human feedback on visualizations. To investigate this question, we conducted three studies to examine whether large model-based agents can simulate human ratings in visualization tasks. The first study, replicating a published study involving human subjects, shows agents are promising in conducting human-like reasoning and rating, and its result guides the subsequent experimental design. The second study repeated six human-subject studies reported in literature on subjective ratings, but replacing human participants with agents. Consulting with five human experts, this study demonstrates that the alignment of agent ratings with human ratings positively correlates with the confidence levels of the experts before the experiments. The third study tests commonly used techniques for enhancing agents, including preprocessing visual and textual inputs, and knowledge injection. The results reveal the issues of these techniques in robustness and potential induction of biases. The three studies indicate that language model-based agents can potentially simulate human ratings in visualization experiments, provided that they are guided by high-confidence hypotheses from expert evaluators. Additionally, we demonstrate the usage scenario of swiftly evaluating prototypes with agents. We discuss insights and future directions for evaluating and improving the alignment of agent ratings with human ratings. We note that simulation may only serve as complements and cannot replace user studies.

cs.HC↗

VisTaxa: Developing a Taxonomy of Historical Visualizations

Historical visualizations are a rich resource for visualization research. While taxonomy is commonly used to structure and understand the design space of visualizations, existing taxonomies primarily focus on contemporary visualizations and largely overlook historical visualizations. To address this gap, we describe an empirical method for taxonomy development. We introduce a coding protocol and the VisTaxa system for taxonomy labeling and comparison. We demonstrate using our method to develop a historical visualization taxonomy by coding 400 images of historical visualizations. We analyze the coding result and reflect on the coding process. Our work is an initial step toward a systematic investigation of the design space of historical visualizations.

cs.HC↗

SpecEE: Accelerating Large Language Model Inference with Speculative Early Exiting

Early exiting has recently emerged as a promising technique for accelerating large language models (LLMs) by effectively reducing the hardware computation and memory access. In this paper, we present SpecEE, a fast LLM inference engine with speculative early exiting. (1) At the algorithm level, we propose the speculation-based lightweight predictor design by exploiting the probabilistic correlation between the speculative tokens and the correct results and high parallelism of GPUs. (2) At the system level, we point out that not all layers need a predictor and design the two-level heuristic predictor scheduling engine based on skewed distribution and contextual similarity. (3) At the mapping level, we point out that different decoding methods share the same essential characteristics, and propose the context-aware merged mapping for predictor with efficient GPU implementations to support speculative decoding, and form a framework for various existing orthogonal acceleration techniques (e.g., quantization and sparse activation) on cloud and personal computer (PC) scenarios, successfully pushing the Pareto frontier of accuracy and speedup. It is worth noting that SpecEE can be applied to any LLM by negligible training overhead in advance without affecting the model original parameters. Extensive experiments show that SpecEE achieves 2.25x and 2.43x speedup with Llama2-7B on cloud and PC scenarios respectively.

cs.DC↗

Unlocking Scientific Concepts: How Effective Are LLM-Generated Analogies for Student Understanding and Classroom Practice?

Teaching scientific concepts is essential but challenging, and analogies help students connect new concepts to familiar ideas. Advancements in large language models (LLMs) enable generating analogies, yet their effectiveness in education remains underexplored. In this paper, we first conducted a two-stage study involving high school students and teachers to assess the effectiveness of LLM-generated analogies in biology and physics through a controlled in-class test and a classroom field study. Test results suggested that LLM-generated analogies could enhance student understanding particularly in biology, but require teachers' guidance to prevent over-reliance and overconfidence. Classroom experiments suggested that teachers could refine LLM-generated analogies to their satisfaction and inspire new analogies from generated ones, encouraged by positive classroom feedback and homework performance boosts. Based on findings, we developed and evaluated a practical system to help teachers generate and refine teaching analogies. We discussed future directions for developing and evaluating LLM-supported teaching and learning by analogy.

cs.HC↗

ChartInsighter: An Approach for Mitigating Hallucination in Time-series Chart Summary Generation with A Benchmark Dataset

Effective chart summary can significantly reduce the time and effort decision makers spend interpreting charts, enabling precise and efficient communication of data insights. Previous studies have faced challenges in generating accurate and semantically rich summaries of time-series data charts. In this paper, we identify summary elements and common hallucination types in the generation of time-series chart summaries, which serve as our guidelines for automatic generation. We introduce ChartInsighter, which automatically generates chart summaries of time-series data, effectively reducing hallucinations in chart summary generation. Specifically, we assign multiple agents to generate the initial chart summary and collaborate iteratively, during which they invoke external data analysis modules to extract insights and compile them into a coherent summary. Additionally, we implement a self-consistency test method to validate and correct our summary. We create a high-quality benchmark of charts and summaries, with hallucination types annotated on a sentence-by-sentence basis, facilitating the evaluation of the effectiveness of reducing hallucinations. Our evaluations using our benchmark show that our method surpasses state-of-the-art models, and that our summary hallucination rate is the lowest, which effectively reduces various hallucinations and improves summary quality. The benchmark is available at https://github.com/wangfen01/ChartInsighter.

cs.CL↗

Narrative Player: Reviving Data Narratives with Visuals

Data-rich documents are commonly found across various fields such as business, finance, and science. However, a general limitation of these documents for reading is their reliance on text to convey data and facts. Visual representation of text aids in providing a satisfactory reading experience in comprehension and engagement. However, existing work emphasizes presenting the insights of local text context, rather than fully conveying data stories within the whole paragraphs and engaging readers. To provide readers with satisfactory data stories, this paper presents Narrative Player, a novel method that automatically revives data narratives with consistent and contextualized visuals. Specifically, it accepts a paragraph and corresponding data table as input and leverages LLMs to characterize the clauses and extract contextualized data facts. Subsequently, the facts are transformed into a coherent visualization sequence with a carefully designed optimization-based approach. Animations are also assigned between adjacent visualizations to enable seamless transitions. Finally, the visualization sequence, transition animations, and audio narration generated by text-to-speech technologies are rendered into a data video. The evaluation results showed that the automatic-generated data videos were well-received by participants and experts for enhancing reading.

cs.HC↗